This commit is contained in:
Jakub Adamski 2021-01-29 17:02:11 +01:00
parent f0e1ef9777
commit f5087ee7b6
1714 changed files with 650857 additions and 442 deletions

443
.gitignore vendored
View File

@ -1,443 +1,2 @@
# ---> VisualStudio
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*[.json, .xml, .info]
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# ---> C++
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
# ---> C
# Prerequisites
*.d
# Object files
*.o
*.ko
*.obj
*.elf
# Linker output
*.ilk
*.map
*.exp
# Precompiled Headers
*.gch
*.pch
# Libraries
*.lib
*.a
*.la
*.lo
# Shared objects (inc. Windows DLLs)
*.dll
*.so
*.so.*
*.dylib
# Executables
*.exe
*.out
*.app
*.i*86
*.x86_64
*.hex
# Debug files
*.dSYM/
*.su
*.idb
*.pdb
# Kernel Module Compile Results
*.mod*
*.cmd
.tmp_versions/
modules.order
Module.symvers
Mkfile.old
dkms.conf
.vs/

BIN
Release/PhysXCommon_32.dll Normal file

Binary file not shown.

BIN
Release/PhysXCooking_32.dll Normal file

Binary file not shown.

BIN
Release/PhysXDevice.dll Normal file

Binary file not shown.

Binary file not shown.

BIN
Release/PhysXGpu_32.dll Normal file

Binary file not shown.

BIN
Release/PhysX_32.dll Normal file

Binary file not shown.

27
dependencies/freeglut/Copying.txt vendored Normal file
View File

@ -0,0 +1,27 @@
Freeglut Copyright
------------------
Freeglut code without an explicit copyright is covered by the following
copyright:
Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies or substantial portions of the Software.
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Except as contained in this notice, the name of Pawel W. Olszta shall not be
used in advertising or otherwise to promote the sale, use or other dealings
in this Software without prior written authorization from Pawel W. Olszta.

106
dependencies/freeglut/Readme.txt vendored Normal file
View File

@ -0,0 +1,106 @@
freeglut 3.0.0-1.mp for MSVC
This package contains freeglut import libraries, headers, and Windows DLLs.
These allow 32 and 64 bit GLUT applications to be compiled on Windows using
Microsoft Visual C++.
For more information on freeglut, visit http://freeglut.sourceforge.net/.
Installation
Create a folder on your PC which is readable by all users, for example
“C:\Program Files\Common Files\MSVC\freeglut\” on a typical Windows system. Copy
the “lib\” and “include\” folders from this zip archive to that location.
The appropriate freeglut DLL can either be placed in the same folder as your
application, or can be installed in a system-wide folder which appears in your
%PATH% environment variable. Be careful not to mix the 32 bit DLL up with the 64
bit DLL, as they are not interchangeable.
Compiling 32 bit Applications
To create a 32 bit freeglut application, create a new Win32 C++ project in MSVC.
From the “Win32 Application Wizard”, choose a “Windows application”, check the
“Empty project” box, and submit.
Youll now need to configure the compiler and linker settings. Open up the
project properties, and select “All Configurations” (this is necessary to ensure
our changes are applied for both debug and release builds). Open up the
“general” section under “C/C++”, and configure the “include\” folder you created
above as an “Additional Include Directory”. If you have more than one GLUT
package which contains a “glut.h” file, its important to ensure that the
freeglut include folder appears above all other GLUT include folders.
Now open up the “general” section under “Linker”, and configure the “lib\”
folder you created above as an “Additional Library Directory”. A freeglut
application depends on the import libraries “freeglut.lib” and “opengl32.lib”,
which can be configured under the “Input” section. However, it shouldnt be
necessary to explicitly state these dependencies, since the freeglut headers
handle this for you. Now open the “Advanced” section, and enter “mainCRTStartup”
as the “Entry Point” for your application. This is necessary because GLUT
applications use “main” as the application entry point, not “WinMain”—without it
youll get an undefined reference when you try to link your application.
Thats all of your project properties configured, so you can now add source
files to your project and build the application. If you want your application to
be compatible with GLUT, you should “#include <GL/glut.h>”. If you want to use
freeglut specific extensions, you should “#include <GL/freeglut.h>” instead.
Dont forget to either include the freeglut DLL when distributing applications,
or provide your users with some method of obtaining it if they dont already
have it!
Compiling 64 bit Applications
Building 64 bit applications is almost identical to building 32 bit applications.
When you use the configuration manager to add the x64 platform, its easiest to
copy the settings from the Win32 platform. If you do so, its then only necessary
to change the “Additional Library Directories” configuration so that it
references the directory containing the 64 bit import library rather
than the 32 bit one.
Problems?
If you have problems using this package (compiler / linker errors etc.), please
check that you have followed all of the steps in this readme file correctly.
Almost all of the problems which are reported with these packages are due to
missing a step or not doing it correctly, for example trying to build a 32 bit
app against the 64 bit import library. If you have followed all of the steps
correctly but your application still fails to build, try building a very simple
but functional program (the example at
http://www.transmissionzero.co.uk/computing/using-glut-with-mingw/ works fine
with MSVC). A lot of people try to build very complex applications after
installing these packages, and often the error is with the application code or
other library dependencies rather than freeglut.
If you still cant get it working after trying to compile a simple application,
then please get in touch via http://www.transmissionzero.co.uk/contact/,
providing as much detail as you can. Please dont complain to the freeglut guys
unless youre sure its a freeglut bug, and have reproduced the issue after
compiling freeglut from the latest SVN version—if thats still the case, Im
sure they would appreciate a bug report or a patch.
Changelog
20150722: Release 3.0.0-2.mp
• Modified the freeglut_std.h file so that it doesnt try to link against the
freeglutd.lib import library.
20150315: Release 3.0.0-1.mp
• First 3.0.0 MSVC release. Ive built the package using Visual Studio 2013,
and the only change Ive made is to the DLL version resource—Ive changed
the description so that my MinGW and MSVC builds are distinguishable from
each other (and other builds) using Windows Explorer.
Transmission Zero
20150722
http://www.transmissionzero.co.uk/

BIN
dependencies/freeglut/bin/freeglut.dll vendored Normal file

Binary file not shown.

Binary file not shown.

View File

@ -0,0 +1,22 @@
#ifndef __FREEGLUT_H__
#define __FREEGLUT_H__
/*
* freeglut.h
*
* The freeglut library include file
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "freeglut_std.h"
#include "freeglut_ext.h"
/*** END OF FILE ***/
#endif /* __FREEGLUT_H__ */

View File

@ -0,0 +1,271 @@
#ifndef __FREEGLUT_EXT_H__
#define __FREEGLUT_EXT_H__
/*
* freeglut_ext.h
*
* The non-GLUT-compatible extensions to the freeglut library include file
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Thu Dec 2 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* Additional GLUT Key definitions for the Special key function
*/
#define GLUT_KEY_NUM_LOCK 0x006D
#define GLUT_KEY_BEGIN 0x006E
#define GLUT_KEY_DELETE 0x006F
#define GLUT_KEY_SHIFT_L 0x0070
#define GLUT_KEY_SHIFT_R 0x0071
#define GLUT_KEY_CTRL_L 0x0072
#define GLUT_KEY_CTRL_R 0x0073
#define GLUT_KEY_ALT_L 0x0074
#define GLUT_KEY_ALT_R 0x0075
/*
* GLUT API Extension macro definitions -- behaviour when the user clicks on an "x" to close a window
*/
#define GLUT_ACTION_EXIT 0
#define GLUT_ACTION_GLUTMAINLOOP_RETURNS 1
#define GLUT_ACTION_CONTINUE_EXECUTION 2
/*
* Create a new rendering context when the user opens a new window?
*/
#define GLUT_CREATE_NEW_CONTEXT 0
#define GLUT_USE_CURRENT_CONTEXT 1
/*
* Direct/Indirect rendering context options (has meaning only in Unix/X11)
*/
#define GLUT_FORCE_INDIRECT_CONTEXT 0
#define GLUT_ALLOW_DIRECT_CONTEXT 1
#define GLUT_TRY_DIRECT_CONTEXT 2
#define GLUT_FORCE_DIRECT_CONTEXT 3
/*
* GLUT API Extension macro definitions -- the glutGet parameters
*/
#define GLUT_INIT_STATE 0x007C
#define GLUT_ACTION_ON_WINDOW_CLOSE 0x01F9
#define GLUT_WINDOW_BORDER_WIDTH 0x01FA
#define GLUT_WINDOW_BORDER_HEIGHT 0x01FB
#define GLUT_WINDOW_HEADER_HEIGHT 0x01FB /* Docs say it should always have been GLUT_WINDOW_BORDER_HEIGHT, keep this for backward compatibility */
#define GLUT_VERSION 0x01FC
#define GLUT_RENDERING_CONTEXT 0x01FD
#define GLUT_DIRECT_RENDERING 0x01FE
#define GLUT_FULL_SCREEN 0x01FF
#define GLUT_SKIP_STALE_MOTION_EVENTS 0x0204
#define GLUT_GEOMETRY_VISUALIZE_NORMALS 0x0205
#define GLUT_STROKE_FONT_DRAW_JOIN_DOTS 0x0206 /* Draw dots between line segments of stroke fonts? */
/*
* New tokens for glutInitDisplayMode.
* Only one GLUT_AUXn bit may be used at a time.
* Value 0x0400 is defined in OpenGLUT.
*/
#define GLUT_AUX 0x1000
#define GLUT_AUX1 0x1000
#define GLUT_AUX2 0x2000
#define GLUT_AUX3 0x4000
#define GLUT_AUX4 0x8000
/*
* Context-related flags, see fg_state.c
* Set the requested OpenGL version
*/
#define GLUT_INIT_MAJOR_VERSION 0x0200
#define GLUT_INIT_MINOR_VERSION 0x0201
#define GLUT_INIT_FLAGS 0x0202
#define GLUT_INIT_PROFILE 0x0203
/*
* Flags for glutInitContextFlags, see fg_init.c
*/
#define GLUT_DEBUG 0x0001
#define GLUT_FORWARD_COMPATIBLE 0x0002
/*
* Flags for glutInitContextProfile, see fg_init.c
*/
#define GLUT_CORE_PROFILE 0x0001
#define GLUT_COMPATIBILITY_PROFILE 0x0002
/*
* Process loop function, see fg_main.c
*/
FGAPI void FGAPIENTRY glutMainLoopEvent( void );
FGAPI void FGAPIENTRY glutLeaveMainLoop( void );
FGAPI void FGAPIENTRY glutExit ( void );
/*
* Window management functions, see fg_window.c
*/
FGAPI void FGAPIENTRY glutFullScreenToggle( void );
FGAPI void FGAPIENTRY glutLeaveFullScreen( void );
/*
* Menu functions
*/
FGAPI void FGAPIENTRY glutSetMenuFont( int menuID, void* font );
/*
* Window-specific callback functions, see fg_callbacks.c
*/
FGAPI void FGAPIENTRY glutMouseWheelFunc( void (* callback)( int, int, int, int ) );
FGAPI void FGAPIENTRY glutPositionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutCloseFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutWMCloseFunc( void (* callback)( void ) );
/* And also a destruction callback for menus */
FGAPI void FGAPIENTRY glutMenuDestroyFunc( void (* callback)( void ) );
/*
* State setting and retrieval functions, see fg_state.c
*/
FGAPI void FGAPIENTRY glutSetOption ( GLenum option_flag, int value );
FGAPI int * FGAPIENTRY glutGetModeValues(GLenum mode, int * size);
/* A.Donev: User-data manipulation */
FGAPI void* FGAPIENTRY glutGetWindowData( void );
FGAPI void FGAPIENTRY glutSetWindowData(void* data);
FGAPI void* FGAPIENTRY glutGetMenuData( void );
FGAPI void FGAPIENTRY glutSetMenuData(void* data);
/*
* Font stuff, see fg_font.c
*/
FGAPI int FGAPIENTRY glutBitmapHeight( void* font );
FGAPI GLfloat FGAPIENTRY glutStrokeHeight( void* font );
FGAPI void FGAPIENTRY glutBitmapString( void* font, const unsigned char *string );
FGAPI void FGAPIENTRY glutStrokeString( void* font, const unsigned char *string );
/*
* Geometry functions, see fg_geometry.c
*/
FGAPI void FGAPIENTRY glutWireRhombicDodecahedron( void );
FGAPI void FGAPIENTRY glutSolidRhombicDodecahedron( void );
FGAPI void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, double offset[3], double scale );
FGAPI void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, double offset[3], double scale );
FGAPI void FGAPIENTRY glutWireCylinder( double radius, double height, GLint slices, GLint stacks);
FGAPI void FGAPIENTRY glutSolidCylinder( double radius, double height, GLint slices, GLint stacks);
/*
* Rest of functions for rendering Newell's teaset, found in fg_teapot.c
* NB: front facing polygons have clockwise winding, not counter clockwise
*/
FGAPI void FGAPIENTRY glutWireTeacup( double size );
FGAPI void FGAPIENTRY glutSolidTeacup( double size );
FGAPI void FGAPIENTRY glutWireTeaspoon( double size );
FGAPI void FGAPIENTRY glutSolidTeaspoon( double size );
/*
* Extension functions, see fg_ext.c
*/
typedef void (*GLUTproc)();
FGAPI GLUTproc FGAPIENTRY glutGetProcAddress( const char *procName );
/*
* Multi-touch/multi-pointer extensions
*/
#define GLUT_HAS_MULTI 1
/* TODO: add device_id parameter,
cf. http://sourceforge.net/mailarchive/forum.php?thread_name=20120518071314.GA28061%40perso.beuc.net&forum_name=freeglut-developer */
FGAPI void FGAPIENTRY glutMultiEntryFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutMultiButtonFunc( void (* callback)( int, int, int, int, int ) );
FGAPI void FGAPIENTRY glutMultiMotionFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutMultiPassiveFunc( void (* callback)( int, int, int ) );
/*
* Joystick functions, see fg_joystick.c
*/
/* USE OF THESE FUNCTIONS IS DEPRECATED !!!!! */
/* If you have a serious need for these functions in your application, please either
* contact the "freeglut" developer community at freeglut-developer@lists.sourceforge.net,
* switch to the OpenGLUT library, or else port your joystick functionality over to PLIB's
* "js" library.
*/
int glutJoystickGetNumAxes( int ident );
int glutJoystickGetNumButtons( int ident );
int glutJoystickNotWorking( int ident );
float glutJoystickGetDeadBand( int ident, int axis );
void glutJoystickSetDeadBand( int ident, int axis, float db );
float glutJoystickGetSaturation( int ident, int axis );
void glutJoystickSetSaturation( int ident, int axis, float st );
void glutJoystickSetMinRange( int ident, float *axes );
void glutJoystickSetMaxRange( int ident, float *axes );
void glutJoystickSetCenter( int ident, float *axes );
void glutJoystickGetMinRange( int ident, float *axes );
void glutJoystickGetMaxRange( int ident, float *axes );
void glutJoystickGetCenter( int ident, float *axes );
/*
* Initialization functions, see fg_init.c
*/
/* to get the typedef for va_list */
#include <stdarg.h>
FGAPI void FGAPIENTRY glutInitContextVersion( int majorVersion, int minorVersion );
FGAPI void FGAPIENTRY glutInitContextFlags( int flags );
FGAPI void FGAPIENTRY glutInitContextProfile( int profile );
FGAPI void FGAPIENTRY glutInitErrorFunc( void (* callback)( const char *fmt, va_list ap ) );
FGAPI void FGAPIENTRY glutInitWarningFunc( void (* callback)( const char *fmt, va_list ap ) );
/* OpenGL >= 2.0 support */
FGAPI void FGAPIENTRY glutSetVertexAttribCoord3(GLint attrib);
FGAPI void FGAPIENTRY glutSetVertexAttribNormal(GLint attrib);
FGAPI void FGAPIENTRY glutSetVertexAttribTexCoord2(GLint attrib);
/* Mobile platforms lifecycle */
FGAPI void FGAPIENTRY glutInitContextFunc(void (* callback)());
FGAPI void FGAPIENTRY glutAppStatusFunc(void (* callback)(int));
/* state flags that can be passed to callback set by glutAppStatusFunc */
#define GLUT_APPSTATUS_PAUSE 0x0001
#define GLUT_APPSTATUS_RESUME 0x0002
/*
* GLUT API macro definitions -- the display mode definitions
*/
#define GLUT_CAPTIONLESS 0x0400
#define GLUT_BORDERLESS 0x0800
#define GLUT_SRGB 0x1000
#ifdef __cplusplus
}
#endif
/*** END OF FILE ***/
#endif /* __FREEGLUT_EXT_H__ */

