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/** |
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\defgroup core GLM Core |
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\brief The core of GLM, which implements exactly and only the GLSL specification to the degree possible. |
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The GLM core consists of \ref core_types "C++ types that mirror GLSL types", |
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\ref core_funcs "C++ functions that mirror the GLSL functions". It also includes |
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\ref core_precision "a set of precision-based types" that can be used in the appropriate |
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functions. The C++ types are all based on a basic set of \ref core_template "template types". |
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**/ |
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/** |
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\defgroup core_types Core GLSL Types |
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\brief The standard types defined by the GLSL specification. |
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These types are all typedefs of more generalized, template types. To see the definiton |
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of the equivalent template types, go to \ref core_template. |
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\ingroup core |
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**/ |
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/** |
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\defgroup core_precision Core Precision Types |
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\brief Non-GLSL types that are used to define precision-based types. |
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The GLSL language allows the user to define the precision of a particular variable. |
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In OpenGL's GLSL, these precision qualifiers have no effect; they are there for compatibility |
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with OpenGL ES's precision qualifiers, where they \em do have an effect. |
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C++ has no language equivalent to precision qualifiers. So GLM provides the next-best thing: |
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a number of typedefs of the \ref core_template that use a particular precision. |
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None of these types make any guarantees about the actual precision used. |
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\ingroup core |
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**/ |
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/** |
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\defgroup core_template Core Template Types |
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\brief The generic template types used as the basis for the core types. |
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These types are all templates used to define the actual \ref core_types. |
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\ingroup core |
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**/ |
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/** |
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\defgroup core_funcs Core GLSL Functions |
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\brief The functions defined by the GLSL specification. |
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\ingroup core |
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**/ |
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/** |
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\defgroup gtc GLM Core Extensions |
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\brief Functions and types that GLSL does not provide, but are useful to have. |
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Core extensions differ from \ref gtx "experimental extensions" in that core extensions |
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are fairly stable. The API for experimental extensions is expected to change |
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significantly between versions. |
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You can bring all of the extensions, core or experimental, in by |
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including <glm/ext.hpp> Otherwise, you will have to include each extension |
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by including a specific file. |
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**/ |
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/** |
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\defgroup gtc_half_float Half Float Core Extension |
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\ingroup gtc |
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\brief Defines the half-float type, along with various typedefs for vectors and matrices. |
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You must include <glm/glc/half_float.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtc_matrix_access Matrix Access Core Extension |
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\ingroup gtc |
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\brief Defines functions that allow you to access rows or columns of a matrix easily. |
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You must include <glm/glc/matrix_access.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtc_matrix_integer Integer Matrix Core Extension |
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\ingroup gtc |
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\brief Defines a number of matrices with integer types. |
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You must include <glm/glc/matrix_integer.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtc_matrix_inverse Matrix Inverse Core Extension |
