From 6f67371bb1b46579ae837d0e0c61ac1b291be743 Mon Sep 17 00:00:00 2001
From: LaG1924 <12997935+LaG1924@users.noreply.github.com>
Date: Sat, 13 Jan 2018 07:51:33 +0500
Subject: Directory renamed
---
external/include/glm/detail/func_common.hpp | 427 ++++++++++++++++++++++++++++
1 file changed, 427 insertions(+)
create mode 100644 external/include/glm/detail/func_common.hpp
(limited to 'external/include/glm/detail/func_common.hpp')
diff --git a/external/include/glm/detail/func_common.hpp b/external/include/glm/detail/func_common.hpp
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+++ b/external/include/glm/detail/func_common.hpp
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+/// @ref core
+/// @file glm/detail/func_common.hpp
+///
+/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+///
+/// @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 GLSL abs man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ GLM_FUNC_DECL genType abs(genType x);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType abs(vecType 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 GLSL sign man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType>
+ GLM_FUNC_DECL vecType sign(vecType 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 GLSL floor man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType>
+ GLM_FUNC_DECL vecType floor(vecType 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 GLSL trunc man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType>
+ GLM_FUNC_DECL vecType trunc(vecType 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 GLSL round man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType>
+ GLM_FUNC_DECL vecType round(vecType 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 GLSL roundEven man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ /// @see New round to even technique
+ template class vecType>
+ GLM_FUNC_DECL vecType roundEven(vecType 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 GLSL ceil man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType>
+ GLM_FUNC_DECL vecType ceil(vecType const & x);
+
+ /// Return x - floor(x).
+ ///
+ /// @tparam genType Floating-point scalar or vector types.
+ ///
+ /// @see GLSL fract man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ GLM_FUNC_DECL genType fract(genType x);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType fract(vecType 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 GLSL mod man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ GLM_FUNC_DECL genType mod(genType x, genType y);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType mod(vecType const & x, T y);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType mod(vecType const & x, vecType 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 GLSL modf man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ 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 GLSL min man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ GLM_FUNC_DECL genType min(genType x, genType y);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType min(vecType const & x, T y);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType min(vecType const & x, vecType const & y);
+
+ /// Returns y if x < y; otherwise, it returns x.
+ ///
+ /// @tparam genType Floating-point or integer; scalar or vector types.
+ ///
+ /// @see GLSL max man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ GLM_FUNC_DECL genType max(genType x, genType y);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType max(vecType const & x, T y);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType max(vecType const & x, vecType 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 GLSL clamp man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ GLM_FUNC_DECL genType clamp(genType x, genType minVal, genType maxVal);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType clamp(vecType const & x, T minVal, T maxVal);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType clamp(vecType const & x, vecType const & minVal, vecType 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 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 GLSL mix man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ ///
+ /// @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
+ /// ...
+ /// 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 class vecType>
+ GLM_FUNC_DECL vecType mix(vecType const & x, vecType const & y, vecType const & a);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType mix(vecType const & x, vecType const & y, U a);
+
+ template
+ 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 GLSL step man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ GLM_FUNC_DECL genType step(genType edge, genType x);
+
+ /// Returns 0.0 if x < edge, otherwise it returns 1.0.
+ ///
+ /// @see GLSL step man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType, typename T, precision P>
+ GLM_FUNC_DECL vecType step(T edge, vecType const & x);
+
+ /// Returns 0.0 if x < edge, otherwise it returns 1.0.
+ ///
+ /// @see GLSL step man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType, typename T, precision P>
+ GLM_FUNC_DECL vecType step(vecType const & edge, vecType 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 GLSL smoothstep man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType smoothstep(T edge0, T edge1, vecType const & x);
+
+ template class vecType>
+ GLM_FUNC_DECL vecType smoothstep(vecType const & edge0, vecType const & edge1, vecType 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 GLSL isnan man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType>
+ GLM_FUNC_DECL vecType isnan(vecType 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 GLSL isinf man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType>
+ GLM_FUNC_DECL vecType isinf(vecType 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 GLSL floatBitsToInt man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ 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 GLSL floatBitsToInt man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType, precision P>
+ GLM_FUNC_DECL vecType floatBitsToInt(vecType 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 GLSL floatBitsToUint man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ 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 GLSL floatBitsToUint man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType, precision P>
+ GLM_FUNC_DECL vecType floatBitsToUint(vecType 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 GLSL intBitsToFloat man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ 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 GLSL intBitsToFloat man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType, precision P>
+ GLM_FUNC_DECL vecType intBitsToFloat(vecType 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 GLSL uintBitsToFloat man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ 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 GLSL uintBitsToFloat man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template class vecType, precision P>
+ GLM_FUNC_DECL vecType uintBitsToFloat(vecType const & v);
+
+ /// Computes and returns a * b + c.
+ ///
+ /// @tparam genType Floating-point scalar or vector types.
+ ///
+ /// @see GLSL fma man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ 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 GLSL frexp man page
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ 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 GLSL ldexp man page;
+ /// @see GLSL 4.20.8 specification, section 8.3 Common Functions
+ template
+ GLM_FUNC_DECL genType ldexp(genType const & x, genIType const & exp);
+
+ /// @}
+}//namespace glm
+
+#include "func_common.inl"
+
--
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