View File

@ -0,0 +1,638 @@
#ifndef __FREEGLUT_STD_H__
#define __FREEGLUT_STD_H__
/*
* freeglut_std.h
*
* The GLUT-compatible part of the freeglut library include file
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Thu Dec 2 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* Under windows, we have to differentiate between static and dynamic libraries
*/
#ifdef _WIN32
/* #pragma may not be supported by some compilers.
* Discussion by FreeGLUT developers suggests that
* Visual C++ specific code involving pragmas may
* need to move to a separate header. 24th Dec 2003
*/
/* Define FREEGLUT_LIB_PRAGMAS to 1 to include library
* pragmas or to 0 to exclude library pragmas.
* The default behavior depends on the compiler/platform.
*/
# ifndef FREEGLUT_LIB_PRAGMAS
# if ( defined(_MSC_VER) || defined(__WATCOMC__) ) && !defined(_WIN32_WCE)
# define FREEGLUT_LIB_PRAGMAS 1
# else
# define FREEGLUT_LIB_PRAGMAS 0
# endif
# endif
# ifndef WIN32_LEAN_AND_MEAN
# define WIN32_LEAN_AND_MEAN 1
# endif
# ifndef NOMINMAX
# define NOMINMAX
# endif
# include <windows.h>
/* Windows static library */
# ifdef FREEGLUT_STATIC
#error Static linking is not supported with this build. Please remove the FREEGLUT_STATIC preprocessor directive, or download the source code from http://freeglut.sf.net/ and build against that.
/* Windows shared library (DLL) */
# else
# define FGAPIENTRY __stdcall
# if defined(FREEGLUT_EXPORTS)
# define FGAPI __declspec(dllexport)
# else
# define FGAPI __declspec(dllimport)
/* Link with Win32 shared freeglut lib */
# if FREEGLUT_LIB_PRAGMAS
# pragma comment (lib, "freeglut.lib")
# endif
# endif
# endif
/* Drag in other Windows libraries as required by FreeGLUT */
# if FREEGLUT_LIB_PRAGMAS
# pragma comment (lib, "glu32.lib") /* link OpenGL Utility lib */
# pragma comment (lib, "opengl32.lib") /* link Microsoft OpenGL lib */
# pragma comment (lib, "gdi32.lib") /* link Windows GDI lib */
# pragma comment (lib, "winmm.lib") /* link Windows MultiMedia lib */
# pragma comment (lib, "user32.lib") /* link Windows user lib */
# endif
#else
/* Non-Windows definition of FGAPI and FGAPIENTRY */
# define FGAPI
# define FGAPIENTRY
#endif
/*
* The freeglut and GLUT API versions
*/
#define FREEGLUT 1
#define GLUT_API_VERSION 4
#define GLUT_XLIB_IMPLEMENTATION 13
/* Deprecated:
cf. http://sourceforge.net/mailarchive/forum.php?thread_name=CABcAi1hw7cr4xtigckaGXB5X8wddLfMcbA_rZ3NAuwMrX_zmsw%40mail.gmail.com&forum_name=freeglut-developer */
#define FREEGLUT_VERSION_2_0 1
/*
* Always include OpenGL and GLU headers
*/
/* Note: FREEGLUT_GLES is only used to cleanly bootstrap headers
inclusion here; use GLES constants directly
(e.g. GL_ES_VERSION_2_0) for all other needs */
#ifdef FREEGLUT_GLES
# include <EGL/egl.h>
# include <GLES/gl.h>
# include <GLES2/gl2.h>
#elif __APPLE__
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
#else
# include <GL/gl.h>
# include <GL/glu.h>
#endif
/*
* GLUT API macro definitions -- the special key codes:
*/
#define GLUT_KEY_F1 0x0001
#define GLUT_KEY_F2 0x0002
#define GLUT_KEY_F3 0x0003
#define GLUT_KEY_F4 0x0004
#define GLUT_KEY_F5 0x0005
#define GLUT_KEY_F6 0x0006
#define GLUT_KEY_F7 0x0007
#define GLUT_KEY_F8 0x0008
#define GLUT_KEY_F9 0x0009
#define GLUT_KEY_F10 0x000A
#define GLUT_KEY_F11 0x000B
#define GLUT_KEY_F12 0x000C
#define GLUT_KEY_LEFT 0x0064
#define GLUT_KEY_UP 0x0065
#define GLUT_KEY_RIGHT 0x0066
#define GLUT_KEY_DOWN 0x0067
#define GLUT_KEY_PAGE_UP 0x0068
#define GLUT_KEY_PAGE_DOWN 0x0069
#define GLUT_KEY_HOME 0x006A
#define GLUT_KEY_END 0x006B
#define GLUT_KEY_INSERT 0x006C
/*
* GLUT API macro definitions -- mouse state definitions
*/
#define GLUT_LEFT_BUTTON 0x0000
#define GLUT_MIDDLE_BUTTON 0x0001
#define GLUT_RIGHT_BUTTON 0x0002
#define GLUT_DOWN 0x0000
#define GLUT_UP 0x0001
#define GLUT_LEFT 0x0000
#define GLUT_ENTERED 0x0001
/*
* GLUT API macro definitions -- the display mode definitions
*/
#define GLUT_RGB 0x0000
#define GLUT_RGBA 0x0000
#define GLUT_INDEX 0x0001
#define GLUT_SINGLE 0x0000
#define GLUT_DOUBLE 0x0002
#define GLUT_ACCUM 0x0004
#define GLUT_ALPHA 0x0008
#define GLUT_DEPTH 0x0010
#define GLUT_STENCIL 0x0020
#define GLUT_MULTISAMPLE 0x0080
#define GLUT_STEREO 0x0100
#define GLUT_LUMINANCE 0x0200
/*
* GLUT API macro definitions -- windows and menu related definitions
*/
#define GLUT_MENU_NOT_IN_USE 0x0000
#define GLUT_MENU_IN_USE 0x0001
#define GLUT_NOT_VISIBLE 0x0000
#define GLUT_VISIBLE 0x0001
#define GLUT_HIDDEN 0x0000
#define GLUT_FULLY_RETAINED 0x0001
#define GLUT_PARTIALLY_RETAINED 0x0002
#define GLUT_FULLY_COVERED 0x0003
/*
* GLUT API macro definitions -- fonts definitions
*
* Steve Baker suggested to make it binary compatible with GLUT:
*/
#if defined(_MSC_VER) || defined(__CYGWIN__) || defined(__MINGW32__) || defined(__WATCOMC__)
# define GLUT_STROKE_ROMAN ((void *)0x0000)
# define GLUT_STROKE_MONO_ROMAN ((void *)0x0001)
# define GLUT_BITMAP_9_BY_15 ((void *)0x0002)
# define GLUT_BITMAP_8_BY_13 ((void *)0x0003)
# define GLUT_BITMAP_TIMES_ROMAN_10 ((void *)0x0004)
# define GLUT_BITMAP_TIMES_ROMAN_24 ((void *)0x0005)
# define GLUT_BITMAP_HELVETICA_10 ((void *)0x0006)
# define GLUT_BITMAP_HELVETICA_12 ((void *)0x0007)
# define GLUT_BITMAP_HELVETICA_18 ((void *)0x0008)
#else
/*
* I don't really know if it's a good idea... But here it goes:
*/
extern void* glutStrokeRoman;
extern void* glutStrokeMonoRoman;
extern void* glutBitmap9By15;
extern void* glutBitmap8By13;
extern void* glutBitmapTimesRoman10;
extern void* glutBitmapTimesRoman24;
extern void* glutBitmapHelvetica10;
extern void* glutBitmapHelvetica12;
extern void* glutBitmapHelvetica18;
/*
* Those pointers will be used by following definitions:
*/
# define GLUT_STROKE_ROMAN ((void *) &glutStrokeRoman)
# define GLUT_STROKE_MONO_ROMAN ((void *) &glutStrokeMonoRoman)
# define GLUT_BITMAP_9_BY_15 ((void *) &glutBitmap9By15)
# define GLUT_BITMAP_8_BY_13 ((void *) &glutBitmap8By13)
# define GLUT_BITMAP_TIMES_ROMAN_10 ((void *) &glutBitmapTimesRoman10)
# define GLUT_BITMAP_TIMES_ROMAN_24 ((void *) &glutBitmapTimesRoman24)
# define GLUT_BITMAP_HELVETICA_10 ((void *) &glutBitmapHelvetica10)
# define GLUT_BITMAP_HELVETICA_12 ((void *) &glutBitmapHelvetica12)
# define GLUT_BITMAP_HELVETICA_18 ((void *) &glutBitmapHelvetica18)
#endif
/*
* GLUT API macro definitions -- the glutGet parameters
*/
#define GLUT_WINDOW_X 0x0064
#define GLUT_WINDOW_Y 0x0065
#define GLUT_WINDOW_WIDTH 0x0066
#define GLUT_WINDOW_HEIGHT 0x0067
#define GLUT_WINDOW_BUFFER_SIZE 0x0068
#define GLUT_WINDOW_STENCIL_SIZE 0x0069
#define GLUT_WINDOW_DEPTH_SIZE 0x006A
#define GLUT_WINDOW_RED_SIZE 0x006B
#define GLUT_WINDOW_GREEN_SIZE 0x006C
#define GLUT_WINDOW_BLUE_SIZE 0x006D
#define GLUT_WINDOW_ALPHA_SIZE 0x006E
#define GLUT_WINDOW_ACCUM_RED_SIZE 0x006F
#define GLUT_WINDOW_ACCUM_GREEN_SIZE 0x0070
#define GLUT_WINDOW_ACCUM_BLUE_SIZE 0x0071
#define GLUT_WINDOW_ACCUM_ALPHA_SIZE 0x0072
#define GLUT_WINDOW_DOUBLEBUFFER 0x0073
#define GLUT_WINDOW_RGBA 0x0074
#define GLUT_WINDOW_PARENT 0x0075
#define GLUT_WINDOW_NUM_CHILDREN 0x0076
#define GLUT_WINDOW_COLORMAP_SIZE 0x0077
#define GLUT_WINDOW_NUM_SAMPLES 0x0078
#define GLUT_WINDOW_STEREO 0x0079
#define GLUT_WINDOW_CURSOR 0x007A
#define GLUT_SCREEN_WIDTH 0x00C8
#define GLUT_SCREEN_HEIGHT 0x00C9
#define GLUT_SCREEN_WIDTH_MM 0x00CA
#define GLUT_SCREEN_HEIGHT_MM 0x00CB
#define GLUT_MENU_NUM_ITEMS 0x012C
#define GLUT_DISPLAY_MODE_POSSIBLE 0x0190
#define GLUT_INIT_WINDOW_X 0x01F4
#define GLUT_INIT_WINDOW_Y 0x01F5
#define GLUT_INIT_WINDOW_WIDTH 0x01F6
#define GLUT_INIT_WINDOW_HEIGHT 0x01F7
#define GLUT_INIT_DISPLAY_MODE 0x01F8
#define GLUT_ELAPSED_TIME 0x02BC
#define GLUT_WINDOW_FORMAT_ID 0x007B
/*
* GLUT API macro definitions -- the glutDeviceGet parameters
*/
#define GLUT_HAS_KEYBOARD 0x0258
#define GLUT_HAS_MOUSE 0x0259
#define GLUT_HAS_SPACEBALL 0x025A
#define GLUT_HAS_DIAL_AND_BUTTON_BOX 0x025B
#define GLUT_HAS_TABLET 0x025C
#define GLUT_NUM_MOUSE_BUTTONS 0x025D
#define GLUT_NUM_SPACEBALL_BUTTONS 0x025E
#define GLUT_NUM_BUTTON_BOX_BUTTONS 0x025F
#define GLUT_NUM_DIALS 0x0260
#define GLUT_NUM_TABLET_BUTTONS 0x0261
#define GLUT_DEVICE_IGNORE_KEY_REPEAT 0x0262
#define GLUT_DEVICE_KEY_REPEAT 0x0263
#define GLUT_HAS_JOYSTICK 0x0264
#define GLUT_OWNS_JOYSTICK 0x0265
#define GLUT_JOYSTICK_BUTTONS 0x0266
#define GLUT_JOYSTICK_AXES 0x0267
#define GLUT_JOYSTICK_POLL_RATE 0x0268
/*
* GLUT API macro definitions -- the glutLayerGet parameters
*/
#define GLUT_OVERLAY_POSSIBLE 0x0320
#define GLUT_LAYER_IN_USE 0x0321
#define GLUT_HAS_OVERLAY 0x0322
#define GLUT_TRANSPARENT_INDEX 0x0323
#define GLUT_NORMAL_DAMAGED 0x0324
#define GLUT_OVERLAY_DAMAGED 0x0325
/*
* GLUT API macro definitions -- the glutVideoResizeGet parameters
*/
#define GLUT_VIDEO_RESIZE_POSSIBLE 0x0384
#define GLUT_VIDEO_RESIZE_IN_USE 0x0385
#define GLUT_VIDEO_RESIZE_X_DELTA 0x0386
#define GLUT_VIDEO_RESIZE_Y_DELTA 0x0387
#define GLUT_VIDEO_RESIZE_WIDTH_DELTA 0x0388
#define GLUT_VIDEO_RESIZE_HEIGHT_DELTA 0x0389
#define GLUT_VIDEO_RESIZE_X 0x038A
#define GLUT_VIDEO_RESIZE_Y 0x038B
#define GLUT_VIDEO_RESIZE_WIDTH 0x038C
#define GLUT_VIDEO_RESIZE_HEIGHT 0x038D
/*
* GLUT API macro definitions -- the glutUseLayer parameters
*/
#define GLUT_NORMAL 0x0000
#define GLUT_OVERLAY 0x0001
/*
* GLUT API macro definitions -- the glutGetModifiers parameters
*/
#define GLUT_ACTIVE_SHIFT 0x0001
#define GLUT_ACTIVE_CTRL 0x0002
#define GLUT_ACTIVE_ALT 0x0004
/*
* GLUT API macro definitions -- the glutSetCursor parameters
*/
#define GLUT_CURSOR_RIGHT_ARROW 0x0000
#define GLUT_CURSOR_LEFT_ARROW 0x0001
#define GLUT_CURSOR_INFO 0x0002
#define GLUT_CURSOR_DESTROY 0x0003
#define GLUT_CURSOR_HELP 0x0004
#define GLUT_CURSOR_CYCLE 0x0005
#define GLUT_CURSOR_SPRAY 0x0006
#define GLUT_CURSOR_WAIT 0x0007
#define GLUT_CURSOR_TEXT 0x0008
#define GLUT_CURSOR_CROSSHAIR 0x0009
#define GLUT_CURSOR_UP_DOWN 0x000A
#define GLUT_CURSOR_LEFT_RIGHT 0x000B
#define GLUT_CURSOR_TOP_SIDE 0x000C
#define GLUT_CURSOR_BOTTOM_SIDE 0x000D
#define GLUT_CURSOR_LEFT_SIDE 0x000E
#define GLUT_CURSOR_RIGHT_SIDE 0x000F
#define GLUT_CURSOR_TOP_LEFT_CORNER 0x0010
#define GLUT_CURSOR_TOP_RIGHT_CORNER 0x0011
#define GLUT_CURSOR_BOTTOM_RIGHT_CORNER 0x0012
#define GLUT_CURSOR_BOTTOM_LEFT_CORNER 0x0013
#define GLUT_CURSOR_INHERIT 0x0064
#define GLUT_CURSOR_NONE 0x0065
#define GLUT_CURSOR_FULL_CROSSHAIR 0x0066
/*
* GLUT API macro definitions -- RGB color component specification definitions
*/
#define GLUT_RED 0x0000
#define GLUT_GREEN 0x0001
#define GLUT_BLUE 0x0002
/*
* GLUT API macro definitions -- additional keyboard and joystick definitions
*/
#define GLUT_KEY_REPEAT_OFF 0x0000
#define GLUT_KEY_REPEAT_ON 0x0001
#define GLUT_KEY_REPEAT_DEFAULT 0x0002
#define GLUT_JOYSTICK_BUTTON_A 0x0001
#define GLUT_JOYSTICK_BUTTON_B 0x0002
#define GLUT_JOYSTICK_BUTTON_C 0x0004
#define GLUT_JOYSTICK_BUTTON_D 0x0008
/*
* GLUT API macro definitions -- game mode definitions
*/
#define GLUT_GAME_MODE_ACTIVE 0x0000
#define GLUT_GAME_MODE_POSSIBLE 0x0001
#define GLUT_GAME_MODE_WIDTH 0x0002
#define GLUT_GAME_MODE_HEIGHT 0x0003
#define GLUT_GAME_MODE_PIXEL_DEPTH 0x0004
#define GLUT_GAME_MODE_REFRESH_RATE 0x0005
#define GLUT_GAME_MODE_DISPLAY_CHANGED 0x0006
/*
* Initialization functions, see fglut_init.c
*/
FGAPI void FGAPIENTRY glutInit( int* pargc, char** argv );
FGAPI void FGAPIENTRY glutInitWindowPosition( int x, int y );
FGAPI void FGAPIENTRY glutInitWindowSize( int width, int height );
FGAPI void FGAPIENTRY glutInitDisplayMode( unsigned int displayMode );
FGAPI void FGAPIENTRY glutInitDisplayString( const char* displayMode );
/*
* Process loop function, see fg_main.c
*/
FGAPI void FGAPIENTRY glutMainLoop( void );
/*
* Window management functions, see fg_window.c
*/
FGAPI int FGAPIENTRY glutCreateWindow( const char* title );
FGAPI int FGAPIENTRY glutCreateSubWindow( int window, int x, int y, int width, int height );
FGAPI void FGAPIENTRY glutDestroyWindow( int window );
FGAPI void FGAPIENTRY glutSetWindow( int window );
FGAPI int FGAPIENTRY glutGetWindow( void );
FGAPI void FGAPIENTRY glutSetWindowTitle( const char* title );
FGAPI void FGAPIENTRY glutSetIconTitle( const char* title );
FGAPI void FGAPIENTRY glutReshapeWindow( int width, int height );
FGAPI void FGAPIENTRY glutPositionWindow( int x, int y );
FGAPI void FGAPIENTRY glutShowWindow( void );
FGAPI void FGAPIENTRY glutHideWindow( void );
FGAPI void FGAPIENTRY glutIconifyWindow( void );
FGAPI void FGAPIENTRY glutPushWindow( void );
FGAPI void FGAPIENTRY glutPopWindow( void );
FGAPI void FGAPIENTRY glutFullScreen( void );
/*
* Display-related functions, see fg_display.c
*/
FGAPI void FGAPIENTRY glutPostWindowRedisplay( int window );
FGAPI void FGAPIENTRY glutPostRedisplay( void );
FGAPI void FGAPIENTRY glutSwapBuffers( void );
/*
* Mouse cursor functions, see fg_cursor.c
*/
FGAPI void FGAPIENTRY glutWarpPointer( int x, int y );
FGAPI void FGAPIENTRY glutSetCursor( int cursor );
/*
* Overlay stuff, see fg_overlay.c
*/
FGAPI void FGAPIENTRY glutEstablishOverlay( void );
FGAPI void FGAPIENTRY glutRemoveOverlay( void );
FGAPI void FGAPIENTRY glutUseLayer( GLenum layer );
FGAPI void FGAPIENTRY glutPostOverlayRedisplay( void );
FGAPI void FGAPIENTRY glutPostWindowOverlayRedisplay( int window );
FGAPI void FGAPIENTRY glutShowOverlay( void );
FGAPI void FGAPIENTRY glutHideOverlay( void );
/*
* Menu stuff, see fg_menu.c
*/
FGAPI int FGAPIENTRY glutCreateMenu( void (* callback)( int menu ) );
FGAPI void FGAPIENTRY glutDestroyMenu( int menu );
FGAPI int FGAPIENTRY glutGetMenu( void );
FGAPI void FGAPIENTRY glutSetMenu( int menu );
FGAPI void FGAPIENTRY glutAddMenuEntry( const char* label, int value );
FGAPI void FGAPIENTRY glutAddSubMenu( const char* label, int subMenu );
FGAPI void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value );
FGAPI void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, int value );
FGAPI void FGAPIENTRY glutRemoveMenuItem( int item );
FGAPI void FGAPIENTRY glutAttachMenu( int button );
FGAPI void FGAPIENTRY glutDetachMenu( int button );
/*
* Global callback functions, see fg_callbacks.c
*/
FGAPI void FGAPIENTRY glutTimerFunc( unsigned int time, void (* callback)( int ), int value );
FGAPI void FGAPIENTRY glutIdleFunc( void (* callback)( void ) );
/*
* Window-specific callback functions, see fg_callbacks.c
*/
FGAPI void FGAPIENTRY glutKeyboardFunc( void (* callback)( unsigned char, int, int ) );
FGAPI void FGAPIENTRY glutSpecialFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutReshapeFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutVisibilityFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutDisplayFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutMouseFunc( void (* callback)( int, int, int, int ) );
FGAPI void FGAPIENTRY glutMotionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutPassiveMotionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutEntryFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutKeyboardUpFunc( void (* callback)( unsigned char, int, int ) );
FGAPI void FGAPIENTRY glutSpecialUpFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutJoystickFunc( void (* callback)( unsigned int, int, int, int ), int pollInterval );
FGAPI void FGAPIENTRY glutMenuStateFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutMenuStatusFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutOverlayDisplayFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutWindowStatusFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutSpaceballMotionFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutSpaceballRotateFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutSpaceballButtonFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutButtonBoxFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutDialsFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutTabletMotionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutTabletButtonFunc( void (* callback)( int, int, int, int ) );
/*
* State setting and retrieval functions, see fg_state.c
*/
FGAPI int FGAPIENTRY glutGet( GLenum query );
FGAPI int FGAPIENTRY glutDeviceGet( GLenum query );
FGAPI int FGAPIENTRY glutGetModifiers( void );
FGAPI int FGAPIENTRY glutLayerGet( GLenum query );
/*
* Font stuff, see fg_font.c
*/
FGAPI void FGAPIENTRY glutBitmapCharacter( void* font, int character );
FGAPI int FGAPIENTRY glutBitmapWidth( void* font, int character );
FGAPI void FGAPIENTRY glutStrokeCharacter( void* font, int character );
FGAPI int FGAPIENTRY glutStrokeWidth( void* font, int character );
FGAPI GLfloat FGAPIENTRY glutStrokeWidthf( void* font, int character ); /* GLUT 3.8 */
FGAPI int FGAPIENTRY glutBitmapLength( void* font, const unsigned char* string );
FGAPI int FGAPIENTRY glutStrokeLength( void* font, const unsigned char* string );
FGAPI GLfloat FGAPIENTRY glutStrokeLengthf( void* font, const unsigned char *string ); /* GLUT 3.8 */
/*
* Geometry functions, see fg_geometry.c
*/
FGAPI void FGAPIENTRY glutWireCube( double size );
FGAPI void FGAPIENTRY glutSolidCube( double size );
FGAPI void FGAPIENTRY glutWireSphere( double radius, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutSolidSphere( double radius, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutWireTorus( double innerRadius, double outerRadius, GLint sides, GLint rings );
FGAPI void FGAPIENTRY glutSolidTorus( double innerRadius, double outerRadius, GLint sides, GLint rings );
FGAPI void FGAPIENTRY glutWireDodecahedron( void );
FGAPI void FGAPIENTRY glutSolidDodecahedron( void );
FGAPI void FGAPIENTRY glutWireOctahedron( void );
FGAPI void FGAPIENTRY glutSolidOctahedron( void );
FGAPI void FGAPIENTRY glutWireTetrahedron( void );
FGAPI void FGAPIENTRY glutSolidTetrahedron( void );
FGAPI void FGAPIENTRY glutWireIcosahedron( void );
FGAPI void FGAPIENTRY glutSolidIcosahedron( void );
/*
* Teapot rendering functions, found in fg_teapot.c
* NB: front facing polygons have clockwise winding, not counter clockwise
*/
FGAPI void FGAPIENTRY glutWireTeapot( double size );
FGAPI void FGAPIENTRY glutSolidTeapot( double size );
/*
* Game mode functions, see fg_gamemode.c
*/
FGAPI void FGAPIENTRY glutGameModeString( const char* string );
FGAPI int FGAPIENTRY glutEnterGameMode( void );
FGAPI void FGAPIENTRY glutLeaveGameMode( void );
FGAPI int FGAPIENTRY glutGameModeGet( GLenum query );
/*
* Video resize functions, see fg_videoresize.c
*/
FGAPI int FGAPIENTRY glutVideoResizeGet( GLenum query );
FGAPI void FGAPIENTRY glutSetupVideoResizing( void );
FGAPI void FGAPIENTRY glutStopVideoResizing( void );
FGAPI void FGAPIENTRY glutVideoResize( int x, int y, int width, int height );
FGAPI void FGAPIENTRY glutVideoPan( int x, int y, int width, int height );
/*
* Colormap functions, see fg_misc.c
*/
FGAPI void FGAPIENTRY glutSetColor( int color, GLfloat red, GLfloat green, GLfloat blue );
FGAPI GLfloat FGAPIENTRY glutGetColor( int color, int component );
FGAPI void FGAPIENTRY glutCopyColormap( int window );
/*
* Misc keyboard and joystick functions, see fg_misc.c
*/
FGAPI void FGAPIENTRY glutIgnoreKeyRepeat( int ignore );
FGAPI void FGAPIENTRY glutSetKeyRepeat( int repeatMode );
FGAPI void FGAPIENTRY glutForceJoystickFunc( void );
/*
* Misc functions, see fg_misc.c
*/
FGAPI int FGAPIENTRY glutExtensionSupported( const char* extension );
FGAPI void FGAPIENTRY glutReportErrors( void );
/* Comment from glut.h of classic GLUT:
Win32 has an annoying issue where there are multiple C run-time
libraries (CRTs). If the executable is linked with a different CRT
from the GLUT DLL, the GLUT DLL will not share the same CRT static
data seen by the executable. In particular, atexit callbacks registered
in the executable will not be called if GLUT calls its (different)
exit routine). GLUT is typically built with the
"/MD" option (the CRT with multithreading DLL support), but the Visual
C++ linker default is "/ML" (the single threaded CRT).
One workaround to this issue is requiring users to always link with
the same CRT as GLUT is compiled with. That requires users supply a
non-standard option. GLUT 3.7 has its own built-in workaround where
the executable's "exit" function pointer is covertly passed to GLUT.
GLUT then calls the executable's exit function pointer to ensure that
any "atexit" calls registered by the application are called if GLUT
needs to exit.
Note that the __glut*WithExit routines should NEVER be called directly.
To avoid the atexit workaround, #define GLUT_DISABLE_ATEXIT_HACK. */
/* to get the prototype for exit() */
#include <stdlib.h>
#if defined(_WIN32) && !defined(GLUT_DISABLE_ATEXIT_HACK) && !defined(__WATCOMC__)
FGAPI void FGAPIENTRY __glutInitWithExit(int *argcp, char **argv, void (__cdecl *exitfunc)(int));
FGAPI int FGAPIENTRY __glutCreateWindowWithExit(const char *title, void (__cdecl *exitfunc)(int));
FGAPI int FGAPIENTRY __glutCreateMenuWithExit(void (* func)(int), void (__cdecl *exitfunc)(int));
#ifndef FREEGLUT_BUILDING_LIB
#if defined(__GNUC__)
#define FGUNUSED __attribute__((unused))
#else
#define FGUNUSED
#endif
static void FGAPIENTRY FGUNUSED glutInit_ATEXIT_HACK(int *argcp, char **argv) { __glutInitWithExit(argcp, argv, exit); }
#define glutInit glutInit_ATEXIT_HACK
static int FGAPIENTRY FGUNUSED glutCreateWindow_ATEXIT_HACK(const char *title) { return __glutCreateWindowWithExit(title, exit); }
#define glutCreateWindow glutCreateWindow_ATEXIT_HACK
static int FGAPIENTRY FGUNUSED glutCreateMenu_ATEXIT_HACK(void (* func)(int)) { return __glutCreateMenuWithExit(func, exit); }
#define glutCreateMenu glutCreateMenu_ATEXIT_HACK
#endif
#endif
#ifdef __cplusplus
}
#endif
/*** END OF FILE ***/
#endif /* __FREEGLUT_STD_H__ */

21
dependencies/freeglut/include/GL/glut.h vendored Normal file
View File

@ -0,0 +1,21 @@
#ifndef __GLUT_H__
#define __GLUT_H__
/*
* glut.h
*
* The freeglut library include file
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "freeglut_std.h"
/*** END OF FILE ***/
#endif /* __GLUT_H__ */

BIN
dependencies/freeglut/lib/freeglut.lib vendored Normal file

Binary file not shown.

Binary file not shown.