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\ingroup gtc |
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\brief Defines additional matrix inverting functions. |
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You must include <glm/glc/matrix_inverse.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtc_matrix_transform Matrix Transform Core Extension |
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\ingroup gtc |
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\brief Defines functions that generate common transformation matrices. |
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The matrices generated by this extension use standard OpenGL fixed-function |
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conventions. For example, the lookAt function generates a transform from world |
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space into the specific eye space that the projective matrix functions ( |
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perspective, ortho, etc) are designed to expect. The OpenGL compatibility |
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specifications defines the particular layout of this eye space. |
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You must include <glm/glc/matrix_transform.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtc_quaternion Quaternion Core Extension |
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\ingroup gtc |
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\brief Defines a templated quaternion type and several quaternion operations. |
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You must include <glm/glc/quaternion.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtc_type_precision Type Precision Core Extension |
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\ingroup gtc |
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\brief Defines specific C++-based precision types. |
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\ref core_precision defines types based on GLSL's precision qualifiers. This |
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extension defines types based on explicitly-sized C++ data types. |
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You must include the file <glm/glc/type_precision.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtc_type_ptr Pointer Access Core Extension |
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\ingroup gtc |
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\brief Used to get a pointer to the memory layout of a basic type. |
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This extension defines an overloaded function, glm::value_ptr, which |
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takes any of the \ref core_template "core template types". It returns |
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a pointer to the memory layout of the object. Matrix types store their values |
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in row-major order. |
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This is useful for uploading data to matrices or copying data to buffer objects. |
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Example: |
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\code |
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#include <glm/glm.hpp> |
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#include <glm/glc/type_ptr.hpp> |
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glm::vec3 aVector(3); |
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glm::mat4 someMatrix(1.0); |
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glUniform3fv(uniformLoc, 1, glm::value_ptr(aVector)); |
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glUniformMatrix4fv(uniformMatrixLoc, 1, GL_FALSE, glm::value_ptr(someMatrix)); |
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\endcode |
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You must include the file <glm/glc/type_ptr.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx GLM Experimental Extensions |
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\brief Functions and types that GLSL does not provide, but are useful to have. |
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Experimental extensions are useful functions and types, but the development of |
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their API and functionality is not necessarily stable. They can change substantially |
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between versions. Backwards compatibility is not much of an issue for them. |
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You can bring all of the extensions, core or experimental, in by |
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including <glm/ext.hpp> Otherwise, you will have to include each extension |
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by including a specific file. |
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**/ |
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/** |
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\defgroup gtx_associated_min_max Associated Min/Max Experimental Extension |
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\ingroup gtx |
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\brief Min and max functions that return associated values not the compared onces. |
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You must include the file <glm/glx/associated_min_max.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_bit Bitwise Operations Experimental Extension |
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\ingroup gtx |
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\brief Allow to perform bit operations on integer values |
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You must include the file <glm/glx/bit.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_closest_point Find Closest Point Experimental Extension |
