275 lines
10 KiB
C++
275 lines
10 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2008-03-08
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// Updated : 2010-01-26
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// Licence : This source is under MIT License
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// File : glm/core/func_common.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_core_func_common
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#define glm_core_func_common
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namespace glm
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{
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namespace test{
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void main_core_func_common();
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}//namespace test
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namespace core{
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namespace function{
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//! Define common functions from Section 8.3 of GLSL 1.30.8 specification. Included in glm namespace.
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namespace common{
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//! Returns x if x >= 0; otherwise, it returns -x.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genFIType>
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genFIType abs(genFIType const & x);
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//! Returns 1.0 if x > 0, 0.0 if x = 0, or -1.0 if x < 0.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genFIType>
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genFIType sign(genFIType const & x);
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//! Returns a value equal to the nearest integer that is less then or equal to x.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType floor(genType const & x);
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//! Returns a value equal to the nearest integer to x
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//! whose absolute value is not larger than the absolute value of x.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType trunc(genType const & x);
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//! Returns a value equal to the nearest integer to x.
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//! The fraction 0.5 will round in a direction chosen by the
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//! implementation, presumably the direction that is fastest.
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//! This includes the possibility that round(x) returns the
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//! same value as roundEven(x) for all values of x.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType round(genType const & x);
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//! Returns a value equal to the nearest integer to x.
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//! A fractional part of 0.5 will round toward the nearest even
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//! integer. (Both 3.5 and 4.5 for x will return 4.0.)
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType roundEven(genType const & x);
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//! Returns a value equal to the nearest integer
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//! that is greater than or equal to x.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType ceil(genType const & x);
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//! Return x - floor(x).
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType fract(genType const & x);
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//! Modulus. Returns x - y * floor(x / y)
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//! for each component in x using the floating point value y.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType mod(
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genType const & x,
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genType const & y);
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//! Modulus. Returns x - y * floor(x / y)
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//! for each component in x using the floating point value y.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType mod(
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genType const & x,
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typename genType::value_type const & y);
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//! Returns the fractional part of x and sets i to the integer
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//! part (as a whole number floating point value). Both the
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//! return value and the output parameter will have the same
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//! sign as x.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType modf(
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genType const & x,
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genType & i);
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//! Returns y if y < x; otherwise, it returns x.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType min(
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genType const & x,
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genType const & y);
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template <typename genType>
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genType min(
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genType const & x,
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typename genType::value_type const & y);
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//! Returns y if x < y; otherwise, it returns x.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType max(
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genType const & x,
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genType const & y);
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template <typename genType>
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genType max(
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genType const & x,
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typename genType::value_type const & y);
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//! Returns min(max(x, minVal), maxVal) for each component in x
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//! using the floating-point values minVal and maxVal.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType clamp(
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genType const & x,
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genType const & minVal,
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genType const & maxVal);
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template <typename genType>
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genType clamp(
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genType const & x,
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typename genType::value_type const & minVal,
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typename genType::value_type const & maxVal);
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//! \return If genTypeU is a floating scalar or vector:
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//! Returns x * (1.0 - a) + y * a, i.e., the linear blend of
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//! x and y using the floating-point value a.
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//! The value for a is not restricted to the range [0, 1].
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//!
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//! \return If genTypeU is a boolean scalar or vector:
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//! Selects which vector each returned component comes
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//! from. For a component of a that is false, the
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//! corresponding component of x is returned. For a
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//! component of a that is true, the corresponding
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//! component of y is returned. Components of x and y that
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//! are not selected are allowed to be invalid floating point
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//! values and will have no effect on the results. Thus, this
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//! provides different functionality than
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//! genType mix(genType x, genType y, genType(a))
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//! where a is a Boolean vector.
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//!
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//! From GLSL 1.30.08 specification, section 8.3
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//!
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//! \param[in] x Floating point scalar or vector.
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//! \param[in] y Floating point scalar or vector.
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//! \param[in] a Floating point or boolean scalar or vector.
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//!