73
dependencies/glew-2.0.0/LICENSE.txt vendored Normal file
View File

@ -0,0 +1,73 @@
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
Mesa 3-D graphics library
Version: 7.0
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Copyright (c) 2007 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -0,0 +1,232 @@
<!-- begin header.html -->
<!--
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
-->
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>GLEW: The OpenGL Extension Wrangler Library</title>
<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
<link href="glew.css" type="text/css" rel="stylesheet">
</head>
<body bgcolor="#fff0d0">
<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%">
<tr>
<td bgcolor="#ffffff" align="left" valign="top" width="200">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr>
<td valign="top">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">2.2.0</a></i></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center">
<table border="0" cellpadding="0" cellspacing="0" align="center">
<tr><td align="center"><a href="index.html">Download</a></td></tr>
<tr><td align="center"><a href="basic.html">Usage</a></td></tr>
<tr><td align="center"><a href="build.html">Building</a></td></tr>
<tr><td align="center"><a href="install.html">Installation</a></td></tr>
<tr><td align="center">Source Generation</td></tr>
<tr><td align="center"><a href="log.html">Change Log</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew">GitHub</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/issues">Issues</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/pulls">Pull Requests</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#authors">Authors</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#copyright-and-licensing">Licensing</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://sourceforge.net/projects/glew">SourceForge Page</a></td></tr>
</table>
<tr><td align="center"><br></tr>
</table>
</td>
</tr>
<tr>
<td valign="bottom">
<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
<tr><td align="center"><i>Last Update: 07-24-16</i></td></tr>
<tr><td align="center">
<a href="http://www.opengl.org"><img src="./ogl_sm.jpg" width="68" height="35" border="0" alt="OpenGL Logo"></a><br/>
<a href="https://github.com/nigels-com/glew"><img src="github.png" width="70" height="29" border="0" alt="GitHub Logo"></a><br/>
<a href="https://travis-ci.org/nigels-com/glew/builds"><img src="travis.png" width="114" height="25" border="0" alt="Travis Logo"></a><br/>
<a href="http://sourceforge.net"><img src="http://sourceforge.net/sflogo.php?group_id=67586&amp;type=1" width="88" height="31" border="0" alt="SourceForge Logo"></a>
</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
<td bgcolor="#ffffff" align="left" valign="top">
<h1>The OpenGL Extension Wrangler Library</h1>
<!-- end header.html -->
<h2>Automatic Code Generation</h2>
<p>
Starting from release 1.1.0, the source code and parts of the
documentation are automatically generated from the extension
specifications in a two-step process. In the first step,
specification files from the OpenGL registry are downloaded and
parsed. Skeleton descriptors are created for each extension. These
descriptors contain all necessary information for creating the source
code and documentation in a simple and compact format, including the
name of the extension, url link to the specification, tokens, function
declarations, typedefs and struct definitions. In the second step,
the header files as well as the library and glewinfo source are
generated from the descriptor files. The code generation scripts are
located in the <tt>auto</tt> subdirectory.
</p>
<p>
The code generation scripts require GNU make, wget, and perl. On
Windows, the simplest way to get access to these tools is to install
<a href="http://www.cygwin.com/">Cygwin</a>, but make sure that the
root directory is mounted in binary mode. The makefile in the
<tt>auto</tt> directory provides the following build targets:
</p>
<table border=0 cellpadding=0 cellspacing=5>
<tr><td align="left" valign="top"><tt>make</tt></td>
<td align=left>Create the source files from the descriptors.<br/> If the
descriptors do not exist, create them from the spec files.<br/> If the spec
files do not exist, download them from the OpenGL repository.</td></tr>
<tr><td align="left" valign="top"><tt>make&nbsp;clean</tt></td>
<td align=left>Delete the source files.</td></tr>
<tr><td align="left" valign="top"><tt>make&nbsp;clobber</tt></td>
<td align=left>Delete the source files and the descriptors.</td></tr>
<tr><td align="left" valign="top"><tt>make&nbsp;destroy</tt></td>
<td align=left>Delete the source files, the descriptors, and the spec files.</td></tr>
<tr><td align="left" valign="top"><tt>make&nbsp;custom</tt></td>
<td align=left>Create the source files for the extensions
listed in <tt>auto/custom.txt</tt>.<br/> See "Custom Code
Generation" below for more details.</td></tr>
</table>
<h3>Adding a New Extension</h3>
<p>
To add a new extension, create a descriptor file for the extension in
<tt>auto/core</tt> and rerun the code generation scripts by typing
<tt>make clean; make</tt> in the <tt>auto</tt> directory.
</p>
<p>
The format of the descriptor file is given below. Items in
brackets are optional.
</p>
<p class="pre">
&lt;Extension Name&gt;<br>
[&lt;URL of Specification File&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Token Name&gt; &lt;Token Value&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Token Name&gt; &lt;Token Value&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;...<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Typedef&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Typedef&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;...<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Function Signature&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Function Signature&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;...<br>
<!-- &nbsp;&nbsp;&nbsp;&nbsp;[&lt;Function Definition&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;[&lt;Function Definition&gt;]<br>
&nbsp;&nbsp;&nbsp;&nbsp;...<br> -->
</p>
<!--
<p>
Note that <tt>Function Definitions</tt> are copied to the header files
without changes and have to be terminated with a semicolon. In
contrast, <tt>Tokens</tt>, <tt>Function signatures</tt>, and
<tt>Typedefs</tt> should not be terminated with a semicolon.
</p>
-->
<p>
Take a look at one of the files in <tt>auto/core</tt> for an
example. Note that typedefs and function signatures should not be
terminated with a semicolon.
</p>
<h3>Custom Code Generation</h3>
<p>
Starting from GLEW 1.3.0, it is possible to control which extensions
to include in the libarary by specifying a list in
<tt>auto/custom.txt</tt>. This is useful when you do not need all the
extensions and would like to reduce the size of the source files.
Type <tt>make clean; make custom</tt> in the <tt>auto</tt> directory
to rerun the scripts with the custom list of extensions.
</p>
<p>
For example, the following is the list of extensions needed to get GLEW and the
utilities to compile.
</p>
<p class="pre">
WGL_ARB_extensions_string<br>
WGL_ARB_multisample<br>
WGL_ARB_pixel_format<br>
WGL_ARB_pbuffer<br>
WGL_EXT_extensions_string<br>
WGL_ATI_pixel_format_float<br>
WGL_NV_float_buffer<br>
</p>
<h2>Separate Namespace</h2>
<p>
To avoid name clashes when linking with libraries that include the
same symbols, extension entry points are declared in a separate
namespace (release 1.1.0 and up). This is achieved by aliasing OpenGL
function names to their GLEW equivalents. For instance,
<tt>glFancyFunction</tt> is simply an alias to
<tt>glewFancyFunction</tt>. The separate namespace does not effect
token and function pointer definitions.
</p>
<h2>Known Issues</h2>
<p>
GLEW requires GLX 1.2 for compatibility with GLUT.
</p>
<!-- begin footer.html -->
</td></tr></table></body>
<!-- end footer.html -->

282
dependencies/glew-2.0.0/doc/basic.html vendored Normal file
View File

@ -0,0 +1,282 @@
<!-- begin header.html -->
<!--
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
-->
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>GLEW: The OpenGL Extension Wrangler Library</title>
<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
<link href="glew.css" type="text/css" rel="stylesheet">
</head>
<body bgcolor="#fff0d0">
<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%">
<tr>
<td bgcolor="#ffffff" align="left" valign="top" width="200">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr>
<td valign="top">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">2.2.0</a></i></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center">
<table border="0" cellpadding="0" cellspacing="0" align="center">
<tr><td align="center"><a href="index.html">Download</a></td></tr>
<tr><td align="center">Usage</td></tr>
<tr><td align="center"><a href="build.html">Building</a></td></tr>
<tr><td align="center"><a href="install.html">Installation</a></td></tr>
<tr><td align="center"><a href="advanced.html">Source Generation</a></td></tr>
<tr><td align="center"><a href="log.html">Change Log</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew">GitHub</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/issues">Issues</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/pulls">Pull Requests</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#authors">Authors</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#copyright-and-licensing">Licensing</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://sourceforge.net/projects/glew">SourceForge Page</a></td></tr>
</table>
<tr><td align="center"><br></tr>
</table>
</td>
</tr>
<tr>
<td valign="bottom">
<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
<tr><td align="center"><i>Last Update: 07-24-16</i></td></tr>
<tr><td align="center">
<a href="http://www.opengl.org"><img src="./ogl_sm.jpg" width="68" height="35" border="0" alt="OpenGL Logo"></a><br/>
<a href="https://github.com/nigels-com/glew"><img src="github.png" width="70" height="29" border="0" alt="GitHub Logo"></a><br/>
<a href="https://travis-ci.org/nigels-com/glew/builds"><img src="travis.png" width="114" height="25" border="0" alt="Travis Logo"></a><br/>
<a href="http://sourceforge.net"><img src="http://sourceforge.net/sflogo.php?group_id=67586&amp;type=1" width="88" height="31" border="0" alt="SourceForge Logo"></a>
</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
<td bgcolor="#ffffff" align="left" valign="top">
<h1>The OpenGL Extension Wrangler Library</h1>
<!-- end header.html -->
<h2>Initializing GLEW</h2>
<p>
First you need to create a valid OpenGL rendering context and call
<tt>glewInit()</tt> to initialize the extension entry points. If
<tt>glewInit()</tt> returns <tt>GLEW_OK</tt>, the initialization
succeeded and you can use the available extensions as well as core
OpenGL functionality. For example:
</p>
<p class="pre">
#include &lt;GL/glew.h&gt;<br>
#include &lt;GL/glut.h&gt;<br>
...<br>
glutInit(&amp;argc, argv);<br>
glutCreateWindow("GLEW Test");<br>
GLenum err = glewInit();<br>
if (GLEW_OK != err)<br>
{<br>
&nbsp;&nbsp;/* Problem: glewInit failed, something is seriously wrong. */<br>
&nbsp;&nbsp;fprintf(stderr, "Error: %s\n", glewGetErrorString(err));<br>
&nbsp;&nbsp;...<br>
}<br>
fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));<br>
</p>
<h2>Checking for Extensions</h2>
<p>
Starting from GLEW 1.1.0, you can find out if a particular extension
is available on your platform by querying globally defined variables
of the form <tt>GLEW_{extension_name}</tt>:
</p>
<p class="pre">
if (GLEW_ARB_vertex_program)<br>
{<br>
&nbsp;&nbsp;/* It is safe to use the ARB_vertex_program extension here. */<br>
&nbsp;&nbsp;glGenProgramsARB(...);<br>
}<br>
</p>
<p>
<b>In GLEW 1.0.x, a global structure was used for this task. To ensure
binary compatibility between releases, the struct was replaced with a
set of variables.</b>
</p>
<p>
You can also check for core OpenGL functionality. For example, to
see if OpenGL 1.3 is supported, do the following:
</p>
<p class="pre">
if (GLEW_VERSION_1_3)<br>
{<br>
&nbsp;&nbsp;/* Yay! OpenGL 1.3 is supported! */<br>
}<br>
</p>
<p>
In general, you can check if <tt>GLEW_{extension_name}</tt> or
<tt>GLEW_VERSION_{version}</tt> is true or false.
</p>
<p>
It is also possible to perform extension checks from string
input. Starting from the 1.3.0 release, use <tt>glewIsSupported</tt>
to check if the required core or extension functionality is
available:
</p>
<p class="pre">
if (glewIsSupported("GL_VERSION_1_4&nbsp;&nbsp;GL_ARB_point_sprite"))<br>
{<br>
&nbsp;&nbsp;/* Great, we have OpenGL 1.4 + point sprites. */<br>
}<br>
</p>
<p>
For extensions only, <tt>glewGetExtension</tt> provides a slower alternative
(GLEW 1.0.x-1.2.x). <b>Note that in the 1.3.0 release </b>
<tt>glewGetExtension</tt> <b>was replaced with </b>
<tt>glewIsSupported</tt>.
</p>
<p class="pre">
if (glewGetExtension("GL_ARB_fragment_program"))<br>
{<br>
&nbsp;&nbsp;/* Looks like ARB_fragment_program is supported. */<br>
}<br>
</p>
<h2>Experimental Drivers</h2>
<p>
GLEW obtains information on the supported extensions from the graphics
driver. Experimental or pre-release drivers, however, might not
report every available extension through the standard mechanism, in
which case GLEW will report it unsupported. To circumvent this
situation, the <tt>glewExperimental</tt> global switch can be turned
on by setting it to <tt>GL_TRUE</tt> before calling
<tt>glewInit()</tt>, which ensures that all extensions with valid
entry points will be exposed.
</p>
<h2>Platform Specific Extensions</h2>
<p>
Platform specific extensions are separated into two header files:
<tt>wglew.h</tt> and <tt>glxew.h</tt>, which define the available
<tt>WGL</tt> and <tt>GLX</tt> extensions. To determine if a certain
extension is supported, query <tt>WGLEW_{extension name}</tt> or
<tt>GLXEW_{extension_name}</tt>. For example:
</p>
<p class="pre">
#include &lt;GL/wglew.h&gt;<br>
<br>
if (WGLEW_ARB_pbuffer)<br>
{<br>
&nbsp;&nbsp;/* OK, we can use pbuffers. */<br>
}<br>
else<br>
{<br>
&nbsp;&nbsp;/* Sorry, pbuffers will not work on this platform. */<br>
}<br>
</p>
<p>
Alternatively, use <tt>wglewIsSupported</tt> or
<tt>glxewIsSupported</tt> to check for extensions from a string:
</p>
<p class="pre">
if (wglewIsSupported("WGL_ARB_pbuffer"))<br>
{<br>
&nbsp;&nbsp;/* OK, we can use pbuffers. */<br>
}<br>
</p>
<h2>Utilities</h2>
<p>
GLEW provides two command-line utilities: one for creating a list of
available extensions and visuals; and another for verifying extension
entry points.
</p>
<h3>visualinfo: extensions and visuals</h3>
<p>
<tt>visualinfo</tt> is an extended version of <tt>glxinfo</tt>. The
Windows version creates a file called <tt>visualinfo.txt</tt>, which
contains a list of available OpenGL, WGL, and GLU extensions as well
as a table of visuals aka. pixel formats. Pbuffer and MRT capable
visuals are also included. For additional usage information, type
<tt>visualinfo -h</tt>.
</p>
<h3>glewinfo: extension verification utility</h3>
<p>
<tt>glewinfo</tt> allows you to verify the entry points for the
extensions supported on your platform. The Windows version
reports the results to a text file called <tt>glewinfo.txt</tt>. The
Unix version prints the results to <tt>stdout</tt>.
</p>
<p>Windows usage:</p>
<blockquote><pre>glewinfo [-pf &lt;id&gt;]</pre></blockquote>
<p>where <tt>&lt;id&gt;</tt> is the pixel format id for which the
capabilities are displayed.</p>
<p>Unix usage:</p>
<blockquote><pre>glewinfo [-display &lt;dpy&gt;] [-visual &lt;id&gt;]</pre></blockquote>
<p>where <tt>&lt;dpy&gt;</tt> is the X11 display and <tt>&lt;id&gt;</tt> is
the visual id for which the capabilities are displayed.</p>
<!-- begin footer.html -->
</td></tr></table></body>
<!-- end footer.html -->

151
dependencies/glew-2.0.0/doc/build.html vendored Normal file
View File

@ -0,0 +1,151 @@
<!-- begin header.html -->
<!--
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
-->
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>GLEW: The OpenGL Extension Wrangler Library</title>
<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
<link href="glew.css" type="text/css" rel="stylesheet">
</head>
<body bgcolor="#fff0d0">
<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%">
<tr>
<td bgcolor="#ffffff" align="left" valign="top" width="200">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr>
<td valign="top">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">2.2.0</a></i></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center">
<table border="0" cellpadding="0" cellspacing="0" align="center">
<tr><td align="center"><a href="index.html">Download</a></td></tr>
<tr><td align="center"><a href="basic.html">Usage</a></td></tr>
<tr><td align="center">Building</td></tr>
<tr><td align="center"><a href="install.html">Installation</a></td></tr>
<tr><td align="center"><a href="advanced.html">Source Generation</a></td></tr>
<tr><td align="center"><a href="log.html">Change Log</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew">GitHub</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/issues">Issues</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/pulls">Pull Requests</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#authors">Authors</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#copyright-and-licensing">Licensing</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://sourceforge.net/projects/glew">SourceForge Page</a></td></tr>
</table>
<tr><td align="center"><br></tr>
</table>
</td>
</tr>
<tr>
<td valign="bottom">
<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
<tr><td align="center"><i>Last Update: 07-24-16</i></td></tr>
<tr><td align="center">
<a href="http://www.opengl.org"><img src="./ogl_sm.jpg" width="68" height="35" border="0" alt="OpenGL Logo"></a><br/>
<a href="https://github.com/nigels-com/glew"><img src="github.png" width="70" height="29" border="0" alt="GitHub Logo"></a><br/>
<a href="https://travis-ci.org/nigels-com/glew/builds"><img src="travis.png" width="114" height="25" border="0" alt="Travis Logo"></a><br/>
<a href="http://sourceforge.net"><img src="http://sourceforge.net/sflogo.php?group_id=67586&amp;type=1" width="88" height="31" border="0" alt="SourceForge Logo"></a>
</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
<td bgcolor="#ffffff" align="left" valign="top">
<h1>The OpenGL Extension Wrangler Library</h1>
<!-- end header.html -->
<h2>Building GLEW</h2>
<h3>Windows</h3>
<p>A MS Visual Studio project is provided in the <tt>build/vc6</tt> directory.</p>
<p>Pre-built shared and static libraries are also available for <a href="index.html">download</a>.</p>
<h3>Makefile</h3>
<p>For platforms other than MS Windows, the provided <tt>Makefile</tt> is used.</p>
<h4>Command-line variables</h4>
<table border=0 cellpadding=0 cellspacing=10>
<tr><td valign=top><tt>SYSTEM</tt></td><td valign=top>auto</td>
<td align=left>Target system to build: darwin, linux, solaris, etc.<br/>For a full list of supported targets: <tt>ls config/Makefile.*</tt><br/>
<a href="http://git.savannah.gnu.org/gitweb/?p=config.git;a=tree">config.guess</a> is used to auto detect, as necessary.</td></tr>
<tr><td valign=top><tt>GLEW_DEST</tt></td><td valign=top><tt>/usr</tt></td>
<td align=left>Base directory for installation.</td></tr>
</table>
<h4>Make targets</h4>
<table border=0 cellpadding=0 cellspacing=10>
<tr><td valign=top><tt>all</tt></td><td>Build everything.</td><tr>
<tr><td valign=top><tt>glew.lib</tt></td><td>Build static and dynamic GLEW libraries.</td><tr>
<tr><td valign=top><tt>glew.lib.mx</tt></td><td>Build static and dynamic GLEWmx libraries.</td><tr>
<tr><td valign=top><tt>glew.bin</tt></td><td>Build <tt>glewinfo</tt> and <tt>visualinfo</tt> utilities.</td><tr>
<tr><td valign=top><tt>clean</tt></td><td>Delete temporary and built files.</td><tr>
<tr><td valign=top><tt>install.all</tt></td><td>Install everything.</td><tr>
<tr><td valign=top><tt>install</tt></td><td>Install GLEW libraries.</td><tr>
<tr><td valign=top><tt>install.mx</tt></td><td>Install GLEWmx libraries.</td><tr>
<tr><td valign=top><tt>install.bin</tt></td><td>Install <tt>glewinfo</tt> and <tt>visualinfo</tt> utilities.</td><tr>
<tr><td valign=top><tt>uninstall</tt></td><td>Delete installed files.</td><tr>
</table>
<h4>Requirements</h4>
<ul>
<li>GNU make</li>
<li>perl</li>
<li>wget</li>
<li>GNU sed</li>
<li>gcc compiler</li>
<li>git</li>
</ul>
Ubuntu: <pre>sudo apt-get install libXmu-dev libXi-dev libgl-dev dos2unix git wget</pre>
Fedora: <pre>sudo yum install libXmu-devel libXi-devel libGL-devel dos2unix git wget</pre>
<!-- begin footer.html -->
</td></tr></table></body>
<!-- end footer.html -->

104
dependencies/glew-2.0.0/doc/credits.html vendored Normal file
View File

@ -0,0 +1,104 @@
<!-- begin header.html -->
<!--
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
-->
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>GLEW: The OpenGL Extension Wrangler Library</title>
<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
<link href="glew.css" type="text/css" rel="stylesheet">
</head>
<body bgcolor="#fff0d0">
<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%">
<tr>
<td bgcolor="#ffffff" align="left" valign="top" width="200">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr>
<td valign="top">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">2.2.0</a></i></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center">
<table border="0" cellpadding="0" cellspacing="0" align="center">
<tr><td align="center"><a href="index.html">Download</a></td></tr>
<tr><td align="center"><a href="basic.html">Usage</a></td></tr>
<tr><td align="center"><a href="build.html">Building</a></td></tr>
<tr><td align="center"><a href="install.html">Installation</a></td></tr>
<tr><td align="center"><a href="advanced.html">Source Generation</a></td></tr>
<tr><td align="center"><a href="log.html">Change Log</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew">GitHub</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/issues">Issues</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/pulls">Pull Requests</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#authors">Authors</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#copyright-and-licensing">Licensing</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://sourceforge.net/projects/glew">SourceForge Page</a></td></tr>
</table>
<tr><td align="center"><br></tr>
</table>
</td>
</tr>
<tr>
<td valign="bottom">
<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
<tr><td align="center"><i>Last Update: 07-24-16</i></td></tr>
<tr><td align="center">
<a href="http://www.opengl.org"><img src="./ogl_sm.jpg" width="68" height="35" border="0" alt="OpenGL Logo"></a><br/>
<a href="https://github.com/nigels-com/glew"><img src="github.png" width="70" height="29" border="0" alt="GitHub Logo"></a><br/>
<a href="https://travis-ci.org/nigels-com/glew/builds"><img src="travis.png" width="114" height="25" border="0" alt="Travis Logo"></a><br/>
<a href="http://sourceforge.net"><img src="http://sourceforge.net/sflogo.php?group_id=67586&amp;type=1" width="88" height="31" border="0" alt="SourceForge Logo"></a>
</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
<td bgcolor="#ffffff" align="left" valign="top">
<h1>The OpenGL Extension Wrangler Library</h1>
<!-- end header.html -->
<p><a href="https://github.com/nigels-com/glew#copyright-and-licensing">
Author, copyright and licensing information</a> on github.</p>
<!-- begin footer.html -->
</td></tr></table></body>
<!-- end footer.html -->

BIN
dependencies/glew-2.0.0/doc/github.png vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