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\ingroup gtx |
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\brief Find the point on a straight line which is the closet of a point. |
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You must include the file <glm/glx/closest_point.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_color_cast Color Conversion Experimental Extension |
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\ingroup gtx |
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\brief Conversion between two color types. |
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You must include the file <glm/glx/color_cast.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_color_space RGB to HSV Conversion Experimental Extension |
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\ingroup gtx |
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\brief Related to RGB to HSV conversions and operations. |
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You must include the file <glm/glx/color_space.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_color_space_YCoCg RGB to YCoCg Conversion Experimental Extension |
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\ingroup gtx |
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\brief RGB to YCoCg conversions and operations |
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You must include the file <glm/glx/color_space_YCoCg.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_compatibility Cg and HLSL Compatibility Experimental Extension |
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\ingroup gtx |
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\brief Provide functions to increase the compatibility with Cg and HLSL languages |
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You must include the file <glm/glx/compatibility.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_component_wise Component Wise Experimental Extension |
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\ingroup gtx |
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\brief Operations between components of a type |
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You must include the file <glm/glx/component_wise.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_epsilon Epsilon Comparison Experimental Extension |
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\ingroup gtx |
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\brief Comparison functions for a user defined epsilon values. |
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You must include the file <glm/glx/epsilon.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_euler_angles Matrix From Euler Angles Experimental Extension |
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\ingroup gtx |
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\brief Build matrices from Euler angles. |
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You must include the file <glm/glx/euler_angles.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_extend Position Extending Experimental Extension |
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\ingroup gtx |
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\brief Extend a position from a source to a position at a defined length. |
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You must include the file <glm/glx/extend.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_extented_min_max Extended Min Max Experimental Extension |
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\ingroup gtx |
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\brief Min and max functions for 3 to 4 parameters. |
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You must include the file <glm/glx/extented_min_max.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_fast_exponential Fast Exponentiation Experimental Extension |
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\ingroup gtx |
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\brief Fast but less accurate implementations of exponential based functions. |
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You must include the file <glm/glx/fast_exponential.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_fast_square_root Fast Square Root Experimental Extension |
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\ingroup gtx |
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\brief Fast but less accurate implementations of square root based functions. |
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You must include the file <glm/glx/fast_square_root.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_fast_trigonometry Fast Trig Experimental Extension |
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\ingroup gtx |
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\brief Fast but less accurate implementations of trigonometric functions. |
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You must include the file <glm/glx/fast_trigonometry.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_handed_coordinate_space Space Handedness Experimental Extension |
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\ingroup gtx |
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\brief To know if a set of three basis vectors defines a right or left-handed coordinate system. |
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You must include the file <glm/glx/handed_coordinate_system.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_inertia Intertial Matrix Experimental Extension |
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\ingroup gtx |
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\brief Create inertia matrices |
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You must include the file <glm/glx/inertia.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_int_10_10_10_2 Packed Integer Experimental Extension |
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\ingroup gtx |
