Getting GLM 0.9.3.1 release ready

This commit is contained in:
Christophe Riccio
2012-01-25 12:56:50 +00:00
parent 359312f503
commit 18a500a0f5
340 changed files with 26944 additions and 39419 deletions

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@@ -2,8 +2,9 @@
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<title>matrix_transform.hpp Source File</title>
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<div class="header">
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<div class="title">intrinsic_common.hpp</div> </div>
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<div class="title">matrix_transform.hpp</div> </div>
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<div class="contents">
<a href="a00059.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001
<a name="l00002"></a>00002
@@ -79,75 +81,138 @@
<a name="l00026"></a>00026
<a name="l00027"></a>00027
<a name="l00028"></a>00028
<a name="l00029"></a>00029 <span class="preprocessor">#ifndef glm_detail_intrinsic_common</span>
<a name="l00030"></a>00030 <span class="preprocessor"></span><span class="preprocessor">#define glm_detail_intrinsic_common</span>
<a name="l00031"></a>00031 <span class="preprocessor"></span>
<a name="l00032"></a>00032 <span class="preprocessor">#include &quot;<a class="code" href="a00098.html" title="OpenGL Mathematics (glm.g-truc.net)">setup.hpp</a>&quot;</span>
<a name="l00029"></a>00029
<a name="l00030"></a>00030
<a name="l00031"></a>00031
<a name="l00032"></a>00032
<a name="l00033"></a>00033
<a name="l00034"></a>00034 <span class="preprocessor">#if((GLM_ARCH &amp; GLM_ARCH_SSE2) != GLM_ARCH_SSE2)</span>
<a name="l00035"></a>00035 <span class="preprocessor"></span><span class="preprocessor"># error &quot;SSE2 instructions not supported or enabled&quot;</span>
<a name="l00036"></a>00036 <span class="preprocessor"></span><span class="preprocessor">#else</span>
<a name="l00037"></a>00037 <span class="preprocessor"></span>
<a name="l00038"></a>00038 <span class="keyword">namespace </span>glm{
<a name="l00039"></a>00039 <span class="keyword">namespace </span>detail
<a name="l00040"></a>00040 {
<a name="l00041"></a>00041 __m128 sse_abs_ps(__m128 x);
<a name="l00034"></a>00034
<a name="l00035"></a>00035
<a name="l00036"></a>00036
<a name="l00037"></a>00037
<a name="l00038"></a>00038
<a name="l00039"></a>00039
<a name="l00040"></a>00040
<a name="l00041"></a>00041
<a name="l00042"></a>00042
<a name="l00043"></a>00043 __m128 sse_sgn_ps(__m128 x);
<a name="l00043"></a>00043
<a name="l00044"></a>00044
<a name="l00045"></a>00045 <span class="comment">//floor</span>
<a name="l00046"></a>00046 __m128 sse_flr_ps(__m128 v);
<a name="l00047"></a>00047
<a name="l00048"></a>00048 <span class="comment">//trunc</span>
<a name="l00049"></a>00049 __m128 sse_trc_ps(__m128 v);
<a name="l00050"></a>00050
<a name="l00051"></a>00051 <span class="comment">//round</span>
<a name="l00052"></a>00052 __m128 sse_nd_ps(__m128 v);
<a name="l00053"></a>00053
<a name="l00054"></a>00054 <span class="comment">//roundEven</span>
<a name="l00055"></a>00055 __m128 sse_rde_ps(__m128 v);
<a name="l00056"></a>00056
<a name="l00057"></a>00057 __m128 sse_rnd_ps(__m128 x);
<a name="l00058"></a>00058
<a name="l00059"></a>00059 __m128 sse_ceil_ps(__m128 v);
<a name="l00045"></a>00045
<a name="l00046"></a>00046 <span class="preprocessor">#ifndef GLM_GTC_matrix_transform</span>
<a name="l00047"></a>00047 <span class="preprocessor"></span><span class="preprocessor">#define GLM_GTC_matrix_transform GLM_VERSION</span>
<a name="l00048"></a>00048 <span class="preprocessor"></span>
<a name="l00049"></a>00049 <span class="comment">// Dependency:</span>
<a name="l00050"></a>00050 <span class="preprocessor">#include &quot;../glm.hpp&quot;</span>
<a name="l00051"></a>00051
<a name="l00052"></a>00052 <span class="preprocessor">#if(defined(GLM_MESSAGES) &amp;&amp; !defined(glm_ext))</span>
<a name="l00053"></a>00053 <span class="preprocessor"></span><span class="preprocessor"># pragma message(&quot;GLM: GLM_GTC_matrix_transform extension included&quot;)</span>
<a name="l00054"></a>00054 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
<a name="l00055"></a>00055 <span class="preprocessor"></span>
<a name="l00056"></a>00056 <span class="keyword">namespace </span>glm
<a name="l00057"></a>00057 {
<a name="l00060"></a>00060