187
dependencies/glew-2.0.0/doc/glew.css vendored Normal file
View File

@ -0,0 +1,187 @@
h1
{
color: black;
font: 23px "Verdana", "Arial", "Helvetica", sans-serif;
font-weight: bold;
text-align: center;
margin-top: 12px;
margin-bottom: 18px;
}
h2
{
color: black;
font: 18px "Verdana", "Arial", "Helvetica", sans-serif;
font-weight: bold;
text-align: left;
padding-top: 0px;
padding-bottom: 0px;
margin-top: 18px;
margin-bottom: 12px;
}
h3
{
color: black;
font: 17px "Verdana", "Arial", "Helvetica", sans-serif;
text-align: left;
padding-top: 0px;
padding-bottom: 0px;
margin-top: 12px;
margin-bottom: 12px;
}
small
{
font: 8pt "Verdana", "Arial", "Helvetica", sans-serif;
}
body
{
color: black;
font: 10pt "Verdana", "Arial", "Helvetica", sans-serif;
text-align: left;
}
td
{
color: black;
font: 10pt "Verdana", "Arial", "Helvetica", sans-serif;
}
tt
{
color: rgb(0,120,0);
}
/* color: maroon; */
td.num
{
color: lightgrey;
font: 10pt "Verdana", "Arial", "Helvetica", sans-serif;
text-align: right;
}
blockquote
{
color: rgb(0,120,0);
background: #f0f0f0;
text-align: left;
margin-left: 40px;
margin-right: 40px;
margin-bottom: 6px;
padding-bottom: 0px;
margin-top: 0px;
padding-top: 0px;
border-top: 0px;
border-width: 0px;
}
pre
{
color: rgb(0,120,0);
background: #f0f0f0;
text-align: left;
margin-left: 40px;
margin-right: 40px;
margin-bottom: 6px;
padding-bottom: 0px;
margin-top: 0px;
padding-top: 0px;
border-top: 0px;
border-width: 0px;
}
p
{
color: black;
font: 10pt "Verdana", "Arial", "Helvetica", sans-serif;
text-align: left;
margin-bottom: 0px;
padding-bottom: 6px;
margin-top: 0px;
padding-top: 0px;
}
p.right
{
color: black;
font: 10pt "Verdana", "Arial", "Helvetica", sans-serif;
text-align: right;
margin-bottom: 0px;
padding-bottom: 6px;
margin-top: 0px;
padding-top: 0px;
}
p.pre
{
color: rgb(0,120,0);
font: 10pt "Courier New", "Courier", monospace;
background: #f0f0f0;
text-align: left;
margin-top: 0px;
margin-bottom: 6px;
margin-left: 40px;
margin-right: 40px;
padding-top: 0px;
padding-bottom: 6px;
padding-left: 6px;
padding-right: 6px;
border-top: 0px;
border-width: 0px;
}
a:link
{
color: rgb(0,0,139);
text-decoration: none;
}
a:visited
{
color: rgb(220,20,60);
text-decoration: none;
}
a:hover
{
color: rgb(220,20,60);
text-decoration: underline;
background: "#e8e8e8";
}
ul
{
list-style-type: disc;
text-align: left;
margin-left: 40px;
margin-top: 0px;
padding-top: 0px;
margin-bottom: 0px;
padding-bottom: 3px;
}
ul.none
{
list-style-type: none;
}
ol
{
text-align: left;
margin-left: 40px;
margin-top: 0px;
padding-top: 0px;
margin-bottom: 0px;
padding-bottom: 12px;
}
hr
{
color: maroon;
background-color: maroon;
height: 1px;
border: 0px;
width: 80%;
}

