OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2008-03-08
// Updated : 2010-01-26
// Licence : This source is under MIT License
// File : glm/core/func_common.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_core_func_common
#define glm_core_func_common
namespace glm
{
namespace test{
void main_core_func_common();
}//namespace test
namespace core{
namespace function{
//! Define common functions from Section 8.3 of GLSL 1.30.8 specification. Included in glm namespace.
namespace common{
//! Returns x if x >= 0; otherwise, it returns -x.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genFIType>
genFIType abs(genFIType const & x);
//! Returns 1.0 if x > 0, 0.0 if x = 0, or -1.0 if x < 0.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genFIType>
genFIType sign(genFIType const & x);
//! Returns a value equal to the nearest integer that is less then or equal to x.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType floor(genType const & x);
//! Returns a value equal to the nearest integer to x
//! whose absolute value is not larger than the absolute value of x.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType trunc(genType 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.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType round(genType 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.)
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType roundEven(genType const & x);
//! Returns a value equal to the nearest integer
//! that is greater than or equal to x.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType ceil(genType const & x);
//! Return x - floor(x).
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType fract(genType const & x);
//! Modulus. Returns x - y * floor(x / y)
//! for each component in x using the floating point value y.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType mod(
genType const & x,
genType const & y);
//! Modulus. Returns x - y * floor(x / y)
//! for each component in x using the floating point value y.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType mod(
genType const & x,
typename genType::value_type 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.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType modf(
genType const & x,
genType & i);
//! Returns y if y < x; otherwise, it returns x.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType min(
genType const & x,
genType const & y);
template <typename genType>
genType min(
genType const & x,
typename genType::value_type const & y);
//! Returns y if x < y; otherwise, it returns x.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType max(
genType const & x,
genType const & y);
template <typename genType>
genType max(
genType const & x,
typename genType::value_type const & y);
//! Returns min(max(x, minVal), maxVal) for each component in x
//! using the floating-point values minVal and maxVal.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType clamp(
genType const & x,
genType const & minVal,
genType const & maxVal);
template <typename genType>
genType clamp(
genType const & x,
typename genType::value_type const & minVal,
typename genType::value_type const & maxVal);
//! \return 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].
//!
//! \return 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.
//!
//! From GLSL 1.30.08 specification, section 8.3
//!
//! \param[in] x Floating point scalar or vector.
//! \param[in] y Floating point scalar or vector.
//! \param[in] a Floating point or boolean scalar or vector.
//!
// \todo Test when 'a' is a boolean.
template <typename genTypeT, typename genTypeU>
genTypeT mix(genTypeT const & x, genTypeT const & y, genTypeU const & a);
//! Returns 0.0 if x < edge, otherwise it returns 1.0.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType step(
genType const & edge,
genType const & x);
template <typename genType>
genType step(
typename genType::value_type const & edge,
genType 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 <EFBFBD> edge0) / (edge1 <EFBFBD> edge0), 0, 1);
//! return t * t * (3 <EFBFBD> 2 * t);
//! Results are undefined if edge0 >= edge1.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
genType smoothstep(
genType const & edge0,
genType const & edge1,
genType const & x);
template <typename genType>
genType smoothstep(
typename genType::value_type const & edge0,
typename genType::value_type const & edge1,
genType 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.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
typename genType::bool_type isnan(genType 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.
//! (From GLSL 1.30.08 specification, section 8.3)
template <typename genType>
typename genType::bool_type isinf(genType const & x);
//! Returns a signed or unsigned integer value representing
//! the encoding of a floating-point value. The floatingpoint
//! value's bit-level representation is preserved.
//! (From GLSL 4.00.08 specification, section 8.3)
template <typename genType, typename genIType>
genIType floatBitsToInt(genType const & value);
//! Returns a signed or unsigned integer value representing
//! the encoding of a floating-point value. The floatingpoint
//! value's bit-level representation is preserved.
//! (From GLSL 4.00.08 specification, section 8.3)
template <typename genType, typename genUType>
genUType floatBitsToInt(genType const & value);
//! Returns a floating-point value corresponding to a signed
//! or 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.
//! (From GLSL 4.00.08 specification, section 8.3)
template <typename genType, typename genIUType>
genType intBitsToFloat(genIUType const & value);
//! Computes and returns a * b + c.
//! (From GLSL 4.00.08 specification, section 8.3)
template <typename genType>
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.
//! (From GLSL 4.00.08 specification, section 8.3)
template <typename genType, typename genIType>
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.
//! (From GLSL 4.00.08 specification, section 8.3)
template <typename genType, typename genIType>
genType ldexp(genType const & x, genIType const & exp);
}//namespace common
}//namespace function
}//namespace core
using namespace core::function::common;
}//namespace glm
#include "func_common.inl"
#endif//glm_core_func_common