/// @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