724
dependencies/glew-2.0.0/doc/glew.html vendored Normal file
View File

@ -0,0 +1,724 @@
<!-- begin header.html -->
<!--
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
-->
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>GLEW: The OpenGL Extension Wrangler Library</title>
<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
<link href="glew.css" type="text/css" rel="stylesheet">
</head>
<body bgcolor="#fff0d0">
<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%">
<tr>
<td bgcolor="#ffffff" align="left" valign="top" width="200">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr>
<td valign="top">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">2.2.0</a></i></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center">
<table border="0" cellpadding="0" cellspacing="0" align="center">
<tr><td align="center"><a href="index.html">Download</a></td></tr>
<tr><td align="center"><a href="basic.html">Usage</a></td></tr>
<tr><td align="center"><a href="build.html">Building</a></td></tr>
<tr><td align="center"><a href="install.html">Installation</a></td></tr>
<tr><td align="center"><a href="advanced.html">Source Generation</a></td></tr>
<tr><td align="center"><a href="log.html">Change Log</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew">GitHub</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/issues">Issues</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/pulls">Pull Requests</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#authors">Authors</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#copyright-and-licensing">Licensing</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://sourceforge.net/projects/glew">SourceForge Page</a></td></tr>
</table>
<tr><td align="center"><br></tr>
</table>
</td>
</tr>
<tr>
<td valign="bottom">
<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
<tr><td align="center"><i>Last Update: 07-24-16</i></td></tr>
<tr><td align="center">
<a href="http://www.opengl.org"><img src="./ogl_sm.jpg" width="68" height="35" border="0" alt="OpenGL Logo"></a><br/>
<a href="https://github.com/nigels-com/glew"><img src="github.png" width="70" height="29" border="0" alt="GitHub Logo"></a><br/>
<a href="https://travis-ci.org/nigels-com/glew/builds"><img src="travis.png" width="114" height="25" border="0" alt="Travis Logo"></a><br/>
<a href="http://sourceforge.net"><img src="http://sourceforge.net/sflogo.php?group_id=67586&amp;type=1" width="88" height="31" border="0" alt="SourceForge Logo"></a>
</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
<td bgcolor="#ffffff" align="left" valign="top">
<h1>The OpenGL Extension Wrangler Library</h1>
<!-- end header.html -->
<h2>Supported OpenGL Extensions</h2>
<table border="0" width="100%" cellpadding="1" cellspacing="0" align="center">
<tr><td class="num">1</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/3DFX/3dfx_multisample.txt">3DFX_multisample</a></td></tr>
<tr><td class="num">2</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/3DFX/tbuffer.txt">3DFX_tbuffer</a></td></tr>
<tr><td class="num">3</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/3DFX/texture_compression_FXT1.txt">3DFX_texture_compression_FXT1</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">4</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/blend_minmax_factor.txt">AMD_blend_minmax_factor</a></td></tr>
<tr><td class="num">5</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/conservative_depth.txt">AMD_conservative_depth</a></td></tr>
<tr><td class="num">6</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/debug_output.txt">AMD_debug_output</a></td></tr>
<tr><td class="num">7</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/depth_clamp_separate.txt">AMD_depth_clamp_separate</a></td></tr>
<tr><td class="num">8</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/draw_buffers_blend.txt">AMD_draw_buffers_blend</a></td></tr>
<tr><td class="num">9</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/gcn_shader.txt">AMD_gcn_shader</a></td></tr>
<tr><td class="num">10</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/gpu_shader_int64.txt">AMD_gpu_shader_int64</a></td></tr>
<tr><td class="num">11</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/interleaved_elements.txt">AMD_interleaved_elements</a></td></tr>
<tr><td class="num">12</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/multi_draw_indirect.txt">AMD_multi_draw_indirect</a></td></tr>
<tr><td class="num">13</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/name_gen_delete.txt">AMD_name_gen_delete</a></td></tr>
<tr><td class="num">14</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/occlusion_query_event.txt">AMD_occlusion_query_event</a></td></tr>
<tr><td class="num">15</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/performance_monitor.txt">AMD_performance_monitor</a></td></tr>
<tr><td class="num">16</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/pinned_memory.txt">AMD_pinned_memory</a></td></tr>
<tr><td class="num">17</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/query_buffer_object.txt">AMD_query_buffer_object</a></td></tr>
<tr><td class="num">18</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/sample_positions.txt">AMD_sample_positions</a></td></tr>
<tr><td class="num">19</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/seamless_cubemap_per_texture.txt">AMD_seamless_cubemap_per_texture</a></td></tr>
<tr><td class="num">20</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/shader_atomic_counter_ops.txt">AMD_shader_atomic_counter_ops</a></td></tr>
<tr><td class="num">21</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/shader_explicit_vertex_parameter.txt">AMD_shader_explicit_vertex_parameter</a></td></tr>
<tr><td class="num">22</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/shader_stencil_export.txt">AMD_shader_stencil_export</a></td></tr>
<tr><td class="num">23</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/shader_stencil_value_export.txt">AMD_shader_stencil_value_export</a></td></tr>
<tr><td class="num">24</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/shader_trinary_minmax.txt">AMD_shader_trinary_minmax</a></td></tr>
<tr><td class="num">25</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/sparse_texture.txt">AMD_sparse_texture</a></td></tr>
<tr><td class="num">26</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/stencil_operation_extended.txt">AMD_stencil_operation_extended</a></td></tr>
<tr><td class="num">27</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/texture_texture4.txt">AMD_texture_texture4</a></td></tr>
<tr><td class="num">28</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/transform_feedback3_lines_triangles.txt">AMD_transform_feedback3_lines_triangles</a></td></tr>
<tr><td class="num">29</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/transform_feedback4.txt">AMD_transform_feedback4</a></td></tr>
<tr><td class="num">30</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/vertex_shader_layer.txt">AMD_vertex_shader_layer</a></td></tr>
<tr><td class="num">31</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/vertex_shader_tessellator.txt">AMD_vertex_shader_tessellator</a></td></tr>
<tr><td class="num">32</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/vertex_shader_viewport_index.txt">AMD_vertex_shader_viewport_index</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">33</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_depth_texture</a></td></tr>
<tr><td class="num">34</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_framebuffer_blit</a></td></tr>
<tr><td class="num">35</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_framebuffer_multisample</a></td></tr>
<tr><td class="num">36</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_instanced_arrays</a></td></tr>
<tr><td class="num">37</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_pack_reverse_row_order</a></td></tr>
<tr><td class="num">38</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_program_binary</a></td></tr>
<tr><td class="num">39</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_texture_compression_dxt1</a></td></tr>
<tr><td class="num">40</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_texture_compression_dxt3</a></td></tr>
<tr><td class="num">41</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_texture_compression_dxt5</a></td></tr>
<tr><td class="num">42</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_texture_usage</a></td></tr>
<tr><td class="num">43</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_timer_query</a></td></tr>
<tr><td class="num">44</td><td>&nbsp;</td><td><a href="https://code.google.com/p/angleproject/source/browse/#git%2Fextensions">ANGLE_translated_shader_source</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">45</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/aux_depth_stencil.txt">APPLE_aux_depth_stencil</a></td></tr>
<tr><td class="num">46</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/client_storage.txt">APPLE_client_storage</a></td></tr>
<tr><td class="num">47</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/element_array.txt">APPLE_element_array</a></td></tr>
<tr><td class="num">48</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/fence.txt">APPLE_fence</a></td></tr>
<tr><td class="num">49</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/float_pixels.txt">APPLE_float_pixels</a></td></tr>
<tr><td class="num">50</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/flush_buffer_range.txt">APPLE_flush_buffer_range</a></td></tr>
<tr><td class="num">51</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/object_purgeable.txt">APPLE_object_purgeable</a></td></tr>
<tr><td class="num">52</td><td>&nbsp;</td><td>APPLE_pixel_buffer</td></tr>
<tr><td class="num">53</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/rgb_422.txt">APPLE_rgb_422</a></td></tr>
<tr><td class="num">54</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/row_bytes.txt">APPLE_row_bytes</a></td></tr>
<tr><td class="num">55</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/specular_vector.txt">APPLE_specular_vector</a></td></tr>
<tr><td class="num">56</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/texture_range.txt">APPLE_texture_range</a></td></tr>
<tr><td class="num">57</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/transform_hint.txt">APPLE_transform_hint</a></td></tr>
<tr><td class="num">58</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/vertex_array_object.txt">APPLE_vertex_array_object</a></td></tr>
<tr><td class="num">59</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/vertex_array_range.txt">APPLE_vertex_array_range</a></td></tr>
<tr><td class="num">60</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/vertex_program_evaluators.txt">APPLE_vertex_program_evaluators</a></td></tr>
<tr><td class="num">61</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/APPLE/ycbcr_422.txt">APPLE_ycbcr_422</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">62</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/ES2_compatibility.txt">ARB_ES2_compatibility</a></td></tr>
<tr><td class="num">63</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/ES3_1_compatibility.txt">ARB_ES3_1_compatibility</a></td></tr>
<tr><td class="num">64</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/ES3_2_compatibility.txt">ARB_ES3_2_compatibility</a></td></tr>
<tr><td class="num">65</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/ES3_compatibility.txt">ARB_ES3_compatibility</a></td></tr>
<tr><td class="num">66</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/arrays_of_arrays.txt">ARB_arrays_of_arrays</a></td></tr>
<tr><td class="num">67</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/base_instance.txt">ARB_base_instance</a></td></tr>
<tr><td class="num">68</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/bindless_texture.txt">ARB_bindless_texture</a></td></tr>
<tr><td class="num">69</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/blend_func_extended.txt">ARB_blend_func_extended</a></td></tr>
<tr><td class="num">70</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/buffer_storage.txt">ARB_buffer_storage</a></td></tr>
<tr><td class="num">71</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/cl_event.txt">ARB_cl_event</a></td></tr>
<tr><td class="num">72</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/clear_buffer_object.txt">ARB_clear_buffer_object</a></td></tr>
<tr><td class="num">73</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/clear_texture.txt">ARB_clear_texture</a></td></tr>
<tr><td class="num">74</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/clip_control.txt">ARB_clip_control</a></td></tr>
<tr><td class="num">75</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/color_buffer_float.txt">ARB_color_buffer_float</a></td></tr>
<tr><td class="num">76</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/compatibility.txt">ARB_compatibility</a></td></tr>
<tr><td class="num">77</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/compressed_texture_pixel_storage.txt">ARB_compressed_texture_pixel_storage</a></td></tr>
<tr><td class="num">78</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/compute_shader.txt">ARB_compute_shader</a></td></tr>
<tr><td class="num">79</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/compute_variable_group_size.txt">ARB_compute_variable_group_size</a></td></tr>
<tr><td class="num">80</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/conditional_render_inverted.txt">ARB_conditional_render_inverted</a></td></tr>
<tr><td class="num">81</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/conservative_depth.txt">ARB_conservative_depth</a></td></tr>
<tr><td class="num">82</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/copy_buffer.txt">ARB_copy_buffer</a></td></tr>
<tr><td class="num">83</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/copy_image.txt">ARB_copy_image</a></td></tr>
<tr><td class="num">84</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/cull_distance.txt">ARB_cull_distance</a></td></tr>
<tr><td class="num">85</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/debug_output.txt">ARB_debug_output</a></td></tr>
<tr><td class="num">86</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/depth_buffer_float.txt">ARB_depth_buffer_float</a></td></tr>
<tr><td class="num">87</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/depth_clamp.txt">ARB_depth_clamp</a></td></tr>
<tr><td class="num">88</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/depth_texture.txt">ARB_depth_texture</a></td></tr>
<tr><td class="num">89</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/derivative_control.txt">ARB_derivative_control</a></td></tr>
<tr><td class="num">90</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/direct_state_access.txt">ARB_direct_state_access</a></td></tr>
<tr><td class="num">91</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/draw_buffers.txt">ARB_draw_buffers</a></td></tr>
<tr><td class="num">92</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/draw_buffers_blend.txt">ARB_draw_buffers_blend</a></td></tr>
<tr><td class="num">93</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/draw_elements_base_vertex.txt">ARB_draw_elements_base_vertex</a></td></tr>
<tr><td class="num">94</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/draw_indirect.txt">ARB_draw_indirect</a></td></tr>
<tr><td class="num">95</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/draw_instanced.txt">ARB_draw_instanced</a></td></tr>
<tr><td class="num">96</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/enhanced_layouts.txt">ARB_enhanced_layouts</a></td></tr>
<tr><td class="num">97</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/explicit_attrib_location.txt">ARB_explicit_attrib_location</a></td></tr>
<tr><td class="num">98</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/explicit_uniform_location.txt">ARB_explicit_uniform_location</a></td></tr>
<tr><td class="num">99</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/fragment_coord_conventions.txt">ARB_fragment_coord_conventions</a></td></tr>
<tr><td class="num">100</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/fragment_layer_viewport.txt">ARB_fragment_layer_viewport</a></td></tr>
<tr><td class="num">101</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/fragment_program.txt">ARB_fragment_program</a></td></tr>
<tr><td class="num">102</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/fragment_program_shadow.txt">ARB_fragment_program_shadow</a></td></tr>
<tr><td class="num">103</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/fragment_shader.txt">ARB_fragment_shader</a></td></tr>
<tr><td class="num">104</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/fragment_shader_interlock.txt">ARB_fragment_shader_interlock</a></td></tr>
<tr><td class="num">105</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/framebuffer_no_attachments.txt">ARB_framebuffer_no_attachments</a></td></tr>
<tr><td class="num">106</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/framebuffer_object.txt">ARB_framebuffer_object</a></td></tr>
<tr><td class="num">107</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/framebuffer_sRGB.txt">ARB_framebuffer_sRGB</a></td></tr>
<tr><td class="num">108</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt">ARB_geometry_shader4</a></td></tr>
<tr><td class="num">109</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/get_program_binary.txt">ARB_get_program_binary</a></td></tr>
<tr><td class="num">110</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/get_texture_sub_image.txt">ARB_get_texture_sub_image</a></td></tr>
<tr><td class="num">111</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/gl_spirv.txt">ARB_gl_spirv</a></td></tr>
<tr><td class="num">112</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/gpu_shader5.txt">ARB_gpu_shader5</a></td></tr>
<tr><td class="num">113</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/gpu_shader_fp64.txt">ARB_gpu_shader_fp64</a></td></tr>
<tr><td class="num">114</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/gpu_shader_int64.txt">ARB_gpu_shader_int64</a></td></tr>
<tr><td class="num">115</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/half_float_pixel.txt">ARB_half_float_pixel</a></td></tr>
<tr><td class="num">116</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/half_float_vertex.txt">ARB_half_float_vertex</a></td></tr>
<tr><td class="num">117</td><td>&nbsp;</td><td>ARB_imaging</td></tr>
<tr><td class="num">118</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/indirect_parameters.txt">ARB_indirect_parameters</a></td></tr>
<tr><td class="num">119</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/instanced_arrays.txt">ARB_instanced_arrays</a></td></tr>
<tr><td class="num">120</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/internalformat_query.txt">ARB_internalformat_query</a></td></tr>
<tr><td class="num">121</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/internalformat_query2.txt">ARB_internalformat_query2</a></td></tr>
<tr><td class="num">122</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/invalidate_subdata.txt">ARB_invalidate_subdata</a></td></tr>
<tr><td class="num">123</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/map_buffer_alignment.txt">ARB_map_buffer_alignment</a></td></tr>
<tr><td class="num">124</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/map_buffer_range.txt">ARB_map_buffer_range</a></td></tr>
<tr><td class="num">125</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/ARB/matrix_palette.txt">ARB_matrix_palette</a></td></tr>
<tr><td class="num">126</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/multi_bind.txt">ARB_multi_bind</a></td></tr>
<tr><td class="num">127</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/multi_draw_indirect.txt">ARB_multi_draw_indirect</a></td></tr>
<tr><td class="num">128</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/multisample.txt">ARB_multisample</a></td></tr>
<tr><td class="num">129</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/ARB/multitexture.txt">ARB_multitexture</a></td></tr>
<tr><td class="num">130</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/occlusion_query.txt">ARB_occlusion_query</a></td></tr>
<tr><td class="num">131</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/occlusion_query2.txt">ARB_occlusion_query2</a></td></tr>
<tr><td class="num">132</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/parallel_shader_compile.txt">ARB_parallel_shader_compile</a></td></tr>
<tr><td class="num">133</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/pipeline_statistics_query.txt">ARB_pipeline_statistics_query</a></td></tr>
<tr><td class="num">134</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt">ARB_pixel_buffer_object</a></td></tr>
<tr><td class="num">135</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/point_parameters.txt">ARB_point_parameters</a></td></tr>
<tr><td class="num">136</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/point_sprite.txt">ARB_point_sprite</a></td></tr>
<tr><td class="num">137</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/post_depth_coverage.txt">ARB_post_depth_coverage</a></td></tr>
<tr><td class="num">138</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/program_interface_query.txt">ARB_program_interface_query</a></td></tr>
<tr><td class="num">139</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/provoking_vertex.txt">ARB_provoking_vertex</a></td></tr>
<tr><td class="num">140</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/query_buffer_object.txt">ARB_query_buffer_object</a></td></tr>
<tr><td class="num">141</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/robust_buffer_access_behavior.txt">ARB_robust_buffer_access_behavior</a></td></tr>
<tr><td class="num">142</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/robustness.txt">ARB_robustness</a></td></tr>
<tr><td class="num">143</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/robustness_isolation.txt">ARB_robustness_application_isolation</a></td></tr>
<tr><td class="num">144</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/robustness_isolation.txt">ARB_robustness_share_group_isolation</a></td></tr>
<tr><td class="num">145</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/sample_locations.txt">ARB_sample_locations</a></td></tr>
<tr><td class="num">146</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/sample_shading.txt">ARB_sample_shading</a></td></tr>
<tr><td class="num">147</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/sampler_objects.txt">ARB_sampler_objects</a></td></tr>
<tr><td class="num">148</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/seamless_cube_map.txt">ARB_seamless_cube_map</a></td></tr>
<tr><td class="num">149</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/seamless_cubemap_per_texture.txt">ARB_seamless_cubemap_per_texture</a></td></tr>
<tr><td class="num">150</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/separate_shader_objects.txt">ARB_separate_shader_objects</a></td></tr>
<tr><td class="num">151</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_atomic_counter_ops.txt">ARB_shader_atomic_counter_ops</a></td></tr>
<tr><td class="num">152</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_atomic_counters.txt">ARB_shader_atomic_counters</a></td></tr>
<tr><td class="num">153</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_ballot.txt">ARB_shader_ballot</a></td></tr>
<tr><td class="num">154</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_bit_encoding.txt">ARB_shader_bit_encoding</a></td></tr>
<tr><td class="num">155</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_clock.txt">ARB_shader_clock</a></td></tr>
<tr><td class="num">156</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_draw_parameters.txt">ARB_shader_draw_parameters</a></td></tr>
<tr><td class="num">157</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_group_vote.txt">ARB_shader_group_vote</a></td></tr>
<tr><td class="num">158</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_image_load_store.txt">ARB_shader_image_load_store</a></td></tr>
<tr><td class="num">159</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_image_size.txt">ARB_shader_image_size</a></td></tr>
<tr><td class="num">160</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_objects.txt">ARB_shader_objects</a></td></tr>
<tr><td class="num">161</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_precision.txt">ARB_shader_precision</a></td></tr>
<tr><td class="num">162</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_stencil_export.txt">ARB_shader_stencil_export</a></td></tr>
<tr><td class="num">163</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_storage_buffer_object.txt">ARB_shader_storage_buffer_object</a></td></tr>
<tr><td class="num">164</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_subroutine.txt">ARB_shader_subroutine</a></td></tr>
<tr><td class="num">165</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_texture_image_samples.txt">ARB_shader_texture_image_samples</a></td></tr>
<tr><td class="num">166</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_texture_lod.txt">ARB_shader_texture_lod</a></td></tr>
<tr><td class="num">167</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shader_viewport_layer_array.txt">ARB_shader_viewport_layer_array</a></td></tr>
<tr><td class="num">168</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shading_language_100.txt">ARB_shading_language_100</a></td></tr>
<tr><td class="num">169</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shading_language_420pack.txt">ARB_shading_language_420pack</a></td></tr>
<tr><td class="num">170</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shading_language_include.txt">ARB_shading_language_include</a></td></tr>
<tr><td class="num">171</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shading_language_packing.txt">ARB_shading_language_packing</a></td></tr>
<tr><td class="num">172</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shadow.txt">ARB_shadow</a></td></tr>
<tr><td class="num">173</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/shadow_ambient.txt">ARB_shadow_ambient</a></td></tr>
<tr><td class="num">174</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/sparse_buffer.txt">ARB_sparse_buffer</a></td></tr>
<tr><td class="num">175</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/sparse_texture.txt">ARB_sparse_texture</a></td></tr>
<tr><td class="num">176</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/sparse_texture2.txt">ARB_sparse_texture2</a></td></tr>
<tr><td class="num">177</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/sparse_texture_clamp.txt">ARB_sparse_texture_clamp</a></td></tr>
<tr><td class="num">178</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/stencil_texturing.txt">ARB_stencil_texturing</a></td></tr>
<tr><td class="num">179</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/sync.txt">ARB_sync</a></td></tr>
<tr><td class="num">180</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/tessellation_shader.txt">ARB_tessellation_shader</a></td></tr>
<tr><td class="num">181</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_barrier.txt">ARB_texture_barrier</a></td></tr>
<tr><td class="num">182</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_border_clamp.txt">ARB_texture_border_clamp</a></td></tr>
<tr><td class="num">183</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_buffer_object.txt">ARB_texture_buffer_object</a></td></tr>
<tr><td class="num">184</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_buffer_object_rgb32.txt">ARB_texture_buffer_object_rgb32</a></td></tr>
<tr><td class="num">185</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_buffer_range.txt">ARB_texture_buffer_range</a></td></tr>
<tr><td class="num">186</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_compression.txt">ARB_texture_compression</a></td></tr>
<tr><td class="num">187</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_compression_bptc.txt">ARB_texture_compression_bptc</a></td></tr>
<tr><td class="num">188</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_compression_rgtc.txt">ARB_texture_compression_rgtc</a></td></tr>
<tr><td class="num">189</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_cube_map.txt">ARB_texture_cube_map</a></td></tr>
<tr><td class="num">190</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_cube_map_array.txt">ARB_texture_cube_map_array</a></td></tr>
<tr><td class="num">191</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_env_add.txt">ARB_texture_env_add</a></td></tr>
<tr><td class="num">192</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_env_combine.txt">ARB_texture_env_combine</a></td></tr>
<tr><td class="num">193</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_env_crossbar.txt">ARB_texture_env_crossbar</a></td></tr>
<tr><td class="num">194</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_env_dot3.txt">ARB_texture_env_dot3</a></td></tr>
<tr><td class="num">195</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_filter_minmax.txt">ARB_texture_filter_minmax</a></td></tr>
<tr><td class="num">196</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_float.txt">ARB_texture_float</a></td></tr>
<tr><td class="num">197</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_gather.txt">ARB_texture_gather</a></td></tr>
<tr><td class="num">198</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_mirror_clamp_to_edge.txt">ARB_texture_mirror_clamp_to_edge</a></td></tr>
<tr><td class="num">199</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_mirrored_repeat.txt">ARB_texture_mirrored_repeat</a></td></tr>
<tr><td class="num">200</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_multisample.txt">ARB_texture_multisample</a></td></tr>
<tr><td class="num">201</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt">ARB_texture_non_power_of_two</a></td></tr>
<tr><td class="num">202</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_query_levels.txt">ARB_texture_query_levels</a></td></tr>
<tr><td class="num">203</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_query_lod.txt">ARB_texture_query_lod</a></td></tr>
<tr><td class="num">204</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_rectangle.txt">ARB_texture_rectangle</a></td></tr>
<tr><td class="num">205</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_rg.txt">ARB_texture_rg</a></td></tr>
<tr><td class="num">206</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_rgb10_a2ui.txt">ARB_texture_rgb10_a2ui</a></td></tr>
<tr><td class="num">207</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_stencil8.txt">ARB_texture_stencil8</a></td></tr>
<tr><td class="num">208</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_storage.txt">ARB_texture_storage</a></td></tr>
<tr><td class="num">209</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_storage_multisample.txt">ARB_texture_storage_multisample</a></td></tr>
<tr><td class="num">210</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_swizzle.txt">ARB_texture_swizzle</a></td></tr>
<tr><td class="num">211</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/texture_view.txt">ARB_texture_view</a></td></tr>
<tr><td class="num">212</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/timer_query.txt">ARB_timer_query</a></td></tr>
<tr><td class="num">213</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/transform_feedback2.txt">ARB_transform_feedback2</a></td></tr>
<tr><td class="num">214</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/transform_feedback3.txt">ARB_transform_feedback3</a></td></tr>
<tr><td class="num">215</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/transform_feedback_instanced.txt">ARB_transform_feedback_instanced</a></td></tr>
<tr><td class="num">216</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/transform_feedback_overflow_query.txt">ARB_transform_feedback_overflow_query</a></td></tr>
<tr><td class="num">217</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/transpose_matrix.txt">ARB_transpose_matrix</a></td></tr>
<tr><td class="num">218</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/uniform_buffer_object.txt">ARB_uniform_buffer_object</a></td></tr>
<tr><td class="num">219</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_array_bgra.txt">ARB_vertex_array_bgra</a></td></tr>
<tr><td class="num">220</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_array_object.txt">ARB_vertex_array_object</a></td></tr>
<tr><td class="num">221</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_attrib_64bit.txt">ARB_vertex_attrib_64bit</a></td></tr>
<tr><td class="num">222</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_attrib_binding.txt">ARB_vertex_attrib_binding</a></td></tr>
<tr><td class="num">223</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_blend.txt">ARB_vertex_blend</a></td></tr>
<tr><td class="num">224</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_buffer_object.txt">ARB_vertex_buffer_object</a></td></tr>
<tr><td class="num">225</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_program.txt">ARB_vertex_program</a></td></tr>
<tr><td class="num">226</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_shader.txt">ARB_vertex_shader</a></td></tr>
<tr><td class="num">227</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_type_10f_11f_11f_rev.txt">ARB_vertex_type_10f_11f_11f_rev</a></td></tr>
<tr><td class="num">228</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_type_2_10_10_10_rev.txt">ARB_vertex_type_2_10_10_10_rev</a></td></tr>
<tr><td class="num">229</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/viewport_array.txt">ARB_viewport_array</a></td></tr>
<tr><td class="num">230</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/window_pos.txt">ARB_window_pos</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">231</td><td>&nbsp;</td><td><a href="http://www.ati.com/developer/atiopengl.pdf">ATIX_point_sprites</a></td></tr>
<tr><td class="num">232</td><td>&nbsp;</td><td><a href="http://www.ati.com/developer/atiopengl.pdf">ATIX_texture_env_combine3</a></td></tr>
<tr><td class="num">233</td><td>&nbsp;</td><td><a href="http://www.ati.com/developer/sdk/RadeonSDK/Html/Info/ATIX_texture_env_route.txt">ATIX_texture_env_route</a></td></tr>
<tr><td class="num">234</td><td>&nbsp;</td><td><a href="http://www.ati.com/developer/atiopengl.pdf">ATIX_vertex_shader_output_point_size</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">235</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/draw_buffers.txt">ATI_draw_buffers</a></td></tr>
<tr><td class="num">236</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/element_array.txt">ATI_element_array</a></td></tr>
<tr><td class="num">237</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/ATI/envmap_bumpmap.txt">ATI_envmap_bumpmap</a></td></tr>
<tr><td class="num">238</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/fragment_shader.txt">ATI_fragment_shader</a></td></tr>
<tr><td class="num">239</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/map_object_buffer.txt">ATI_map_object_buffer</a></td></tr>
<tr><td class="num">240</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/meminfo.txt">ATI_meminfo</a></td></tr>
<tr><td class="num">241</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/pn_triangles.txt">ATI_pn_triangles</a></td></tr>
<tr><td class="num">242</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/separate_stencil.txt">ATI_separate_stencil</a></td></tr>
<tr><td class="num">243</td><td>&nbsp;</td><td>ATI_shader_texture_lod</td></tr>
<tr><td class="num">244</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/text_fragment_shader.txt">ATI_text_fragment_shader</a></td></tr>
<tr><td class="num">245</td><td>&nbsp;</td><td>ATI_texture_compression_3dc</td></tr>
<tr><td class="num">246</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/texture_env_combine3.txt">ATI_texture_env_combine3</a></td></tr>
<tr><td class="num">247</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/texture_float.txt">ATI_texture_float</a></td></tr>
<tr><td class="num">248</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/texture_mirror_once.txt">ATI_texture_mirror_once</a></td></tr>
<tr><td class="num">249</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/vertex_array_object.txt">ATI_vertex_array_object</a></td></tr>
<tr><td class="num">250</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/vertex_attrib_array_object.txt">ATI_vertex_attrib_array_object</a></td></tr>
<tr><td class="num">251</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/vertex_streams.txt">ATI_vertex_streams</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">252</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/robustness_video_memory_purge.txt">EGL_NV_robustness_video_memory_purge</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">253</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/422_pixels.txt">EXT_422_pixels</a></td></tr>
<tr><td class="num">254</td><td>&nbsp;</td><td><a href="http://download.nvidia.com/developer/GLSL/GLSL%20Release%20Notes%20for%20Release%2060.pdf">EXT_Cg_shader</a></td></tr>
<tr><td class="num">255</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/abgr.txt">EXT_abgr</a></td></tr>
<tr><td class="num">256</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/bgra.txt">EXT_bgra</a></td></tr>
<tr><td class="num">257</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_bindable_uniform.txt">EXT_bindable_uniform</a></td></tr>
<tr><td class="num">258</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/blend_color.txt">EXT_blend_color</a></td></tr>
<tr><td class="num">259</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/blend_equation_separate.txt">EXT_blend_equation_separate</a></td></tr>
<tr><td class="num">260</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/blend_func_separate.txt">EXT_blend_func_separate</a></td></tr>
<tr><td class="num">261</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/blend_logic_op.txt">EXT_blend_logic_op</a></td></tr>
<tr><td class="num">262</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/blend_minmax.txt">EXT_blend_minmax</a></td></tr>
<tr><td class="num">263</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/blend_subtract.txt">EXT_blend_subtract</a></td></tr>
<tr><td class="num">264</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/clip_volume_hint.txt">EXT_clip_volume_hint</a></td></tr>
<tr><td class="num">265</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/cmyka.txt">EXT_cmyka</a></td></tr>
<tr><td class="num">266</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/color_subtable.txt">EXT_color_subtable</a></td></tr>
<tr><td class="num">267</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/compiled_vertex_array.txt">EXT_compiled_vertex_array</a></td></tr>
<tr><td class="num">268</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/convolution.txt">EXT_convolution</a></td></tr>
<tr><td class="num">269</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/coordinate_frame.txt">EXT_coordinate_frame</a></td></tr>
<tr><td class="num">270</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/copy_texture.txt">EXT_copy_texture</a></td></tr>
<tr><td class="num">271</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/cull_vertex.txt">EXT_cull_vertex</a></td></tr>
<tr><td class="num">272</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/EXT_debug_label.txt">EXT_debug_label</a></td></tr>
<tr><td class="num">273</td><td>&nbsp;</td><td><a href="http://www.khronos.org/registry/gles/extensions/EXT/EXT_debug_marker.txt">EXT_debug_marker</a></td></tr>
<tr><td class="num">274</td><td>&nbsp;</td><td><a href="http://www.nvidia.com/dev_content/nvopenglspecs/GL_EXT_depth_bounds_test.txt">EXT_depth_bounds_test</a></td></tr>
<tr><td class="num">275</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/direct_state_access.txt">EXT_direct_state_access</a></td></tr>
<tr><td class="num">276</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/draw_buffers2.txt">EXT_draw_buffers2</a></td></tr>
<tr><td class="num">277</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_draw_instanced.txt">EXT_draw_instanced</a></td></tr>
<tr><td class="num">278</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/draw_range_elements.txt">EXT_draw_range_elements</a></td></tr>
<tr><td class="num">279</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/fog_coord.txt">EXT_fog_coord</a></td></tr>
<tr><td class="num">280</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/fragment_lighting.txt">EXT_fragment_lighting</a></td></tr>
<tr><td class="num">281</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/framebuffer_blit.txt">EXT_framebuffer_blit</a></td></tr>
<tr><td class="num">282</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt">EXT_framebuffer_multisample</a></td></tr>
<tr><td class="num">283</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/framebuffer_multisample_blit_scaled.txt">EXT_framebuffer_multisample_blit_scaled</a></td></tr>
<tr><td class="num">284</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt">EXT_framebuffer_object</a></td></tr>
<tr><td class="num">285</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_framebuffer_sRGB.txt">EXT_framebuffer_sRGB</a></td></tr>
<tr><td class="num">286</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_geometry_shader4.txt">EXT_geometry_shader4</a></td></tr>
<tr><td class="num">287</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_gpu_program_parameters.txt">EXT_gpu_program_parameters</a></td></tr>