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// \todo Test when 'a' is a boolean.
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template <typename genTypeT, typename genTypeU>
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genTypeT mix(genTypeT const & x, genTypeT const & y, genTypeU const & a);
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//! Returns 0.0 if x < edge, otherwise it returns 1.0.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType step(
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genType const & edge,
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genType const & x);
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template <typename genType>
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genType step(
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typename genType::value_type const & edge,
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genType const & x);
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//! Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
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//! performs smooth Hermite interpolation between 0 and 1
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//! when edge0 < x < edge1. This is useful in cases where
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//! you would want a threshold function with a smooth
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//! transition. This is equivalent to:
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//! genType t;
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//! t = clamp ((x <20> edge0) / (edge1 <20> edge0), 0, 1);
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//! return t * t * (3 <20> 2 * t);
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//! Results are undefined if edge0 >= edge1.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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genType smoothstep(
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genType const & edge0,
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genType const & edge1,
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genType const & x);
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template <typename genType>
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genType smoothstep(
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typename genType::value_type const & edge0,
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typename genType::value_type const & edge1,
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genType const & x);
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//! Returns true if x holds a NaN (not a number)
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//! representation in the underlying implementation's set of
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//! floating point representations. Returns false otherwise,
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//! including for implementations with no NaN
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//! representations.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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typename genType::bool_type isnan(genType const & x);
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//! Returns true if x holds a positive infinity or negative
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//! infinity representation in the underlying implementation's
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//! set of floating point representations. Returns false
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//! otherwise, including for implementations with no infinity
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//! representations.
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//! (From GLSL 1.30.08 specification, section 8.3)
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template <typename genType>
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typename genType::bool_type isinf(genType const & x);
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//! Returns a signed or unsigned integer value representing
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//! the encoding of a floating-point value. The floatingpoint
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//! value's bit-level representation is preserved.
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//! (From GLSL 4.00.08 specification, section 8.3)
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template <typename genType, typename genIType>
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genIType floatBitsToInt(genType const & value);
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//! Returns a signed or unsigned integer value representing
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//! the encoding of a floating-point value. The floatingpoint
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//! value's bit-level representation is preserved.
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//! (From GLSL 4.00.08 specification, section 8.3)
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template <typename genType, typename genUType>
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genUType floatBitsToInt(genType const & value);
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//! Returns a floating-point value corresponding to a signed
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//! or unsigned integer encoding of a floating-point value.
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//! If an inf or NaN is passed in, it will not signal, and the
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//! resulting floating point value is unspecified. Otherwise,
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//! the bit-level representation is preserved.
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//! (From GLSL 4.00.08 specification, section 8.3)
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template <typename genType, typename genIUType>
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genType intBitsToFloat(genIUType const & value);
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//! Computes and returns a * b + c.
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//! (From GLSL 4.00.08 specification, section 8.3)
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template <typename genType>
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genType fma(genType const & a, genType const & b, genType const & c);
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//! Splits x into a floating-point significand in the range
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//! [0.5, 1.0) and an integral exponent of two, such that:
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//! x = significand * exp(2, exponent)
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//! The significand is returned by the function and the
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//! exponent is returned in the parameter exp. For a
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//! floating-point value of zero, the significant and exponent
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//! are both zero. For a floating-point value that is an
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//! infinity or is not a number, the results are undefined.
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//! (From GLSL 4.00.08 specification, section 8.3)
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template <typename genType, typename genIType>
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genType frexp(genType const & x, genIType & exp);
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//! Builds a floating-point number from x and the
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//! corresponding integral exponent of two in exp, returning:
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//! significand * exp(2, exponent)
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//! If this product is too large to be represented in the
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//! floating-point type, the result is undefined.
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//! (From GLSL 4.00.08 specification, section 8.3)
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template <typename genType, typename genIType>
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genType ldexp(genType const & x, genIType const & exp);
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}//namespace common
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}//namespace function
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}//namespace core
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using namespace core::function::common;
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}//namespace glm
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#include "func_common.inl"
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#endif//glm_core_func_common
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