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\brief Add support for integer for core functions |
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You must include the file <glm/glx/int_10_10_10_2.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_integer Integer Function Experimental Extension |
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\ingroup gtx |
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\brief Add support for integer for core functions |
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You must include the file <glm/glx/integer.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_intersect Intersection Test Experimental Extension |
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\ingroup gtx |
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\brief Add intersection functions |
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You must include the file <glm/glx/intersect.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_log_base Log With Base Experimental Extension |
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\ingroup gtx |
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\brief Logarithm for any base. base can be a vector or a scalar. |
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You must include the file <glm/glx/log_base.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_matrix_cross_product Cross Product Matrices Experimental Extension |
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\ingroup gtx |
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\brief Build cross product matrices |
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You must include the file <glm/glx/matrix_cross_product.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_matrix_major_storage Build Matrix Experimental Extension |
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\ingroup gtx |
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\brief Build matrices with specific matrix order, row or column |
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You must include the file <glm/glx/matrix_major_storage.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_matrix_operation Diagonal Matrix Experimental Extension |
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\ingroup gtx |
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\brief Build diagonal matrices from vectors. |
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You must include the file <glm/glx/matrix_operation.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_matrix_query Query Matrix Properties Experimental Extension |
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\ingroup gtx |
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\brief Query to evaluate matrix properties |
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You must include the file <glm/glx/matrix_query.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_mixed_product Mixed Product Experimental Extension |
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\ingroup gtx |
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\brief Mixed product of 3 vectors. |
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You must include the file <glm/glx/mixed_product.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_multiple Multiples Experimental Extension |
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\ingroup gtx |
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\brief Find the closest number of a number multiple of other number. |
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You must include the file <glm/glx/multiple.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_norm Vector Norm Experimental Extension |
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\ingroup gtx |
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\brief Various way to compute vector norms. |
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You must include the file <glm/glx/norm.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_normal Compute Normal Experimental Extension |
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\ingroup gtx |
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\brief Compute the normal of a triangle. |
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You must include the file <glm/glx/normal.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_normalize_dot Normalize Dot Product Experimental Extension |
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\ingroup gtx |
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\brief Dot product of vectors that need to be normalize with a single square root. |
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You must include the file <glm/glx/normalized_dot.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_number_precision Number Precision Experimental Extension |
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\ingroup gtx |
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\brief Defined size types. |
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You must include the file <glm/glx/number_precision.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_ocl_type OpenCL Types Experimental Extension |
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\ingroup gtx |
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\brief OpenCL types. |
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You must include the file <glm/glx/ocl_type.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_optimum_pow Optimum Pow Experimental Extension |
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\ingroup gtx |
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\brief Integer exponentiation of power functions. |
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You must include the file <glm/glx/optimum_pow.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_orthonormalize Orthonormalize Experimental Extension |
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\ingroup gtx |