<tr><td class="num">288</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_gpu_shader4.txt">EXT_gpu_shader4</a></td></tr>
<tr><td class="num">289</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/histogram.txt">EXT_histogram</a></td></tr>
<tr><td class="num">290</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/index_array_formats.txt">EXT_index_array_formats</a></td></tr>
<tr><td class="num">291</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/index_func.txt">EXT_index_func</a></td></tr>
<tr><td class="num">292</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/index_material.txt">EXT_index_material</a></td></tr>
<tr><td class="num">293</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/index_texture.txt">EXT_index_texture</a></td></tr>
<tr><td class="num">294</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/light_texture.txt">EXT_light_texture</a></td></tr>
<tr><td class="num">295</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/misc_attribute.txt">EXT_misc_attribute</a></td></tr>
<tr><td class="num">296</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/multi_draw_arrays.txt">EXT_multi_draw_arrays</a></td></tr>
<tr><td class="num">297</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_multisample.txt">EXT_multisample</a></td></tr>
<tr><td class="num">298</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/packed_depth_stencil.txt">EXT_packed_depth_stencil</a></td></tr>
<tr><td class="num">299</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_packed_float.txt">EXT_packed_float</a></td></tr>
<tr><td class="num">300</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/packed_pixels.txt">EXT_packed_pixels</a></td></tr>
<tr><td class="num">301</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/paletted_texture.txt">EXT_paletted_texture</a></td></tr>
<tr><td class="num">302</td><td>&nbsp;</td><td><a href="http://www.nvidia.com/dev_content/nvopenglspecs/GL_EXT_pixel_buffer_object.txt">EXT_pixel_buffer_object</a></td></tr>
<tr><td class="num">303</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/pixel_transform.txt">EXT_pixel_transform</a></td></tr>
<tr><td class="num">304</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/pixel_transform_color_table.txt">EXT_pixel_transform_color_table</a></td></tr>
<tr><td class="num">305</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/point_parameters.txt">EXT_point_parameters</a></td></tr>
<tr><td class="num">306</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/polygon_offset.txt">EXT_polygon_offset</a></td></tr>
<tr><td class="num">307</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/polygon_offset_clamp.txt">EXT_polygon_offset_clamp</a></td></tr>
<tr><td class="num">308</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/post_depth_coverage.txt">EXT_post_depth_coverage</a></td></tr>
<tr><td class="num">309</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/provoking_vertex.txt">EXT_provoking_vertex</a></td></tr>
<tr><td class="num">310</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/framebuffer_mixed_samples.txt">EXT_raster_multisample</a></td></tr>
<tr><td class="num">311</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/rescale_normal.txt">EXT_rescale_normal</a></td></tr>
<tr><td class="num">312</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/scene_marker.txt">EXT_scene_marker</a></td></tr>
<tr><td class="num">313</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/secondary_color.txt">EXT_secondary_color</a></td></tr>
<tr><td class="num">314</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/separate_shader_objects.txt">EXT_separate_shader_objects</a></td></tr>
<tr><td class="num">315</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/separate_specular_color.txt">EXT_separate_specular_color</a></td></tr>
<tr><td class="num">316</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/shader_image_load_formatted.txt">EXT_shader_image_load_formatted</a></td></tr>
<tr><td class="num">317</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/shader_image_load_store.txt">EXT_shader_image_load_store</a></td></tr>
<tr><td class="num">318</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/shader_integer_mix.txt">EXT_shader_integer_mix</a></td></tr>
<tr><td class="num">319</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/shadow_funcs.txt">EXT_shadow_funcs</a></td></tr>
<tr><td class="num">320</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/shared_texture_palette.txt">EXT_shared_texture_palette</a></td></tr>
<tr><td class="num">321</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/sparse_texture2.txt">EXT_sparse_texture2</a></td></tr>
<tr><td class="num">322</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/stencil_clear_tag.txt">EXT_stencil_clear_tag</a></td></tr>
<tr><td class="num">323</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/stencil_two_side.txt">EXT_stencil_two_side</a></td></tr>
<tr><td class="num">324</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/stencil_wrap.txt">EXT_stencil_wrap</a></td></tr>
<tr><td class="num">325</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/subtexture.txt">EXT_subtexture</a></td></tr>
<tr><td class="num">326</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture.txt">EXT_texture</a></td></tr>
<tr><td class="num">327</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture3D.txt">EXT_texture3D</a></td></tr>
<tr><td class="num">328</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_texture_array.txt">EXT_texture_array</a></td></tr>
<tr><td class="num">329</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_texture_buffer_object.txt">EXT_texture_buffer_object</a></td></tr>
<tr><td class="num">330</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_compression_dxt1.txt">EXT_texture_compression_dxt1</a></td></tr>
<tr><td class="num">331</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_texture_compression_latc.txt">EXT_texture_compression_latc</a></td></tr>
<tr><td class="num">332</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_texture_compression_rgtc.txt">EXT_texture_compression_rgtc</a></td></tr>
<tr><td class="num">333</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_compression_s3tc.txt">EXT_texture_compression_s3tc</a></td></tr>
<tr><td class="num">334</td><td>&nbsp;</td><td><a href="http://www.nvidia.com/dev_content/nvopenglspecs/GL_EXT_texture_cube_map.txt">EXT_texture_cube_map</a></td></tr>
<tr><td class="num">335</td><td>&nbsp;</td><td><a href="http://www.opengl.org/developers/documentation/Version1.2/1.2specs/texture_edge_clamp.txt">EXT_texture_edge_clamp</a></td></tr>
<tr><td class="num">336</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_env.txt">EXT_texture_env</a></td></tr>
<tr><td class="num">337</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_env_add.txt">EXT_texture_env_add</a></td></tr>
<tr><td class="num">338</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_env_combine.txt">EXT_texture_env_combine</a></td></tr>
<tr><td class="num">339</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_env_dot3.txt">EXT_texture_env_dot3</a></td></tr>
<tr><td class="num">340</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt">EXT_texture_filter_anisotropic</a></td></tr>
<tr><td class="num">341</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_filter_minmax.txt">EXT_texture_filter_minmax</a></td></tr>
<tr><td class="num">342</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_texture_integer.txt">EXT_texture_integer</a></td></tr>
<tr><td class="num">343</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_lod_bias.txt">EXT_texture_lod_bias</a></td></tr>
<tr><td class="num">344</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_mirror_clamp.txt">EXT_texture_mirror_clamp</a></td></tr>
<tr><td class="num">345</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_object.txt">EXT_texture_object</a></td></tr>
<tr><td class="num">346</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_perturb_normal.txt">EXT_texture_perturb_normal</a></td></tr>
<tr><td class="num">347</td><td>&nbsp;</td><td><a href="http://developer.apple.com/opengl/extensions/ext_texture_rectangle.html">EXT_texture_rectangle</a></td></tr>
<tr><td class="num">348</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_sRGB.txt">EXT_texture_sRGB</a></td></tr>
<tr><td class="num">349</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_sRGB_decode.txt">EXT_texture_sRGB_decode</a></td></tr>
<tr><td class="num">350</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_texture_shared_exponent.txt">EXT_texture_shared_exponent</a></td></tr>
<tr><td class="num">351</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_snorm.txt">EXT_texture_snorm</a></td></tr>
<tr><td class="num">352</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_swizzle.txt">EXT_texture_swizzle</a></td></tr>
<tr><td class="num">353</td><td>&nbsp;</td><td><a href="http://www.nvidia.com/dev_content/nvopenglspecs/GL_EXT_timer_query.txt">EXT_timer_query</a></td></tr>
<tr><td class="num">354</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/transform_feedback.txt">EXT_transform_feedback</a></td></tr>
<tr><td class="num">355</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/vertex_array.txt">EXT_vertex_array</a></td></tr>
<tr><td class="num">356</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/vertex_array_bgra.txt">EXT_vertex_array_bgra</a></td></tr>
<tr><td class="num">357</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/vertex_attrib_64bit.txt">EXT_vertex_attrib_64bit</a></td></tr>
<tr><td class="num">358</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/vertex_shader.txt">EXT_vertex_shader</a></td></tr>
<tr><td class="num">359</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/vertex_weighting.txt">EXT_vertex_weighting</a></td></tr>
<tr><td class="num">360</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/window_rectangles.txt">EXT_window_rectangles</a></td></tr>
<tr><td class="num">361</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/x11_sync_object.txt">EXT_x11_sync_object</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">362</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/GREMEDY/frame_terminator.txt">GREMEDY_frame_terminator</a></td></tr>
<tr><td class="num">363</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/GREMEDY/string_marker.txt">GREMEDY_string_marker</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">364</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/HP/convolution_border_modes.txt">HP_convolution_border_modes</a></td></tr>
<tr><td class="num">365</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/HP/image_transform.txt">HP_image_transform</a></td></tr>
<tr><td class="num">366</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/HP/occlusion_test.txt">HP_occlusion_test</a></td></tr>
<tr><td class="num">367</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/HP/texture_lighting.txt">HP_texture_lighting</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">368</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/IBM/cull_vertex.txt">IBM_cull_vertex</a></td></tr>
<tr><td class="num">369</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/IBM/multimode_draw_arrays.txt">IBM_multimode_draw_arrays</a></td></tr>
<tr><td class="num">370</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/IBM/rasterpos_clip.txt">IBM_rasterpos_clip</a></td></tr>
<tr><td class="num">371</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/IBM/static_data.txt">IBM_static_data</a></td></tr>
<tr><td class="num">372</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/IBM/texture_mirrored_repeat.txt">IBM_texture_mirrored_repeat</a></td></tr>
<tr><td class="num">373</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/IBM/vertex_array_lists.txt">IBM_vertex_array_lists</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">374</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INGR/color_clamp.txt">INGR_color_clamp</a></td></tr>
<tr><td class="num">375</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INGR/interlace_read.txt">INGR_interlace_read</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">376</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INTEL/conservative_rasterization.txt">INTEL_conservative_rasterization</a></td></tr>
<tr><td class="num">377</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INTEL/fragment_shader_ordering.txt">INTEL_fragment_shader_ordering</a></td></tr>
<tr><td class="num">378</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INTEL/framebuffer_CMAA.txt">INTEL_framebuffer_CMAA</a></td></tr>
<tr><td class="num">379</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INTEL/map_texture.txt">INTEL_map_texture</a></td></tr>
<tr><td class="num">380</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INTEL/parallel_arrays.txt">INTEL_parallel_arrays</a></td></tr>
<tr><td class="num">381</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INTEL/performance_query.txt">INTEL_performance_query</a></td></tr>
<tr><td class="num">382</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INTEL/texture_scissor.txt">INTEL_texture_scissor</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">383</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/blend_equation_advanced.txt">KHR_blend_equation_advanced</a></td></tr>
<tr><td class="num">384</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/blend_equation_advanced.txt">KHR_blend_equation_advanced_coherent</a></td></tr>
<tr><td class="num">385</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/context_flush_control.txt">KHR_context_flush_control</a></td></tr>
<tr><td class="num">386</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/debug.txt">KHR_debug</a></td></tr>
<tr><td class="num">387</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/no_error.txt">KHR_no_error</a></td></tr>
<tr><td class="num">388</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/robust_buffer_access_behavior.txt">KHR_robust_buffer_access_behavior</a></td></tr>
<tr><td class="num">389</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/robustness.txt">KHR_robustness</a></td></tr>
<tr><td class="num">390</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/texture_compression_astc_hdr.txt">KHR_texture_compression_astc_hdr</a></td></tr>
<tr><td class="num">391</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/texture_compression_astc_hdr.txt">KHR_texture_compression_astc_ldr</a></td></tr>
<tr><td class="num">392</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/texture_compression_astc_sliced_3d.txt">KHR_texture_compression_astc_sliced_3d</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">393</td><td>&nbsp;</td><td>KTX_buffer_region</td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">394</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESAX/texture_stack.txt">MESAX_texture_stack</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">395</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/pack_invert.txt">MESA_pack_invert</a></td></tr>
<tr><td class="num">396</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/resize_buffers.txt">MESA_resize_buffers</a></td></tr>
<tr><td class="num">397</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/shader_integer_functions.txt">MESA_shader_integer_functions</a></td></tr>
<tr><td class="num">398</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/window_pos.txt">MESA_window_pos</a></td></tr>
<tr><td class="num">399</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/ycbcr_texture.txt">MESA_ycbcr_texture</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">400</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NVX/nvx_blend_equation_advanced_multi_draw_buffers.txt">NVX_blend_equation_advanced_multi_draw_buffers</a></td></tr>
<tr><td class="num">401</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NVX/nvx_conditional_render.txt">NVX_conditional_render</a></td></tr>
<tr><td class="num">402</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NVX_gpu_memory_info.txt">NVX_gpu_memory_info</a></td></tr>
<tr><td class="num">403</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NVX/nvx_linked_gpu_multicast.txt">NVX_linked_gpu_multicast</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">404</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/bindless_multi_draw_indirect.txt">NV_bindless_multi_draw_indirect</a></td></tr>
<tr><td class="num">405</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/bindless_multi_draw_indirect_count.txt">NV_bindless_multi_draw_indirect_count</a></td></tr>
<tr><td class="num">406</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/bindless_texture.txt">NV_bindless_texture</a></td></tr>
<tr><td class="num">407</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/blend_equation_advanced.txt">NV_blend_equation_advanced</a></td></tr>
<tr><td class="num">408</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/blend_equation_advanced.txt">NV_blend_equation_advanced_coherent</a></td></tr>
<tr><td class="num">409</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/blend_square.txt">NV_blend_square</a></td></tr>
<tr><td class="num">410</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/clip_space_w_scaling.txt">NV_clip_space_w_scaling</a></td></tr>
<tr><td class="num">411</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/command_list.txt">NV_command_list</a></td></tr>
<tr><td class="num">412</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/compute_program5.txt">NV_compute_program5</a></td></tr>
<tr><td class="num">413</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/conditional_render.txt">NV_conditional_render</a></td></tr>
<tr><td class="num">414</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/conservative_raster.txt">NV_conservative_raster</a></td></tr>
<tr><td class="num">415</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/conservative_raster_dilate.txt">NV_conservative_raster_dilate</a></td></tr>
<tr><td class="num">416</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/conservative_raster_pre_snap_triangles.txt">NV_conservative_raster_pre_snap_triangles</a></td></tr>
<tr><td class="num">417</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/copy_depth_to_color.txt">NV_copy_depth_to_color</a></td></tr>
<tr><td class="num">418</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/copy_image.txt">NV_copy_image</a></td></tr>
<tr><td class="num">419</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/deep_texture3D.txt">NV_deep_texture3D</a></td></tr>
<tr><td class="num">420</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NV_depth_buffer_float.txt">NV_depth_buffer_float</a></td></tr>
<tr><td class="num">421</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/depth_clamp.txt">NV_depth_clamp</a></td></tr>
<tr><td class="num">422</td><td>&nbsp;</td><td>NV_depth_range_unclamped</td></tr>
<tr><td class="num">423</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/draw_texture.txt">NV_draw_texture</a></td></tr>
<tr><td class="num">424</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/draw_vulkan_image.txt">NV_draw_vulkan_image</a></td></tr>
<tr><td class="num">425</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/evaluators.txt">NV_evaluators</a></td></tr>
<tr><td class="num">426</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/explicit_multisample.txt">NV_explicit_multisample</a></td></tr>
<tr><td class="num">427</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/fence.txt">NV_fence</a></td></tr>
<tr><td class="num">428</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/fill_rectangle.txt">NV_fill_rectangle</a></td></tr>
<tr><td class="num">429</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/float_buffer.txt">NV_float_buffer</a></td></tr>
<tr><td class="num">430</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/fog_distance.txt">NV_fog_distance</a></td></tr>
<tr><td class="num">431</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/fragment_coverage_to_color.txt">NV_fragment_coverage_to_color</a></td></tr>
<tr><td class="num">432</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/fragment_program.txt">NV_fragment_program</a></td></tr>
<tr><td class="num">433</td><td>&nbsp;</td><td><a href="http://www.nvidia.com/dev_content/nvopenglspecs/GL_NV_fragment_program2.txt">NV_fragment_program2</a></td></tr>
<tr><td class="num">434</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NV_fragment_program4.txt">NV_fragment_program4</a></td></tr>
<tr><td class="num">435</td><td>&nbsp;</td><td><a href="http://www.nvidia.com/dev_content/nvopenglspecs/GL_NV_fragment_program_option.txt">NV_fragment_program_option</a></td></tr>
<tr><td class="num">436</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/fragment_shader_interlock.txt">NV_fragment_shader_interlock</a></td></tr>
<tr><td class="num">437</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/framebuffer_mixed_samples.txt">NV_framebuffer_mixed_samples</a></td></tr>
<tr><td class="num">438</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NV_framebuffer_multisample_coverage.txt">NV_framebuffer_multisample_coverage</a></td></tr>
<tr><td class="num">439</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NV_geometry_program4.txt">NV_geometry_program4</a></td></tr>
<tr><td class="num">440</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NV_geometry_shader4.txt">NV_geometry_shader4</a></td></tr>
<tr><td class="num">441</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/geometry_shader_passthrough.txt">NV_geometry_shader_passthrough</a></td></tr>
<tr><td class="num">442</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/gpu_multicast.txt">NV_gpu_multicast</a></td></tr>
<tr><td class="num">443</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NV_gpu_program4.txt">NV_gpu_program4</a></td></tr>
<tr><td class="num">444</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/gpu_program5.txt">NV_gpu_program5</a></td></tr>
<tr><td class="num">445</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/gpu_program5_mem_extended.txt">NV_gpu_program5_mem_extended</a></td></tr>
<tr><td class="num">446</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/gpu_program5.txt">NV_gpu_program_fp64</a></td></tr>
<tr><td class="num">447</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/gpu_shader5.txt">NV_gpu_shader5</a></td></tr>
<tr><td class="num">448</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/half_float.txt">NV_half_float</a></td></tr>
<tr><td class="num">449</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/internalformat_sample_query.txt">NV_internalformat_sample_query</a></td></tr>
<tr><td class="num">450</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/light_max_exponent.txt">NV_light_max_exponent</a></td></tr>
<tr><td class="num">451</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/multisample_coverage.txt">NV_multisample_coverage</a></td></tr>
<tr><td class="num">452</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/multisample_filter_hint.txt">NV_multisample_filter_hint</a></td></tr>
<tr><td class="num">453</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/occlusion_query.txt">NV_occlusion_query</a></td></tr>
<tr><td class="num">454</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/packed_depth_stencil.txt">NV_packed_depth_stencil</a></td></tr>
<tr><td class="num">455</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NV_parameter_buffer_object.txt">NV_parameter_buffer_object</a></td></tr>
<tr><td class="num">456</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/parameter_buffer_object2.txt">NV_parameter_buffer_object2</a></td></tr>
<tr><td class="num">457</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/path_rendering.txt">NV_path_rendering</a></td></tr>
<tr><td class="num">458</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/path_rendering_shared_edge.txt">NV_path_rendering_shared_edge</a></td></tr>
<tr><td class="num">459</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/pixel_data_range.txt">NV_pixel_data_range</a></td></tr>
<tr><td class="num">460</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/point_sprite.txt">NV_point_sprite</a></td></tr>
<tr><td class="num">461</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/present_video.txt">NV_present_video</a></td></tr>
<tr><td class="num">462</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/primitive_restart.txt">NV_primitive_restart</a></td></tr>
<tr><td class="num">463</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/register_combiners.txt">NV_register_combiners</a></td></tr>
<tr><td class="num">464</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/register_combiners2.txt">NV_register_combiners2</a></td></tr>
<tr><td class="num">465</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/robustness_video_memory_purge.txt">NV_robustness_video_memory_purge</a></td></tr>
<tr><td class="num">466</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/sample_locations.txt">NV_sample_locations</a></td></tr>
<tr><td class="num">467</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/sample_mask_override_coverage.txt">NV_sample_mask_override_coverage</a></td></tr>
<tr><td class="num">468</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/shader_atomic_counters.txt">NV_shader_atomic_counters</a></td></tr>
<tr><td class="num">469</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/shader_atomic_float.txt">NV_shader_atomic_float</a></td></tr>
<tr><td class="num">470</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/shader_atomic_float64.txt">NV_shader_atomic_float64</a></td></tr>
<tr><td class="num">471</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/shader_atomic_fp16_vector.txt">NV_shader_atomic_fp16_vector</a></td></tr>
<tr><td class="num">472</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/shader_atomic_int64.txt">NV_shader_atomic_int64</a></td></tr>
<tr><td class="num">473</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/shader_buffer_load.txt">NV_shader_buffer_load</a></td></tr>
<tr><td class="num">474</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/shader_storage_buffer_object.txt">NV_shader_storage_buffer_object</a></td></tr>
<tr><td class="num">475</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/shader_thread_group.txt">NV_shader_thread_group</a></td></tr>
<tr><td class="num">476</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/shader_thread_shuffle.txt">NV_shader_thread_shuffle</a></td></tr>
<tr><td class="num">477</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/stereo_view_rendering.txt">NV_stereo_view_rendering</a></td></tr>
<tr><td class="num">478</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/tessellation_program5.txt">NV_tessellation_program5</a></td></tr>
<tr><td class="num">479</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texgen_emboss.txt">NV_texgen_emboss</a></td></tr>
<tr><td class="num">480</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texgen_reflection.txt">NV_texgen_reflection</a></td></tr>
<tr><td class="num">481</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texture_barrier.txt">NV_texture_barrier</a></td></tr>
<tr><td class="num">482</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texture_compression_vtc.txt">NV_texture_compression_vtc</a></td></tr>
<tr><td class="num">483</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texture_env_combine4.txt">NV_texture_env_combine4</a></td></tr>
<tr><td class="num">484</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texture_expand_normal.txt">NV_texture_expand_normal</a></td></tr>
<tr><td class="num">485</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texture_multisample.txt">NV_texture_multisample</a></td></tr>
<tr><td class="num">486</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texture_rectangle.txt">NV_texture_rectangle</a></td></tr>
<tr><td class="num">487</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texture_shader.txt">NV_texture_shader</a></td></tr>
<tr><td class="num">488</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texture_shader2.txt">NV_texture_shader2</a></td></tr>
<tr><td class="num">489</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/texture_shader3.txt">NV_texture_shader3</a></td></tr>
<tr><td class="num">490</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NV_transform_feedback.txt">NV_transform_feedback</a></td></tr>
<tr><td class="num">491</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/transform_feedback2.txt">NV_transform_feedback2</a></td></tr>
<tr><td class="num">492</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/uniform_buffer_unified_memory.txt">NV_uniform_buffer_unified_memory</a></td></tr>
<tr><td class="num">493</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/vdpau_interop.txt">NV_vdpau_interop</a></td></tr>
<tr><td class="num">494</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/vertex_array_range.txt">NV_vertex_array_range</a></td></tr>
<tr><td class="num">495</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/vertex_array_range2.txt">NV_vertex_array_range2</a></td></tr>
<tr><td class="num">496</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/vertex_attrib_integer_64bit.txt">NV_vertex_attrib_integer_64bit</a></td></tr>
<tr><td class="num">497</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/vertex_buffer_unified_memory.txt">NV_vertex_buffer_unified_memory</a></td></tr>
<tr><td class="num">498</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/vertex_program.txt">NV_vertex_program</a></td></tr>
<tr><td class="num">499</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/vertex_program1_1.txt">NV_vertex_program1_1</a></td></tr>
<tr><td class="num">500</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/vertex_program2.txt">NV_vertex_program2</a></td></tr>
<tr><td class="num">501</td><td>&nbsp;</td><td><a href="http://www.nvidia.com/dev_content/nvopenglspecs/GL_NV_vertex_program2_option.txt">NV_vertex_program2_option</a></td></tr>
<tr><td class="num">502</td><td>&nbsp;</td><td><a href="http://www.nvidia.com/dev_content/nvopenglspecs/GL_NV_vertex_program3.txt">NV_vertex_program3</a></td></tr>
<tr><td class="num">503</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_program4.txt">NV_vertex_program4</a></td></tr>
<tr><td class="num">504</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/video_capture.txt">NV_video_capture</a></td></tr>
<tr><td class="num">505</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/viewport_array2.txt">NV_viewport_array2</a></td></tr>
<tr><td class="num">506</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/viewport_swizzle.txt">NV_viewport_swizzle</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">507</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OES/OES_byte_coordinates.txt">OES_byte_coordinates</a></td></tr>
<tr><td class="num">508</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OES/OES_compressed_paletted_texture.txt">OES_compressed_paletted_texture</a></td></tr>
<tr><td class="num">509</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OES/OES_read_format.txt">OES_read_format</a></td></tr>
<tr><td class="num">510</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OES/OES_single_precision.txt">OES_single_precision</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">511</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OML/interlace.txt">OML_interlace</a></td></tr>
<tr><td class="num">512</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OML/resample.txt">OML_resample</a></td></tr>
<tr><td class="num">513</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OML/subsample.txt">OML_subsample</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">514</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OVR/multiview.txt">OVR_multiview</a></td></tr>
<tr><td class="num">515</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OVR/multiview2.txt">OVR_multiview2</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">516</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/PGI/misc_hints.txt">PGI_misc_hints</a></td></tr>
<tr><td class="num">517</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/PGI/vertex_hints.txt">PGI_vertex_hints</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">518</td><td>&nbsp;</td><td><a href="https://github.com/p3/regal/tree/master/doc/extensions">REGAL_ES1_0_compatibility</a></td></tr>
<tr><td class="num">519</td><td>&nbsp;</td><td><a href="https://github.com/p3/regal/tree/master/doc/extensions">REGAL_ES1_1_compatibility</a></td></tr>
<tr><td class="num">520</td><td>&nbsp;</td><td><a href="https://github.com/p3/regal/tree/master/doc/extensions">REGAL_enable</a></td></tr>
<tr><td class="num">521</td><td>&nbsp;</td><td><a href="https://github.com/p3/regal/tree/master/doc/extensions">REGAL_error_string</a></td></tr>
<tr><td class="num">522</td><td>&nbsp;</td><td><a href="https://github.com/p3/regal/tree/master/doc/extensions">REGAL_extension_query</a></td></tr>
<tr><td class="num">523</td><td>&nbsp;</td><td><a href="https://github.com/p3/regal/tree/master/doc/extensions">REGAL_log</a></td></tr>
<tr><td class="num">524</td><td>&nbsp;</td><td><a href="https://github.com/p3/regal/tree/master/doc/extensions">REGAL_proc_address</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">525</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/REND/screen_coordinates.txt">REND_screen_coordinates</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">526</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/S3/s3tc.txt">S3_s3tc</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">527</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/color_range.txt">SGIS_color_range</a></td></tr>
<tr><td class="num">528</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/detail_texture.txt">SGIS_detail_texture</a></td></tr>
<tr><td class="num">529</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/fog_func.txt">SGIS_fog_function</a></td></tr>
<tr><td class="num">530</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/generate_mipmap.txt">SGIS_generate_mipmap</a></td></tr>
<tr><td class="num">531</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/multisample.txt">SGIS_multisample</a></td></tr>
<tr><td class="num">532</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/pixel_texture.txt">SGIS_pixel_texture</a></td></tr>
<tr><td class="num">533</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/point_line_texgen.txt">SGIS_point_line_texgen</a></td></tr>
<tr><td class="num">534</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/sharpen_texture.txt">SGIS_sharpen_texture</a></td></tr>
<tr><td class="num">535</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/texture4D.txt">SGIS_texture4D</a></td></tr>
<tr><td class="num">536</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/texture_border_clamp.txt">SGIS_texture_border_clamp</a></td></tr>
<tr><td class="num">537</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/texture_edge_clamp.txt">SGIS_texture_edge_clamp</a></td></tr>
<tr><td class="num">538</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/texture_filter4.txt">SGIS_texture_filter4</a></td></tr>
<tr><td class="num">539</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/texture_lod.txt">SGIS_texture_lod</a></td></tr>
<tr><td class="num">540</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/texture_select.txt">SGIS_texture_select</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">541</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/async.txt">SGIX_async</a></td></tr>
<tr><td class="num">542</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/async_histogram.txt">SGIX_async_histogram</a></td></tr>
<tr><td class="num">543</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/async_pixel.txt">SGIX_async_pixel</a></td></tr>
<tr><td class="num">544</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/blend_alpha_minmax.txt">SGIX_blend_alpha_minmax</a></td></tr>
<tr><td class="num">545</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/clipmap.txt">SGIX_clipmap</a></td></tr>
<tr><td class="num">546</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/convolution_accuracy.txt">SGIX_convolution_accuracy</a></td></tr>
<tr><td class="num">547</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/depth_texture.txt">SGIX_depth_texture</a></td></tr>
<tr><td class="num">548</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/flush_raster.txt">SGIX_flush_raster</a></td></tr>
<tr><td class="num">549</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/fog_offset.txt">SGIX_fog_offset</a></td></tr>
<tr><td class="num">550</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/fog_texture.txt">SGIX_fog_texture</a></td></tr>
<tr><td class="num">551</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/fragment_specular_lighting.txt">SGIX_fragment_specular_lighting</a></td></tr>
<tr><td class="num">552</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/framezoom.txt">SGIX_framezoom</a></td></tr>
<tr><td class="num">553</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/interlace.txt">SGIX_interlace</a></td></tr>
<tr><td class="num">554</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/ir_instrument1.txt">SGIX_ir_instrument1</a></td></tr>
<tr><td class="num">555</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/list_priority.txt">SGIX_list_priority</a></td></tr>
<tr><td class="num">556</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/sgix_pixel_texture.txt">SGIX_pixel_texture</a></td></tr>
<tr><td class="num">557</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/pixel_texture_bits.txt">SGIX_pixel_texture_bits</a></td></tr>
<tr><td class="num">558</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/reference_plane.txt">SGIX_reference_plane</a></td></tr>
<tr><td class="num">559</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/resample.txt">SGIX_resample</a></td></tr>
<tr><td class="num">560</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/SGIX/shadow.txt">SGIX_shadow</a></td></tr>
<tr><td class="num">561</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/shadow_ambient.txt">SGIX_shadow_ambient</a></td></tr>
<tr><td class="num">562</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/sprite.txt">SGIX_sprite</a></td></tr>
<tr><td class="num">563</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/tag_sample_buffer.txt">SGIX_tag_sample_buffer</a></td></tr>
<tr><td class="num">564</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/texture_env_add.txt">SGIX_texture_add_env</a></td></tr>
<tr><td class="num">565</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/texture_coordinate_clamp.txt">SGIX_texture_coordinate_clamp</a></td></tr>
<tr><td class="num">566</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/texture_lod_bias.txt">SGIX_texture_lod_bias</a></td></tr>
<tr><td class="num">567</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/texture_multi_buffer.txt">SGIX_texture_multi_buffer</a></td></tr>
<tr><td class="num">568</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/texture_range.txt">SGIX_texture_range</a></td></tr>
<tr><td class="num">569</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/texture_scale_bias.txt">SGIX_texture_scale_bias</a></td></tr>
<tr><td class="num">570</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/vertex_preclip.txt">SGIX_vertex_preclip</a></td></tr>
<tr><td class="num">571</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/vertex_preclip.txt">SGIX_vertex_preclip_hint</a></td></tr>
<tr><td class="num">572</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/ycrcb.txt">SGIX_ycrcb</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">573</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGI/color_matrix.txt">SGI_color_matrix</a></td></tr>
<tr><td class="num">574</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGI/color_table.txt">SGI_color_table</a></td></tr>
<tr><td class="num">575</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGI/texture_color_table.txt">SGI_texture_color_table</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">576</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SUNX/constant_data.txt">SUNX_constant_data</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">577</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SUN/convolution_border_modes.txt">SUN_convolution_border_modes</a></td></tr>
<tr><td class="num">578</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SUN/global_alpha.txt">SUN_global_alpha</a></td></tr>
<tr><td class="num">579</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SUN/mesh_array.txt">SUN_mesh_array</a></td></tr>
<tr><td class="num">580</td><td>&nbsp;</td><td><a href="http://wwws.sun.com/software/graphics/opengl/extensions/gl_sun_read_video_pixels.txt">SUN_read_video_pixels</a></td></tr>
<tr><td class="num">581</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SUN/slice_accum.txt">SUN_slice_accum</a></td></tr>
<tr><td class="num">582</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SUN/triangle_list.txt">SUN_triangle_list</a></td></tr>
<tr><td class="num">583</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SUN/vertex.txt">SUN_vertex</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">584</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/WIN/phong_shading.txt">WIN_phong_shading</a></td></tr>
<tr><td class="num">585</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/WIN/specular_fog.txt">WIN_specular_fog</a></td></tr>
<tr><td class="num">586</td><td>&nbsp;</td><td><a href="http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/glfunc01_16zy.asp">WIN_swap_hint</a></td></tr>
</table>
<!-- begin footer.html -->
</td></tr></table></body>
<!-- end footer.html -->