<a name="l00061"></a>00061 __m128 sse_frc_ps(__m128 x);
<a name="l00062"></a>00062
<a name="l00063"></a>00063 __m128 sse_mod_ps(__m128 x, __m128 y);
<a name="l00064"></a>00064
<a name="l00065"></a>00065 __m128 sse_modf_ps(__m128 x, __m128i &amp; i);
<a name="l00066"></a>00066
<a name="l00067"></a>00067 <span class="comment">//GLM_FUNC_QUALIFIER __m128 sse_min_ps(__m128 x, __m128 y)</span>
<a name="l00068"></a>00068
<a name="l00069"></a>00069 <span class="comment">//GLM_FUNC_QUALIFIER __m128 sse_max_ps(__m128 x, __m128 y)</span>
<a name="l00070"></a>00070
<a name="l00071"></a>00071 __m128 sse_clp_ps(__m128 v, __m128 minVal, __m128 maxVal);
<a name="l00072"></a>00072
<a name="l00073"></a>00073 __m128 sse_mix_ps(__m128 v1, __m128 v2, __m128 a);
<a name="l00074"></a>00074
<a name="l00075"></a>00075 __m128 sse_stp_ps(__m128 edge, __m128 x);
<a name="l00076"></a>00076
<a name="l00077"></a>00077 __m128 sse_ssp_ps(__m128 edge0, __m128 edge1, __m128 x);
<a name="l00078"></a>00078
<a name="l00079"></a>00079 __m128 sse_nan_ps(__m128 x);
<a name="l00080"></a>00080
<a name="l00081"></a>00081 __m128 sse_inf_ps(__m128 x);
<a name="l00082"></a>00082
<a name="l00083"></a>00083 }<span class="comment">//namespace detail</span>
<a name="l00084"></a>00084 }<span class="comment">//namespace glm</span>
<a name="l00085"></a>00085
<a name="l00086"></a>00086 <span class="preprocessor">#include &quot;intrinsic_common.inl&quot;</span>
<a name="l00087"></a>00087
<a name="l00088"></a>00088 <span class="preprocessor">#endif//GLM_ARCH</span>
<a name="l00089"></a>00089 <span class="preprocessor"></span><span class="preprocessor">#endif//glm_detail_intrinsic_common</span>
</pre></div></div>
</div>
<a name="l00081"></a>00081 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00082"></a>00082 detail::tmat4x4&lt;T&gt; translate(
<a name="l00083"></a>00083 detail::tmat4x4&lt;T&gt; <span class="keyword">const</span> &amp; m,
<a name="l00084"></a>00084 detail::tvec3&lt;T&gt; <span class="keyword">const</span> &amp; v);
<a name="l00085"></a>00085
<a name="l00097"></a>00097 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00098"></a>00098 detail::tmat4x4&lt;T&gt; rotate(
<a name="l00099"></a>00099 detail::tmat4x4&lt;T&gt; <span class="keyword">const</span> &amp; m,
<a name="l00100"></a>00100 T <span class="keyword">const</span> &amp; angle,
<a name="l00101"></a>00101 detail::tvec3&lt;T&gt; <span class="keyword">const</span> &amp; axis);
<a name="l00102"></a>00102
<a name="l00113"></a>00113 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00114"></a>00114 detail::tmat4x4&lt;T&gt; scale(
<a name="l00115"></a>00115 detail::tmat4x4&lt;T&gt; <span class="keyword">const</span> &amp; m,
<a name="l00116"></a>00116 detail::tvec3&lt;T&gt; <span class="keyword">const</span> &amp; v);
<a name="l00117"></a>00117
<a name="l00129"></a>00129 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00130"></a>00130 detail::tmat4x4&lt;T&gt; ortho(
<a name="l00131"></a>00131 T <span class="keyword">const</span> &amp; left,
<a name="l00132"></a>00132 T <span class="keyword">const</span> &amp; right,
<a name="l00133"></a>00133 T <span class="keyword">const</span> &amp; bottom,
<a name="l00134"></a>00134 T <span class="keyword">const</span> &amp; top,
<a name="l00135"></a>00135 T <span class="keyword">const</span> &amp; zNear,
<a name="l00136"></a>00136 T <span class="keyword">const</span> &amp; zFar);
<a name="l00137"></a>00137
<a name="l00147"></a>00147 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00148"></a>00148 detail::tmat4x4&lt;T&gt; ortho(
<a name="l00149"></a>00149 T <span class="keyword">const</span> &amp; left,
<a name="l00150"></a>00150 T <span class="keyword">const</span> &amp; right,
<a name="l00151"></a>00151 T <span class="keyword">const</span> &amp; bottom,
<a name="l00152"></a>00152 T <span class="keyword">const</span> &amp; top);
<a name="l00153"></a>00153
<a name="l00164"></a>00164 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00165"></a>00165 detail::tmat4x4&lt;T&gt; frustum(
<a name="l00166"></a>00166 T <span class="keyword">const</span> &amp; left,
<a name="l00167"></a>00167 T <span class="keyword">const</span> &amp; right,
<a name="l00168"></a>00168 T <span class="keyword">const</span> &amp; bottom,
<a name="l00169"></a>00169 T <span class="keyword">const</span> &amp; top,