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\brief Orthonormalize matrices. |
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You must include the file <glm/glx/orthonormalize.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_perpendicular Perpendicular Experimental Extension |
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\ingroup gtx |
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\brief Perpendicular of a vector from other one |
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You must include the file <glm/glx/perpendicular.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_polar_coordinates Polar Coordinates Experimental Extension |
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\ingroup gtx |
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\brief Conversion from Euclidean space to polar space and revert. |
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You must include the file <glm/glx/polar_coordinates.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_projection Projection Experimental Extension |
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\ingroup gtx |
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\brief Projection of a vector to other one |
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You must include the file <glm/glx/projection.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_quaternion Quaternion Experimental Extension |
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\ingroup gtx |
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\brief Quaternion types and functions |
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You must include the file <glm/glx/quaternion.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_random Random Experimental Extension |
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\ingroup gtx |
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\brief Generate random number from various distribution methods |
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You must include the file <glm/glx/random.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_raw_data Raw Data Experimental Extension |
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\ingroup gtx |
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\brief Projection of a vector to other one |
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You must include the file <glm/glx/raw_data.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_reciprocal Reciprocal Experimental Extension |
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\ingroup gtx |
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\brief Define secant, cosecant and cotangent functions. |
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You must include the file <glm/glx/reciprocal.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_rotate_vector Rotate Vector Experimental Extension |
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\ingroup gtx |
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\brief Function to directly rotate a vector |
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You must include the file <glm/glx/rotate_vector.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_simd_mat4 SIMD Mat4 Experimental Extension |
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\ingroup gtx |
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\brief SIMD implementation of mat4 type. |
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You must include the file <glm/glx/simd_mat4.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_simd_vec4 SIMD Vec4 Experimental Extension |
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\ingroup gtx |
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\brief SIMD implementation of vec4 type. |
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You must include the file <glm/glx/simd_vec4.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_spline Spline Experimental Extension |
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\ingroup gtx |
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\brief Spline functions |
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You must include the file <glm/glx/spline.hpp> to get this functionality. |
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**/ |
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/** |
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\defgroup gtx_string_cast String Cast Experimental Extension |
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\ingroup gtx |
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\brief Setup strings for GLM type values |
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|
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You must include the file <glm/glx/transform.hpp> to get this functionality. |
||||
**/ |
||||
|
||||
/** |
||||
\defgroup gtx_transform Transformation Matrices Experimental Extension |
||||
\ingroup gtx |
||||
|
||||
\brief Add transformation matrices |
||||
|
||||
You must include the file <glm/glx/transform2.hpp> to get this functionality. |
||||
**/ |
||||
|
||||
/** |
||||
\defgroup gtx_transform2 Extra Transform Matrices Experimental Extension |
||||
\ingroup gtx |
||||
|
||||
\brief Add extra transformation matrices |
||||
|
||||
You must include the file <glm/glx/unsigned_int.hpp> to get this functionality. |
||||
**/ |
||||
|
||||
/** |
||||
\defgroup gtx_unsigned_int Unsigned Int Experimental Extension |
||||
\ingroup gtx |
||||
|
||||
\brief Add support for unsigned integer for core functions |
||||
|
||||
You must include the file <glm/glx/unsigned_int.hpp> to get this functionality. |
||||
**/ |
||||
|
||||
/** |
||||
\defgroup gtx_vector_access Vector Access Experimental Extension |
||||
\ingroup gtx |
||||
|
||||
\brief Function to set values to vectors |
||||
|
||||
You must include the file <glm/glx/vector_access.hpp> to get this functionality. |
||||
**/ |
||||
|
||||
/** |
||||
\defgroup gtx_vector_angle Vector Angle Experimental Extension |
||||