BIN
dependencies/glew-2.0.0/doc/glew.png vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.1 KiB

29
dependencies/glew-2.0.0/doc/glew.txt vendored Normal file
View File

@ -0,0 +1,29 @@
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2016, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.

185
dependencies/glew-2.0.0/doc/glxew.html vendored Normal file
View File

@ -0,0 +1,185 @@
<!-- begin header.html -->
<!--
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
-->
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>GLEW: The OpenGL Extension Wrangler Library</title>
<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
<link href="glew.css" type="text/css" rel="stylesheet">
</head>
<body bgcolor="#fff0d0">
<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%">
<tr>
<td bgcolor="#ffffff" align="left" valign="top" width="200">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr>
<td valign="top">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">2.2.0</a></i></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center">
<table border="0" cellpadding="0" cellspacing="0" align="center">
<tr><td align="center"><a href="index.html">Download</a></td></tr>
<tr><td align="center"><a href="basic.html">Usage</a></td></tr>
<tr><td align="center"><a href="build.html">Building</a></td></tr>
<tr><td align="center"><a href="install.html">Installation</a></td></tr>
<tr><td align="center"><a href="advanced.html">Source Generation</a></td></tr>
<tr><td align="center"><a href="log.html">Change Log</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew">GitHub</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/issues">Issues</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/pulls">Pull Requests</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#authors">Authors</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#copyright-and-licensing">Licensing</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://sourceforge.net/projects/glew">SourceForge Page</a></td></tr>
</table>
<tr><td align="center"><br></tr>
</table>
</td>
</tr>
<tr>
<td valign="bottom">
<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
<tr><td align="center"><i>Last Update: 07-24-16</i></td></tr>
<tr><td align="center">
<a href="http://www.opengl.org"><img src="./ogl_sm.jpg" width="68" height="35" border="0" alt="OpenGL Logo"></a><br/>
<a href="https://github.com/nigels-com/glew"><img src="github.png" width="70" height="29" border="0" alt="GitHub Logo"></a><br/>
<a href="https://travis-ci.org/nigels-com/glew/builds"><img src="travis.png" width="114" height="25" border="0" alt="Travis Logo"></a><br/>
<a href="http://sourceforge.net"><img src="http://sourceforge.net/sflogo.php?group_id=67586&amp;type=1" width="88" height="31" border="0" alt="SourceForge Logo"></a>
</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
<td bgcolor="#ffffff" align="left" valign="top">
<h1>The OpenGL Extension Wrangler Library</h1>
<!-- end header.html -->
<h2>Supported GLX Extensions</h2>
<table border="0" width="100%" cellpadding="1" cellspacing="0" align="center">
<tr><td class="num">1</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/3DFX/3dfx_multisample.txt">3DFX_multisample</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">2</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/glx_gpu_association.txt">AMD_gpu_association</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">3</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/context_flush_control.txt">ARB_context_flush_control</a></td></tr>
<tr><td class="num">4</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/glx_create_context.txt">ARB_create_context</a></td></tr>
<tr><td class="num">5</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/glx_create_context.txt">ARB_create_context_profile</a></td></tr>
<tr><td class="num">6</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/glx_create_context_robustness.txt">ARB_create_context_robustness</a></td></tr>
<tr><td class="num">7</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/color_buffer_float.txt">ARB_fbconfig_float</a></td></tr>
<tr><td class="num">8</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/framebuffer_sRGB.txt">ARB_framebuffer_sRGB</a></td></tr>
<tr><td class="num">9</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/ARB/get_proc_address.txt">ARB_get_proc_address</a></td></tr>
<tr><td class="num">10</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/multisample.txt">ARB_multisample</a></td></tr>
<tr><td class="num">11</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/glx_robustness_isolation.txt">ARB_robustness_application_isolation</a></td></tr>
<tr><td class="num">12</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/glx_robustness_isolation.txt">ARB_robustness_share_group_isolation</a></td></tr>
<tr><td class="num">13</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/vertex_buffer_object.txt">ARB_vertex_buffer_object</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">14</td><td>&nbsp;</td><td>ATI_pixel_format_float</td></tr>
<tr><td class="num">15</td><td>&nbsp;</td><td>ATI_render_texture</td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">16</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/glx_buffer_age.txt">EXT_buffer_age</a></td></tr>
<tr><td class="num">17</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/glx_create_context_es2_profile.txt">EXT_create_context_es2_profile</a></td></tr>
<tr><td class="num">18</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/glx_create_context_es_profile.txt">EXT_create_context_es_profile</a></td></tr>
<tr><td class="num">19</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_packed_float.txt">EXT_fbconfig_packed_float</a></td></tr>
<tr><td class="num">20</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_framebuffer_sRGB.txt">EXT_framebuffer_sRGB</a></td></tr>
<tr><td class="num">21</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/import_context.txt">EXT_import_context</a></td></tr>
<tr><td class="num">22</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/glx_libglvnd.txt">EXT_libglvnd</a></td></tr>
<tr><td class="num">23</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/scene_marker.txt">EXT_scene_marker</a></td></tr>
<tr><td class="num">24</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/glx_stereo_tree.txt">EXT_stereo_tree</a></td></tr>
<tr><td class="num">25</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/swap_control.txt">EXT_swap_control</a></td></tr>
<tr><td class="num">26</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/glx_swap_control_tear.txt">EXT_swap_control_tear</a></td></tr>
<tr><td class="num">27</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/texture_from_pixmap.txt">EXT_texture_from_pixmap</a></td></tr>
<tr><td class="num">28</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/visual_info.txt">EXT_visual_info</a></td></tr>
<tr><td class="num">29</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/visual_rating.txt">EXT_visual_rating</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">30</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/INTEL/swap_event.txt">INTEL_swap_event</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">31</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/agp_offset.txt">MESA_agp_offset</a></td></tr>
<tr><td class="num">32</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/copy_sub_buffer.txt">MESA_copy_sub_buffer</a></td></tr>
<tr><td class="num">33</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/pixmap_colormap.txt">MESA_pixmap_colormap</a></td></tr>
<tr><td class="num">34</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/glx_query_renderer.txt">MESA_query_renderer</a></td></tr>
<tr><td class="num">35</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/release_buffers.txt">MESA_release_buffers</a></td></tr>
<tr><td class="num">36</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/MESA/set_3dfx_mode.txt">MESA_set_3dfx_mode</a></td></tr>
<tr><td class="num">37</td><td>&nbsp;</td><td><a href="http://cgit.freedesktop.org/mesa/mesa/plain/docs/MESA_swap_control.spec">MESA_swap_control</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">38</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/glx_copy_buffer.txt">NV_copy_buffer</a></td></tr>
<tr><td class="num">39</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/copy_image.txt">NV_copy_image</a></td></tr>
<tr><td class="num">40</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/glx_delay_before_swap.txt">NV_delay_before_swap</a></td></tr>
<tr><td class="num">41</td><td>&nbsp;</td><td><a href="http://cvs1.nvidia.com/inc/GL/glxtokens.h">NV_float_buffer</a></td></tr>
<tr><td class="num">42</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/multisample_coverage.txt">NV_multisample_coverage</a></td></tr>
<tr><td class="num">43</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/present_video.txt">NV_present_video</a></td></tr>
<tr><td class="num">44</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/robustness_video_memory_purge.txt">NV_robustness_video_memory_purge</a></td></tr>
<tr><td class="num">45</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/glx_swap_group.txt">NV_swap_group</a></td></tr>
<tr><td class="num">46</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/NV/vertex_array_range.txt">NV_vertex_array_range</a></td></tr>
<tr><td class="num">47</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/video_capture.txt">NV_video_capture</a></td></tr>
<tr><td class="num">48</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/glx_video_output.txt">NV_video_out</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">49</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OML/glx_swap_method.txt">OML_swap_method</a></td></tr>
<tr><td class="num">50</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OML/glx_sync_control.txt">OML_sync_control</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">51</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/blended_overlay.txt">SGIS_blended_overlay</a></td></tr>
<tr><td class="num">52</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/color_range.txt">SGIS_color_range</a></td></tr>
<tr><td class="num">53</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIS/multisample.txt">SGIS_multisample</a></td></tr>
<tr><td class="num">54</td><td>&nbsp;</td><td>SGIS_shared_multisample</td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">55</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/fbconfig.txt">SGIX_fbconfig</a></td></tr>
<tr><td class="num">56</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/SGIX/hyperpipe_group.txt">SGIX_hyperpipe</a></td></tr>
<tr><td class="num">57</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/pbuffer.txt">SGIX_pbuffer</a></td></tr>
<tr><td class="num">58</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/SGIX/swap_barrier.txt">SGIX_swap_barrier</a></td></tr>
<tr><td class="num">59</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/SGIX/swap_group.txt">SGIX_swap_group</a></td></tr>
<tr><td class="num">60</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/video_resize.txt">SGIX_video_resize</a></td></tr>
<tr><td class="num">61</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGIX/visual_select_group.txt">SGIX_visual_select_group</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">62</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGI/cushion.txt">SGI_cushion</a></td></tr>
<tr><td class="num">63</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGI/make_current_read.txt">SGI_make_current_read</a></td></tr>
<tr><td class="num">64</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGI/swap_control.txt">SGI_swap_control</a></td></tr>
<tr><td class="num">65</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SGI/video_sync.txt">SGI_video_sync</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">66</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/SUN/get_transparent_index.txt">SUN_get_transparent_index</a></td></tr>
<tr><td class="num">67</td><td>&nbsp;</td><td><a href="http://wwws.sun.com/software/graphics/opengl/extensions/glx_sun_video_resize.txt">SUN_video_resize</a></td></tr>
</table>
<!-- begin footer.html -->
</td></tr></table></body>
<!-- end footer.html -->

340
dependencies/glew-2.0.0/doc/gpl.txt vendored Normal file
View File

@ -0,0 +1,340 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

213
dependencies/glew-2.0.0/doc/index.html vendored Normal file
View File

@ -0,0 +1,213 @@
<!-- begin header.html -->
<!--
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
-->
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>GLEW: The OpenGL Extension Wrangler Library</title>
<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
<link href="glew.css" type="text/css" rel="stylesheet">
</head>
<body bgcolor="#fff0d0">
<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%">
<tr>
<td bgcolor="#ffffff" align="left" valign="top" width="200">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr>
<td valign="top">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">2.2.0</a></i></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center">
<table border="0" cellpadding="0" cellspacing="0" align="center">
<tr><td align="center">Download</td></tr>
<tr><td align="center"><a href="basic.html">Usage</a></td></tr>
<tr><td align="center"><a href="build.html">Building</a></td></tr>
<tr><td align="center"><a href="install.html">Installation</a></td></tr>
<tr><td align="center"><a href="advanced.html">Source Generation</a></td></tr>
<tr><td align="center"><a href="log.html">Change Log</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew">GitHub</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/issues">Issues</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/pulls">Pull Requests</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#authors">Authors</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#copyright-and-licensing">Licensing</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://sourceforge.net/projects/glew">SourceForge Page</a></td></tr>
</table>
<tr><td align="center"><br></tr>
</table>
</td>
</tr>
<tr>
<td valign="bottom">
<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
<tr><td align="center"><i>Last Update: 07-24-16</i></td></tr>
<tr><td align="center">
<a href="http://www.opengl.org"><img src="./ogl_sm.jpg" width="68" height="35" border="0" alt="OpenGL Logo"></a><br/>
<a href="https://github.com/nigels-com/glew"><img src="github.png" width="70" height="29" border="0" alt="GitHub Logo"></a><br/>
<a href="https://travis-ci.org/nigels-com/glew/builds"><img src="travis.png" width="114" height="25" border="0" alt="Travis Logo"></a><br/>
<a href="http://sourceforge.net"><img src="http://sourceforge.net/sflogo.php?group_id=67586&amp;type=1" width="88" height="31" border="0" alt="SourceForge Logo"></a>
</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
<td bgcolor="#ffffff" align="left" valign="top">
<h1>The OpenGL Extension Wrangler Library</h1>
<!-- end header.html -->
<p>
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform
open-source C/C++ extension loading library. GLEW provides efficient
run-time mechanisms for determining which OpenGL extensions are
supported on the target platform. OpenGL core and extension
functionality is exposed in a single header file. GLEW has been
tested on a variety of operating systems, including Windows, Linux,
Mac OS X, FreeBSD, Irix, and Solaris.
</p>
<h2>Downloads</h2>
<p>
<a href="http://sourceforge.net/projects/glew/">GLEW</a> is distributed
as source and precompiled binaries.<br/>
The latest release is
<a href="https://sourceforge.net/projects/glew/files/glew/2.2.0/">2.2.0</a>[07-24-16]:
</p>
<p>
</p>
<p>
<table border="1" cellpadding="5" cellspacing="0" bgcolor="#f0f0f0" align="center">
<tr>
<td>
<table border="0" cellpadding="3" cellspacing="0">
<tr>
<td></td>
<td align="right"><b>Source</b></td>
<td></td>
<td align="left">
<a href="https://sourceforge.net/projects/glew/files/glew/2.2.0/glew-2.2.0.zip/download">ZIP</a>&nbsp;|&nbsp;
<a href="https://sourceforge.net/projects/glew/files/glew/2.2.0/glew-2.2.0.tgz/download">TGZ</a></td>
<td></td>
</tr>
<tr>
<td></td>
<td align="right"><b>Binaries</b></td>
<td></td>
<td align="left">
<a href="https://sourceforge.net/projects/glew/files/glew/2.2.0/glew-2.2.0-win32.zip/download">Windows 32-bit and 64-bit</a>
</td>
<td></td>
</tr>
</table>
</tr>
</table>
<p></p>
<p>
An up-to-date copy is also available using <a href="http://git-scm.com/">git</a>:
</p>
<ul>
<li><a href="https://github.com/nigels-com/glew">github</a><br/>
<tt>git clone https://github.com/nigels-com/glew.git glew</tt><br/>&nbsp;</li>
</ul>
<h2>Supported Extensions</h2>
<p>
The latest release contains support for OpenGL 4.5, compatibility and forward-compatible contexts and the following extensions:
</p>
<ul>
<li><a href="glew.html">OpenGL extensions</a>
<li><a href="wglew.html">WGL extensions</a>
<li><a href="glxew.html">GLX extensions</a>
</ul>
<h2>News</h2>
<ul>
<li>[07-24-16] <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">GLEW 2.0.0</a> adds support for forward-compatible contexts, adds new extensions, OSMesa and EGL support, MX discontinued and minor bug fixes</li>
<li>[08-10-15] <a href="https://sourceforge.net/projects/glew/files/glew/1.13.0/">GLEW 1.13.0</a> adds support for new extensions, fixes minor bugs</li>
<li>[26-01-15] <a href="https://sourceforge.net/projects/glew/files/glew/1.12.0/">GLEW 1.12.0</a> fixes minor bugs and adds new extensions</li>
<li>[08-11-14] <a href="https://sourceforge.net/projects/glew/files/glew/1.11.0/">GLEW 1.11.0</a> adds support for OpenGL 4.5, new extensions</li>
<li>[07-22-13] <a href="https://sourceforge.net/projects/glew/files/glew/1.10.0/">GLEW 1.10.0</a> adds support for OpenGL 4.4, new extensions</li>
<li>[08-06-12] <a href="https://sourceforge.net/projects/glew/files/glew/1.9.0/">GLEW 1.9.0</a> adds support for OpenGL 4.3, new extensions</li>
<li>[07-17-12] <a href="https://sourceforge.net/projects/glew/files/glew/1.8.0/">GLEW 1.8.0</a> fixes minor bugs and adds new extensions</li>
<li>[08-26-11] <a href="https://sourceforge.net/projects/glew/files/glew/1.7.0/">GLEW 1.7.0</a> adds support for OpenGL 4.2, new extensions, fixes bugs</li>
<li>[04-27-11] <a href="https://sourceforge.net/projects/glew/files/glew/1.6.0/">GLEW 1.6.0</a> fixes minor bugs and adds eight new extensions</li>
<li>[01-31-11] <a href="https://sourceforge.net/projects/glew/files/glew/1.5.8/">GLEW 1.5.8</a> fixes minor bugs and adds two new extensions</li>
<li>[11-03-10] <a href="https://sourceforge.net/projects/glew/files/glew/1.5.7/">GLEW 1.5.7</a> fixes minor bugs and adds one new extension</li>
<li>[09-07-10] <a href="https://sourceforge.net/projects/glew/files/glew/1.5.6/">GLEW 1.5.6</a> adds support for OpenGL 4.1, fixes bugs</li>
<li>[07-13-10] <a href="https://sourceforge.net/projects/glew/files/glew/1.5.5/">GLEW 1.5.5</a> fixes minor bugs and adds new extensions</li>
<li>[04-21-10] <a href="https://sourceforge.net/projects/glew/files/glew/1.5.4/">GLEW 1.5.4</a> adds support for OpenGL 3.3, OpenGL 4.0 and new extensions, fixes bugs</li>
<li>[02-28-10] <a href="https://sourceforge.net/projects/glew/files/glew/1.5.3/">GLEW 1.5.3</a> fixes minor bugs and adds three new extensions</li>
<li>[12-31-09] <a href="https://sourceforge.net/projects/glew/files/glew/1.5.2/">GLEW 1.5.2</a> adds support for OpenGL 3.1, OpenGL 3.2 and new extensions</li>
<li>[11-03-08] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=637800">GLEW 1.5.1</a> adds support for OpenGL 3.0 and 31 new extensions</li>
<li>[12-27-07] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=564464">GLEW 1.5.0</a> is released under less restrictive licenses</li>
<li>[04-27-07] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=504079">GLEW 1.4.0</a> is released</li>
<li>[03-08-07] GLEW is included in the <a href="http://developer.nvidia.com/object/sdk_home.html">NVIDIA OpenGL SDK</a></li>
<li>[03-04-07] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=491113">GLEW 1.3.6</a> is released</li>
<li>[02-28-07] <a href="http://glew.svn.sourceforge.net/svnroot/glew/trunk/glew/">Repository</a> is migrated to SVN</li>
<li>[02-25-07] GLEW is included in the <a href="http://www.opengl.org/sdk/">OpenGL SDK</a></li>
<li>[11-21-06] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=465334">GLEW 1.3.5</a> adds OpenGL 2.1 and NVIDIA G80 extensions</li>
<li>[03-04-06] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=398455">GLEW 1.3.4</a> adds support for five new extensions</li>
<li>[05-16-05] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=327647">GLEW 1.3.3</a> is released</li>
<li>[03-16-05] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=313345">GLEW 1.3.2</a> adds support for GL_APPLE_pixel_buffer</li>
<li>[02-11-05] <a href="http://gljava.sourceforge.net/">gljava</a> and <a href="http://sdljava.sourceforge.net/">sdljava</a> provide a Java binding to OpenGL via GLEW</li>
<li>[02-02-05] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=302049">GLEW 1.3.1</a> adds support for <a href="http://www.opengl.org/documentation/extensions/EXT_framebuffer_object.txt">GL_EXT_framebuffer_object</a></li>
<li>[01-04-05] <a href="https://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=294527">GLEW 1.3.0</a> adds core OpenGL 2.0 support plus many enhancements</li>
<li>[12-22-04] <a href="http://glewpy.sf.net/">GLEWpy</a> Python wrapper announced</li>
<li>[12-12-04] <a href="https://sourceforge.net/mail/?group_id=67586">Mailing lists</a> created on sourceforge</li>
<li>[12-06-04] <a href="http://sourceforge.net/project/showfiles.php?group_id=67586&amp;package_id=67942&amp;release_id=287948">GLEW 1.2.5</a> adds new extensions and support for FreeBSD</li>
</ul>
<h2>Links</h2>
<ul>
<li><a href="http://www.opengl.org/sdk/">OpenGL Software Development Kit</a></li>
<li><a href="http://www.opengl.org/registry/">OpenGL Extension Registry</a></li>
<li><a href="https://www.opengl.org/wiki/OpenGL_Extension">OpenGL Wiki: Extensions</a></li>
<li><a href="http://developer.nvidia.com/nvidia-opengl-specs">NVIDIA OpenGL Extension Specifications</a></li>
<li><a href="http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGLExtensionsGuide/Reference/reference.html">Apple OpenGL Extensions Guide</a></li>
</ul>
<!-- begin footer.html -->
</td></tr></table></body>
<!-- end footer.html -->