<a name="l00170"></a>00170 T <span class="keyword">const</span> &amp; near,
<a name="l00171"></a>00171 T <span class="keyword">const</span> &amp; far);
<a name="l00172"></a>00172
<a name="l00181"></a>00181 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00182"></a>00182 detail::tmat4x4&lt;T&gt; perspective(
<a name="l00183"></a>00183 T <span class="keyword">const</span> &amp; fovy,
<a name="l00184"></a>00184 T <span class="keyword">const</span> &amp; aspect,
<a name="l00185"></a>00185 T <span class="keyword">const</span> &amp; near,
<a name="l00186"></a>00186 T <span class="keyword">const</span> &amp; far);
<a name="l00187"></a>00187
<a name="l00197"></a>00197 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> valType&gt;
<a name="l00198"></a>00198 detail::tmat4x4&lt;valType&gt; perspectiveFov(
<a name="l00199"></a>00199 valType <span class="keyword">const</span> &amp; fov,
<a name="l00200"></a>00200 valType <span class="keyword">const</span> &amp; width,
<a name="l00201"></a>00201 valType <span class="keyword">const</span> &amp; height,
<a name="l00202"></a>00202 valType <span class="keyword">const</span> &amp; near,
<a name="l00203"></a>00203 valType <span class="keyword">const</span> &amp; far);
<a name="l00204"></a>00204
<a name="l00212"></a>00212 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00213"></a>00213 detail::tmat4x4&lt;T&gt; infinitePerspective(
<a name="l00214"></a>00214 T fovy, T aspect, T near);
<a name="l00215"></a>00215
<a name="l00223"></a>00223 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00224"></a>00224 detail::tmat4x4&lt;T&gt; tweakedInfinitePerspective(
<a name="l00225"></a>00225 T fovy, T aspect, T near);
<a name="l00226"></a>00226
<a name="l00236"></a>00236 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T, <span class="keyword">typename</span> U&gt;
<a name="l00237"></a>00237 detail::tvec3&lt;T&gt; project(
<a name="l00238"></a>00238 detail::tvec3&lt;T&gt; <span class="keyword">const</span> &amp; obj,
<a name="l00239"></a>00239 detail::tmat4x4&lt;T&gt; <span class="keyword">const</span> &amp; model,
<a name="l00240"></a>00240 detail::tmat4x4&lt;T&gt; <span class="keyword">const</span> &amp; proj,
<a name="l00241"></a>00241 detail::tvec4&lt;U&gt; <span class="keyword">const</span> &amp; viewport);
<a name="l00242"></a>00242
<a name="l00252"></a>00252 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T, <span class="keyword">typename</span> U&gt;
<a name="l00253"></a>00253 detail::tvec3&lt;T&gt; unProject(
<a name="l00254"></a>00254 detail::tvec3&lt;T&gt; <span class="keyword">const</span> &amp; win,
<a name="l00255"></a>00255 detail::tmat4x4&lt;T&gt; <span class="keyword">const</span> &amp; model,
<a name="l00256"></a>00256 detail::tmat4x4&lt;T&gt; <span class="keyword">const</span> &amp; proj,
<a name="l00257"></a>00257 detail::tvec4&lt;U&gt; <span class="keyword">const</span> &amp; viewport);
<a name="l00258"></a>00258
<a name="l00267"></a>00267 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T, <span class="keyword">typename</span> U&gt;
<a name="l00268"></a>00268 detail::tmat4x4&lt;T&gt; pickMatrix(
<a name="l00269"></a>00269 detail::tvec2&lt;T&gt; <span class="keyword">const</span> &amp; center,
<a name="l00270"></a>00270 detail::tvec2&lt;T&gt; <span class="keyword">const</span> &amp; delta,
<a name="l00271"></a>00271 detail::tvec4&lt;U&gt; <span class="keyword">const</span> &amp; viewport);
<a name="l00272"></a>00272
<a name="l00280"></a>00280 <span class="keyword">template</span> &lt;<span class="keyword">typename</span> T&gt;
<a name="l00281"></a>00281 detail::tmat4x4&lt;T&gt; lookAt(
<a name="l00282"></a>00282 detail::tvec3&lt;T&gt; <span class="keyword">const</span> &amp; eye,
<a name="l00283"></a>00283 detail::tvec3&lt;T&gt; <span class="keyword">const</span> &amp; center,
<a name="l00284"></a>00284 detail::tvec3&lt;T&gt; <span class="keyword">const</span> &amp; up);
<a name="l00285"></a>00285
<a name="l00287"></a>00287 }<span class="comment">//namespace glm</span>
<a name="l00288"></a>00288
<a name="l00289"></a>00289 <span class="preprocessor">#include &quot;matrix_transform.inl&quot;</span>
<a name="l00290"></a>00290
<a name="l00291"></a>00291 <span class="preprocessor">#endif//GLM_GTC_matrix_transform</span>
</pre></div></div><!-- contents -->
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