\ingroup gtx |
||||
|
||||
\brief Compute angle between vectors |
||||
|
||||
You must include the file <glm/glx/vector_angle.hpp> to get this functionality. |
||||
**/ |
||||
|
||||
/** |
||||
\defgroup gtx_vector_query Vector Query Experimental Extension |
||||
\ingroup gtx |
||||
|
||||
\brief Query informations of vector types |
||||
|
||||
You must include the file <glm/glx/vector_query.hpp> to get this functionality. |
||||
**/ |
||||
|
||||
/** |
||||
\defgroup gtx_verbose_operator Verbose Operator Experimental Extension |
||||
\ingroup gtx |
||||
|
||||
\brief Use words to replace operators |
||||
|
||||
You must include the file <glm/glx/verbose_operator.hpp> to get this functionality. |
||||
**/ |
||||
|
||||
/** |
||||
\defgroup gtx_wrap Wrap Experimental Extension |
||||
\ingroup gtx |
||||
|
||||
\brief Wrapping mode using my texture samping. |
||||
|
||||
You must include the file <glm/glx/wrap.hpp> to get this functionality. |
||||
**/ |
||||
|
@ -0,0 +1,268 @@ |
||||
/** |
||||
\mainpage OpenGL Mathematics |
||||
OpenGL Mathematics (GLM) is a C++ mathematics library for 3D applications based |
||||
on the OpenGL Shading Language (GLSL) specification. |
||||
|
||||
GLM provides 3D programmers with math classes and functions that are similar to |
||||
GLSL or any high level GPU programming language. The idea is to have a library |
||||
that has identical naming conventions and functionalities than GLSL so that when |
||||
developers know GLSL, they know how to use GLM. |
||||
|
||||
GLM is not limited strictly to GLSL features. |
||||
|
||||
However, this project isn't limited by GLSL features. An extension system, based |
||||
on the GLSL extension conventions, allows extended capabilities. |
||||
|
||||
This library can be used with OpenGL but also for software rendering (Raytracing |
||||
/ Rasterisation), image processing and as much contexts as a simple math library |
||||
could be used for. |
||||
|
||||
GLM is written as a platform independent library. The following compilers are |
||||
officially supported: |
||||
\li GNU GCC 3.4 and higher |
||||
\li Microsoft Visual Studio 8.0 and higher |
||||
|
||||
The source code is under the |
||||
<a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>. |
||||
|
||||
Any feedback is welcome and can be sent to glm@g-truc.net. |
||||
|
||||
\li \subpage started |
||||
\li \subpage faq |
||||
\li \subpage issues |
||||
\li \subpage reference |
||||
**/ |
||||
|
||||
/** |
||||
\page started Getting Started |
||||
|
||||
\section started_compiler Compiler Setup |
||||
|
||||
GLM is a header library. Therefore, it doesn't require to be built separately. All that |
||||
is necessary to use GLM is to add the GLM install path to your compiler's include |
||||
search paths. (-I option with GCC) Alternatively, you can copy the GLM files directly into your |
||||
project's source directory. |
||||
|
||||
GLM makes heavy use of C++ templates. This may significantly increase the compile |
||||
time for files that use GLM. If this is a problem for your needs, precompiled headers |
||||
are a good solution for avoiding this issue. |
||||
|
||||
\section started_core Core Features |
||||
|
||||
After initial compiler setup, all core features of GLM (core GLSL features) can be accessed |
||||
by including the glm.hpp header. The line: #include <glm/glm.hpp> is used for a typical |
||||
compiler setup. |
||||
|
||||
Note that by default there are no dependencies on external headers like gl.h, gl3.h, glu.h or |
||||
windows.h. |
||||
|
||||
\section started_swizzle Setup of Swizzle Operators |
||||
|
||||
A common feature of shader languages like GLSL is components swizzling. This involves |
||||
being able to select which components of a vector are used and in what order. For |
||||
example, "variable.x", "variable.xxy", "variable.zxyy" are examples of swizzling. |
||||
|
||||
However in GLM, swizzling operators are disabled by default. To enable swizzling the |
||||
define GLM_SWIZZLE must be defined to one of GLM_SWIZZLE_XYZW, GLM_SWIZZLE_RGBA, |
||||
GLM_SWIZZLE_STQP or GLM_SWIZZLE_FULL depending on what swizzle syntax is required. |
||||
|
||||
To enable swizzling, it is suggested that setup.hpp be included first, then custom |
||||
settings and finally glm.hpp. For |
||||
example: |
||||
|
||||
\code |
||||
#include <glm/setup.hpp> |
||||
#define GLM_SWIZZLE GLM_SWIZZLE_FULL |
||||
#include <glm/glm.hpp> |
||||
\endcode |
||||
|
||||
These custom setup lines can then be placed in a common project header or precompiled |
||||
header. |
||||
|
||||
\section started_sample Basic Use of GLM Core |
||||
|
||||
\code |
||||
#include <glm/glm.hpp> |
||||
|
||||
int foo() |
||||
{ |
||||
glm::vec4 Position = glm::vec4(glm::vec3(0.0), 1.0); |
||||
glm::mat4 Model = glm::mat4(1.0); |
||||
Model[4] = glm::vec4(1.0, 1.0, 0.0, 1.0); |
||||
glm::vec4 Transformed = Model * Position; |
||||
return 0; |
||||
} |
||||
\endcode |
||||
|
||||
\section started_extensions GLM Extensions |
||||
|
||||
GLM extends the core GLSL feature set with extensions. These extensions include: |
||||
quaternion, transformation, spline, matrix inverse, color spaces, etc. |
||||
Note that some extensions are incompatible with other extension as and may result in C++ |
||||
name collisions when used together. |
||||
|
||||
To use a particular extension, simply include the extension header file. All |
||||
extension features are added to the glm namespace. |
||||
|
||||
\code |
||||
#include <glm/glm.hpp> |
||||
#include <glm/gtc/matrix_transform.hpp> |
||||
|
||||
int foo() |
||||
{ |
||||
glm::vec4 Position = glm::vec4(glm::vec3(0.0f), 1.0f); |
||||
glm::mat4 Model = glm::translate(1.0f, 1.0f, 1.0f); |
||||
glm::vec4 Transformed = Model * Position; |
||||
return 0; |
||||
} |
||||
\endcode |
||||
|
||||
\section started_depend Dependencies |
||||
|
||||
When <glm/glm.hpp> is included, GLM provides all the GLSL features it implements in C++. |
||||
|
||||
By including <glm/ext.hpp> all the features of all extensions of GLM are included. |
||||
|
||||
When you include a specific extension, all the dependent extensions will be included as well. |
||||
All the extensions depend on GLM core. (<glm/glm.hpp>) |
||||
|
||||
GLM has no dependencies on external libraries. However, if <boost/static_assert.hpp> is |
||||
included before the GLM headers, boost::static_assert will be used all over GLM code. |
||||
**/ |
||||
|
||||
/** |
||||
\page faq FAQ |
||||
|
||||
\section faq1 Why GLM follows GLSL specification and conventions? |
||||
|
||||
Following GLSL conventions is a really strict policy of GLM. GLM has been designed following |
||||
the idea that everyone does its own math library with his own conventions. The idea is that |
||||
brilliant developers (the OpenGL ARB) worked together and agreed to make GLSL. Following |
||||
GLSL conventions is a way to find consensus. Moreover, basically when a developer knows |
||||
GLSL, he knows GLM. |
||||
|
||||
\section faq2 Would it be possible to add my feature? |
||||
|
||||
YES. Every feature request could be added by submitting it here: |
||||
https://sourceforge.net/apps/trac/ogl-math/newticket |
||||
|
||||
These requests would mainly take the form of extensions and if you provide an |
||||
implementation, the feature will be added automatically in the next GLM release. |
||||
|
||||
A SourceForge.net account is required to create a ticket. |
||||
|
||||
\section faq3 Does GLM run GLSL program? |
||||
|
||||
No, GLM is a C++ implementation of a subset of GLSL. |
||||
|
||||
\section faq4 Does a GLSL compiler build GLM codes? |
||||
|
||||
Not directly but it can be easy to port. However, the difference between a shader and C++ |
||||
program at software design level will probably make this idea unlikely or impossible. |
||||
|
||||
\section faq5 Should I use GTX extensions? |
||||
|
||||
GTX extensions are qualified to be experimental extensions. In GLM this means that these |
||||
extensions might change from version to version without restriction. In practice, it doesn't |
||||
really change except time to time. GTC extensions are stabled, tested and perfectly reliable |
||||
in time. Many GTX extensions extend GTC extensions and provide a way to explore features |
||||
and implementations before becoming stable by a promotion as GTC extensions. This is |
||||
fairly the way OpenGL features are developed through extensions. |
||||
|
||||
\section faq6 Would it be possible to change GLM to do glVertex3fv(glm::vec3(0))? |
||||
|
||||
It's possible to implement such thing in C++ with the implementation of the appropriate cast |
||||
operator. In this example it's likely because it would result as a transparent cast, however, |
||||
most of the time it's really unlikely resulting of build with no error and programs running |
||||
with unexpected behaviors. |
||||
|
||||
GLM_GTC_type_ptr extension provide a safe solution: |
||||
|
||||
\code |
||||
glm::vec4 v(0); |
||||
glm::mat4 m(0); |
||||
|
||||
glVertex3fv(glm::value_ptr(v)) |
||||
glLoadMatrixfv(glm::value_ptr(m)); |
||||
\endcode |
||||
|
||||
Another solution inspired by STL: |
||||
|
||||
\code |
||||
glVertex3fv(&v[0]); |
||||
glLoadMatrixfv(&m[0][0]); |
||||
\endcode |
||||
|
||||
\section faq7 Where can I ask my questions? |
||||
|
||||
A good place is the OpenGL Toolkits forum on OpenGL.org: |
||||
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&Board=10&page=1 |
||||
|
||||
\section faq8 Where can I report a bug? |
||||
|
||||
Just like feature requests: |
||||
https://sourceforge.net/apps/trac/ogl-math/newticket |
||||
|
||||
A SourceForge account is required to create a ticket. |
||||
|
||||
\section faq8 Where can I find the documentation of extensions? |
||||
|
||||
The Doxygen generated documentation includes a complete list of all extensions available. |
||||
Explore this documentation to get a complete view of all GLM capabilities! |
||||
http://glm.g-truc.net/html/index.html |
||||
|
||||
\section faq9 Should I use 'using namespace glm;'? |
||||
|
||||
NO! Chances are that if 'using namespace glm;' is called, name collisions will happen |
||||
because GLM is based on GLSL and GLSL is also a consensus on tokens so these tokens are |
||||
probably used quite often. |
||||
**/ |
||||
|
||||
/** |
||||
\page issues Known Issues |
||||
|
||||
\section issue1 Swizzle Operators |
||||
|
||||
Enabling the swizzle operator can result in name collisions with the Win32 API. |
||||
Consequently swizzle operators are disable by default. A safer way to do swizzling is to use |
||||
the member function 'swizzle'. Future version of GLM should remove this limitation. |
||||
|
||||
\section issue2 not Function |
||||
|
||||
The GLSL keyword not is also a keyword in C++. To prevent name collisions, the GLSL not |
||||
function has been implemented with the name not_. |
||||
|
||||
\section issue3 Half Based Types |
||||
GLM supports half float number types through the extension GLM_GTC_half_float. This |
||||
extension provides the types half, hvec*, hmat*x* and hquat*. |
||||
|
||||
Unfortunately, C++ norm doesn't support anonymous unions which limit hvec* vector |
||||
components access to x, y, z and w. |
||||
|
||||
However, Visual C++ does support anonymous unions. When |
||||
GLM_USE_ANONYMOUS_UNION is define, it enables the support of all component names |
||||
(x,y,z,w ; r,g,b,a ; s,t,p,q). With GCC it will result in a build error. |
||||
**/ |
||||
|
||||
/** |
||||
\page reference References |
||||
|
||||
OpenGL 4.1 core specification: |
||||
http://www.opengl.org/registry/doc/glspec41.core.20100725.pdf |
||||
|
||||
GLSL 4.10 specification: |
||||
http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf |
||||
|
||||
GLM HEAD snapshot: |
||||
http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz |
||||
|
||||
GLM Trac, for bug report and feature request: |
||||
https://sourceforge.net/apps/trac/ogl-math |
||||
|
||||
GLM website: |
||||
http://glm.g-truc.net |
||||
|
||||
G-Truc Creation page: |
||||
http://www.g-truc.net/project-0016.html |
||||
**/ |
||||
|
Loading…
Reference in New Issue