228
dependencies/glew-2.0.0/doc/install.html vendored Normal file
View File

@ -0,0 +1,228 @@
<!-- begin header.html -->
<!--
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
-->
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>GLEW: The OpenGL Extension Wrangler Library</title>
<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
<link href="glew.css" type="text/css" rel="stylesheet">
</head>
<body bgcolor="#fff0d0">
<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%">
<tr>
<td bgcolor="#ffffff" align="left" valign="top" width="200">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr>
<td valign="top">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">2.2.0</a></i></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center">
<table border="0" cellpadding="0" cellspacing="0" align="center">
<tr><td align="center"><a href="index.html">Download</a></td></tr>
<tr><td align="center"><a href="basic.html">Usage</a></td></tr>
<tr><td align="center"><a href="build.html">Building</a></td></tr>
<tr><td align="center">Installation</td></tr>
<tr><td align="center"><a href="advanced.html">Source Generation</a></td></tr>
<tr><td align="center"><a href="log.html">Change Log</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew">GitHub</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/issues">Issues</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/pulls">Pull Requests</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#authors">Authors</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#copyright-and-licensing">Licensing</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://sourceforge.net/projects/glew">SourceForge Page</a></td></tr>
</table>
<tr><td align="center"><br></tr>
</table>
</td>
</tr>
<tr>
<td valign="bottom">
<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
<tr><td align="center"><i>Last Update: 07-24-16</i></td></tr>
<tr><td align="center">
<a href="http://www.opengl.org"><img src="./ogl_sm.jpg" width="68" height="35" border="0" alt="OpenGL Logo"></a><br/>
<a href="https://github.com/nigels-com/glew"><img src="github.png" width="70" height="29" border="0" alt="GitHub Logo"></a><br/>
<a href="https://travis-ci.org/nigels-com/glew/builds"><img src="travis.png" width="114" height="25" border="0" alt="Travis Logo"></a><br/>
<a href="http://sourceforge.net"><img src="http://sourceforge.net/sflogo.php?group_id=67586&amp;type=1" width="88" height="31" border="0" alt="SourceForge Logo"></a>
</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
<td bgcolor="#ffffff" align="left" valign="top">
<h1>The OpenGL Extension Wrangler Library</h1>
<!-- end header.html -->
<h2>Installation</h2>
<p>
To use the shared library version of GLEW, you need to copy the
headers and libraries into their destination directories. On Windows
this typically boils down to copying:
</p>
<table border="0" cellpadding="0" cellspacing="0" align="center"> <!-- bgcolor="#f0f0f0" -->
<tr><td align="left"><tt>bin/glew32.dll</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align="left"><tt>%SystemRoot%/system32</tt></td></tr>
<tr><td align="left"><tt>lib/glew32.lib</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align="left"><tt>{VC Root}/Lib</tt></td></tr>
<tr><td align="left"><tt>include/GL/glew.h</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align="left"><tt>{VC Root}/Include/GL</tt></td></tr>
<tr><td align="left"><tt>include/GL/wglew.h</tt></td><td>&nbsp;&nbsp;&nbsp;&nbsp;to&nbsp;&nbsp;&nbsp;&nbsp;</td>
<td align="left"><tt>{VC Root}/Include/GL</tt></td></tr>
</table>
<p>
</p>
<p>
where <tt>{VC Root}</tt> is the Visual C++ root directory, typically
<tt>C:/Program Files/Microsoft Visual Studio/VC98</tt> for Visual
Studio 6.0 or <tt>C:/Program Files/Microsoft Visual
Studio .NET 2003/Vc7/PlatformSDK</tt> for Visual Studio .NET.
</p>
<p>
On Unix, typing <tt>make install</tt> will attempt to install GLEW
into <tt>/usr/include/GL</tt> and <tt>/usr/lib</tt>. You can
customize the installation target via the <tt>GLEW_DEST</tt>
environment variable if you do not have write access to these
directories.
</p>
<h2>Building Your Project with GLEW</h2>
<p>
There are two ways to build your project with GLEW.
</p>
<h3>Including the source files / project file</h3>
<p>
The simpler but less flexible way is to include <tt>glew.h</tt> and
<tt>glew.c</tt> into your project. On Windows, you also need to
define the <tt>GLEW_STATIC</tt> preprocessor token when building a
static library or executable, and the <tt>GLEW_BUILD</tt> preprocessor
token when building a dll. You also need to replace
<tt>&lt;GL/gl.h&gt;</tt> and <tt>&lt;GL/glu.h&gt;</tt> with
<tt>&lt;glew.h&gt;</tt> in your code and set the appropriate include
flag (<tt>-I</tt>) to tell the compiler where to look for it. For
example:
</p>
<p class="pre">
#include &lt;glew.h&gt;<br>
#include &lt;GL/glut.h&gt;<br>
&lt;gl, glu, and glut functionality is available here&gt;<br>
</p>
<p>
Depending on where you put <tt>glew.h</tt> you may also need to change
the include directives in <tt>glew.c</tt>. Note that if you are using
GLEW together with GLUT, you have to include <tt>glew.h</tt> first.
In addition, <tt>glew.h</tt> includes <tt>glu.h</tt>, so you do not
need to include it separately.
</p>
<p>
On Windows, you also have the option of adding the supplied project
file <tt>glew_static.dsp</tt> to your workspace (solution) and compile
it together with your other projects. In this case you also need to
change the <tt>GLEW_BUILD</tt> preprocessor constant to
<tt>GLEW_STATIC</tt> when building a static library or executable,
otherwise you get build errors.
</p>
<p>
<b>Note that GLEW does not use the C
runtime library, so it does not matter which version (single-threaded,
multi-threaded or multi-threaded DLL) it is linked with (without
debugging information). It is, however, always a good idea to compile all
your projects including GLEW with the same C runtime settings.</b>
</p>
<h3>Using GLEW as a shared library</h3>
<p>
Alternatively, you can use the provided project files / makefile to
build a separate shared library you can link your projects with later.
In this case the best practice is to install <tt>glew.h</tt>,
<tt>glew32.lib</tt>, and <tt>glew32.dll</tt> / <tt>libGLEW.so</tt> to
where the OpenGL equivalents <tt>gl.h</tt>, <tt>opengl32.lib</tt>, and
<tt>opengl32.dll</tt> / <tt>libGL.so</tt> are located. Note that you
need administrative privileges to do this. If you do not have
administrator access and your system administrator will not do it for
you, you can install GLEW into your own lib and include subdirectories
and tell the compiler where to find it. Then you can just replace
<tt>&lt;GL/gl.h&gt;</tt> with <tt>&lt;GL/glew.h&gt;</tt> in your
program:
</p>
<p class="pre">
#include &lt;GL/glew.h&gt;<br>
#include &lt;GL/glut.h&gt;<br>
&lt;gl, glu, and glut functionality is available here&gt;<br>
</p>
<p>
or:
</p>
<p class="pre">
#include &lt;GL/glew.h&gt;<br>
&lt;gl and glu functionality is available here&gt;<br>
</p>
<p>
Remember to link your project with <tt>glew32.lib</tt>,
<tt>glu32.lib</tt>, and <tt>opengl32.lib</tt> on Windows and
<tt>libGLEW.so</tt>, <tt>libGLU.so</tt>, and <tt>libGL.so</tt> on
Unix (<tt>-lGLEW -lGLU -lGL</tt>).
</p>
<p>
It is important to keep in mind that <tt>glew.h</tt> includes neither
<tt>windows.h</tt> nor <tt>gl.h</tt>. Also, GLEW will warn you by
issuing a preprocessor error in case you have included <tt>gl.h</tt>,
<tt>glext.h</tt>, or <tt>glATI.h</tt> before <tt>glew.h</tt>.
</p>
<!-- begin footer.html -->
</td></tr></table></body>
<!-- end footer.html -->

20
dependencies/glew-2.0.0/doc/khronos.txt vendored Normal file
View File

@ -0,0 +1,20 @@
Copyright (c) 2007 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

1175
dependencies/glew-2.0.0/doc/log.html vendored Normal file

File diff suppressed because it is too large Load Diff

21
dependencies/glew-2.0.0/doc/mesa.txt vendored Normal file
View File

@ -0,0 +1,21 @@
Mesa 3-D graphics library
Version: 7.0
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

BIN
dependencies/glew-2.0.0/doc/new.png vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

BIN
dependencies/glew-2.0.0/doc/ogl_sm.jpg vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

BIN
dependencies/glew-2.0.0/doc/travis.png vendored Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 KiB

168
dependencies/glew-2.0.0/doc/wglew.html vendored Normal file
View File

@ -0,0 +1,168 @@
<!-- begin header.html -->
<!--
The OpenGL Extension Wrangler Library
Copyright (C) 2008-2015, Nigel Stewart <nigels[]users sourceforge net>
Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
-->
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html/4/loose.dtd">
<html>
<head>
<title>GLEW: The OpenGL Extension Wrangler Library</title>
<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
<link href="glew.css" type="text/css" rel="stylesheet">
</head>
<body bgcolor="#fff0d0">
<table border="0" width="100%" cellpadding="12" cellspacing="8" style="height:100%">
<tr>
<td bgcolor="#ffffff" align="left" valign="top" width="200">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr>
<td valign="top">
<table border="0" width="100%" cellpadding="0" cellspacing="0" align="left">
<tr><td align="center"><i>Latest Release: <a href="https://sourceforge.net/projects/glew/files/glew/2.0.0/">2.2.0</a></i></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center"><img src="./glew.png" alt="GLEW Logo" width="97" height="75"></td></tr>
<tr><td align="center"><br></td></tr>
<tr><td align="center">
<table border="0" cellpadding="0" cellspacing="0" align="center">
<tr><td align="center"><a href="index.html">Download</a></td></tr>
<tr><td align="center"><a href="basic.html">Usage</a></td></tr>
<tr><td align="center"><a href="build.html">Building</a></td></tr>
<tr><td align="center"><a href="install.html">Installation</a></td></tr>
<tr><td align="center"><a href="advanced.html">Source Generation</a></td></tr>
<tr><td align="center"><a href="log.html">Change Log</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew">GitHub</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/issues">Issues</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew/pulls">Pull Requests</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#authors">Authors</a></td></tr>
<tr><td align="center"><a href="https://github.com/nigels-com/glew#copyright-and-licensing">Licensing</a></td></tr>
<tr><td align="center"><br></tr>
<tr><td align="center"><a href="https://sourceforge.net/projects/glew">SourceForge Page</a></td></tr>
</table>
<tr><td align="center"><br></tr>
</table>
</td>
</tr>
<tr>
<td valign="bottom">
<table border="0" width="100%" cellpadding="5" cellspacing="0" align="left">
<tr><td align="center"><i>Last Update: 07-24-16</i></td></tr>
<tr><td align="center">
<a href="http://www.opengl.org"><img src="./ogl_sm.jpg" width="68" height="35" border="0" alt="OpenGL Logo"></a><br/>
<a href="https://github.com/nigels-com/glew"><img src="github.png" width="70" height="29" border="0" alt="GitHub Logo"></a><br/>
<a href="https://travis-ci.org/nigels-com/glew/builds"><img src="travis.png" width="114" height="25" border="0" alt="Travis Logo"></a><br/>
<a href="http://sourceforge.net"><img src="http://sourceforge.net/sflogo.php?group_id=67586&amp;type=1" width="88" height="31" border="0" alt="SourceForge Logo"></a>
</td>
</tr>
</table>
</td>
</tr>
</table>
</td>
<td bgcolor="#ffffff" align="left" valign="top">
<h1>The OpenGL Extension Wrangler Library</h1>
<!-- end header.html -->
<h2>Supported WGL Extensions</h2>
<table border="0" width="100%" cellpadding="1" cellspacing="0" align="center">
<tr><td class="num">1</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/3DFX/3dfx_multisample.txt">3DFX_multisample</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">2</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/3DL/stereo_control.txt">3DL_stereo_control</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">3</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/AMD/wgl_gpu_association.txt">AMD_gpu_association</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">4</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_buffer_region.txt">ARB_buffer_region</a></td></tr>
<tr><td class="num">5</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/KHR/context_flush_control.txt">ARB_context_flush_control</a></td></tr>
<tr><td class="num">6</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_create_context.txt">ARB_create_context</a></td></tr>
<tr><td class="num">7</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_create_context.txt">ARB_create_context_profile</a></td></tr>
<tr><td class="num">8</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_create_context_robustness.txt">ARB_create_context_robustness</a></td></tr>
<tr><td class="num">9</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_extensions_string.txt">ARB_extensions_string</a></td></tr>
<tr><td class="num">10</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/framebuffer_sRGB.txt">ARB_framebuffer_sRGB</a></td></tr>
<tr><td class="num">11</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_make_current_read.txt">ARB_make_current_read</a></td></tr>
<tr><td class="num">12</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/multisample.txt">ARB_multisample</a></td></tr>
<tr><td class="num">13</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_pbuffer.txt">ARB_pbuffer</a></td></tr>
<tr><td class="num">14</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_pixel_format.txt">ARB_pixel_format</a></td></tr>
<tr><td class="num">15</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/color_buffer_float.txt">ARB_pixel_format_float</a></td></tr>
<tr><td class="num">16</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_render_texture.txt">ARB_render_texture</a></td></tr>
<tr><td class="num">17</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_robustness_isolation.txt">ARB_robustness_application_isolation</a></td></tr>
<tr><td class="num">18</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ARB/wgl_robustness_isolation.txt">ARB_robustness_share_group_isolation</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">19</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/ATI/pixel_format_float.txt">ATI_pixel_format_float</a></td></tr>
<tr><td class="num">20</td><td>&nbsp;</td><td>ATI_render_texture_rectangle</td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">21</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_create_context_es2_profile.txt">EXT_create_context_es2_profile</a></td></tr>
<tr><td class="num">22</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_create_context_es_profile.txt">EXT_create_context_es_profile</a></td></tr>
<tr><td class="num">23</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_depth_float.txt">EXT_depth_float</a></td></tr>
<tr><td class="num">24</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_display_color_table.txt">EXT_display_color_table</a></td></tr>
<tr><td class="num">25</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_extensions_string.txt">EXT_extensions_string</a></td></tr>
<tr><td class="num">26</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_framebuffer_sRGB.txt">EXT_framebuffer_sRGB</a></td></tr>
<tr><td class="num">27</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_make_current_read.txt">EXT_make_current_read</a></td></tr>
<tr><td class="num">28</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_multisample.txt">EXT_multisample</a></td></tr>
<tr><td class="num">29</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_pbuffer.txt">EXT_pbuffer</a></td></tr>
<tr><td class="num">30</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_pixel_format.txt">EXT_pixel_format</a></td></tr>
<tr><td class="num">31</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_packed_float.txt">EXT_pixel_format_packed_float</a></td></tr>
<tr><td class="num">32</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_swap_control.txt">EXT_swap_control</a></td></tr>
<tr><td class="num">33</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/EXT/wgl_swap_control_tear.txt">EXT_swap_control_tear</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">34</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/I3D/wgl_digital_video_control.txt">I3D_digital_video_control</a></td></tr>
<tr><td class="num">35</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/I3D/wgl_gamma.txt">I3D_gamma</a></td></tr>
<tr><td class="num">36</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/I3D/wgl_genlock.txt">I3D_genlock</a></td></tr>
<tr><td class="num">37</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/I3D/wgl_image_buffer.txt">I3D_image_buffer</a></td></tr>
<tr><td class="num">38</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/I3D/wgl_swap_frame_lock.txt">I3D_swap_frame_lock</a></td></tr>
<tr><td class="num">39</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/I3D/wgl_swap_frame_usage.txt">I3D_swap_frame_usage</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">40</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/DX_interop.txt">NV_DX_interop</a></td></tr>
<tr><td class="num">41</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/DX_interop2.txt">NV_DX_interop2</a></td></tr>
<tr><td class="num">42</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/copy_image.txt">NV_copy_image</a></td></tr>
<tr><td class="num">43</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/wgl_delay_before_swap.txt">NV_delay_before_swap</a></td></tr>
<tr><td class="num">44</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/float_buffer.txt">NV_float_buffer</a></td></tr>
<tr><td class="num">45</td><td>&nbsp;</td><td><a href="http://developer.download.nvidia.com/opengl/specs/WGL_nv_gpu_affinity.txt">NV_gpu_affinity</a></td></tr>
<tr><td class="num">46</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/multisample_coverage.txt">NV_multisample_coverage</a></td></tr>
<tr><td class="num">47</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/present_video.txt">NV_present_video</a></td></tr>
<tr><td class="num">48</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/render_depth_texture.txt">NV_render_depth_texture</a></td></tr>
<tr><td class="num">49</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/render_texture_rectangle.txt">NV_render_texture_rectangle</a></td></tr>
<tr><td class="num">50</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/wgl_swap_group.txt">NV_swap_group</a></td></tr>
<tr><td class="num">51</td><td>&nbsp;</td><td><a href="http://oss.sgi.com/projects/ogl-sample/registry/NV/vertex_array_range.txt">NV_vertex_array_range</a></td></tr>
<tr><td class="num">52</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/video_capture.txt">NV_video_capture</a></td></tr>
<tr><td class="num">53</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/NV/wgl_video_output.txt">NV_video_output</a></td></tr>
<tr><td><br></td><td></td><td></td></tr>
<tr><td class="num">54</td><td>&nbsp;</td><td><a href="http://www.opengl.org/registry/specs/OML/wgl_sync_control.txt">OML_sync_control</a></td></tr>
</table>
<!-- begin footer.html -->
</td></tr></table></body>
<!-- end footer.html -->

2261
dependencies/glew-2.0.0/include/GL/eglew.h vendored Normal file

File diff suppressed because it is too large Load Diff

20113
dependencies/glew-2.0.0/include/GL/glew.h vendored Normal file

File diff suppressed because it is too large Load Diff

1769
dependencies/glew-2.0.0/include/GL/glxew.h vendored Normal file

File diff suppressed because it is too large Load Diff

1427
dependencies/glew-2.0.0/include/GL/wglew.h vendored Normal file

File diff suppressed because it is too large Load Diff

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

67
dependencies/glm/CMakeLists.txt vendored Normal file
View File

@ -0,0 +1,67 @@
file(GLOB ROOT_SOURCE *.cpp)
file(GLOB ROOT_INLINE *.inl)
file(GLOB ROOT_HEADER *.hpp)
file(GLOB ROOT_TEXT ../*.txt)
file(GLOB ROOT_MD ../*.md)
file(GLOB ROOT_NAT ../util/glm.natvis)
file(GLOB_RECURSE CORE_SOURCE ./detail/*.cpp)
file(GLOB_RECURSE CORE_INLINE ./detail/*.inl)
file(GLOB_RECURSE CORE_HEADER ./detail/*.hpp)
file(GLOB_RECURSE GTC_SOURCE ./gtc/*.cpp)
file(GLOB_RECURSE GTC_INLINE ./gtc/*.inl)
file(GLOB_RECURSE GTC_HEADER ./gtc/*.hpp)
file(GLOB_RECURSE GTX_SOURCE ./gtx/*.cpp)
file(GLOB_RECURSE GTX_INLINE ./gtx/*.inl)
file(GLOB_RECURSE GTX_HEADER ./gtx/*.hpp)
file(GLOB_RECURSE SIMD_SOURCE ./simd/*.cpp)
file(GLOB_RECURSE SIMD_INLINE ./simd/*.inl)
file(GLOB_RECURSE SIMD_HEADER ./simd/*.h)
source_group("Text Files" FILES ${ROOT_TEXT} ${ROOT_MD})
source_group("Core Files" FILES ${CORE_SOURCE})
source_group("Core Files" FILES ${CORE_INLINE})
source_group("Core Files" FILES ${CORE_HEADER})
source_group("GTC Files" FILES ${GTC_SOURCE})
source_group("GTC Files" FILES ${GTC_INLINE})
source_group("GTC Files" FILES ${GTC_HEADER})
source_group("GTX Files" FILES ${GTX_SOURCE})
source_group("GTX Files" FILES ${GTX_INLINE})
source_group("GTX Files" FILES ${GTX_HEADER})
source_group("SIMD Files" FILES ${SIMD_SOURCE})
source_group("SIMD Files" FILES ${SIMD_INLINE})
source_group("SIMD Files" FILES ${SIMD_HEADER})
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/..)
if(GLM_STATIC_LIBRARY_ENABLE OR GLM_DYNAMIC_LIBRARY_ENABLE)
if(GLM_STATIC_LIBRARY_ENABLE)
add_library(glm_static STATIC ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}
${ROOT_SOURCE} ${ROOT_INLINE} ${ROOT_HEADER}
${CORE_SOURCE} ${CORE_INLINE} ${CORE_HEADER}
${GTC_SOURCE} ${GTC_INLINE} ${GTC_HEADER}
${GTX_SOURCE} ${GTX_INLINE} ${GTX_HEADER}
${SIMD_SOURCE} ${SIMD_INLINE} ${SIMD_HEADER})
endif(GLM_STATIC_LIBRARY_ENABLE)
if(GLM_DYNAMIC_LIBRARY_ENABLE)
add_library(glm_shared SHARED ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}
${ROOT_SOURCE} ${ROOT_INLINE} ${ROOT_HEADER}
${CORE_SOURCE} ${CORE_INLINE} ${CORE_HEADER}
${GTC_SOURCE} ${GTC_INLINE} ${GTC_HEADER}
${GTX_SOURCE} ${GTX_INLINE} ${GTX_HEADER}
${SIMD_SOURCE} ${SIMD_INLINE} ${SIMD_HEADER})
endif(GLM_DYNAMIC_LIBRARY_ENABLE)
else(GLM_STATIC_LIBRARY_ENABLE OR GLM_DYNAMIC_LIBRARY_ENABLE)
add_executable(glm_dummy ${ROOT_TEXT} ${ROOT_MD} ${ROOT_NAT}
${ROOT_SOURCE} ${ROOT_INLINE} ${ROOT_HEADER}
${CORE_SOURCE} ${CORE_INLINE} ${CORE_HEADER}
${GTC_SOURCE} ${GTC_INLINE} ${GTC_HEADER}
${GTX_SOURCE} ${GTX_INLINE} ${GTX_HEADER}
${SIMD_SOURCE} ${SIMD_INLINE} ${SIMD_HEADER})
endif(GLM_STATIC_LIBRARY_ENABLE OR GLM_DYNAMIC_LIBRARY_ENABLE)

6
dependencies/glm/common.hpp vendored Normal file
View File

@ -0,0 +1,6 @@
/// @ref core
/// @file glm/common.hpp
#pragma once
#include "detail/func_common.hpp"

399
dependencies/glm/detail/_features.hpp vendored Normal file
View File

@ -0,0 +1,399 @@
/// @ref core
/// @file glm/detail/_features.hpp
#pragma once
// #define GLM_CXX98_EXCEPTIONS
// #define GLM_CXX98_RTTI
// #define GLM_CXX11_RVALUE_REFERENCES
// Rvalue references - GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n2118.html
// GLM_CXX11_TRAILING_RETURN
// Rvalue references for *this - GCC not supported
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2439.htm
// GLM_CXX11_NONSTATIC_MEMBER_INIT
// Initialization of class objects by rvalues - GCC any
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1610.html
// GLM_CXX11_NONSTATIC_MEMBER_INIT
// Non-static data member initializers - GCC 4.7
// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2008/n2756.htm
// #define GLM_CXX11_VARIADIC_TEMPLATE
// Variadic templates - GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2242.pdf
//
// Extending variadic template template parameters - GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2555.pdf
// #define GLM_CXX11_GENERALIZED_INITIALIZERS
// Initializer lists - GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm
// #define GLM_CXX11_STATIC_ASSERT
// Static assertions - GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1720.html
// #define GLM_CXX11_AUTO_TYPE
// auto-typed variables - GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1984.pdf
// #define GLM_CXX11_AUTO_TYPE
// Multi-declarator auto - GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1737.pdf
// #define GLM_CXX11_AUTO_TYPE
// Removal of auto as a storage-class specifier - GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2546.htm
// #define GLM_CXX11_AUTO_TYPE
// New function declarator syntax - GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2541.htm
// #define GLM_CXX11_LAMBDAS
// New wording for C++0x lambdas - GCC 4.5
// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2927.pdf
// #define GLM_CXX11_DECLTYPE
// Declared type of an expression - GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2343.pdf
//
// Right angle brackets - GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1757.html
//
// Default template arguments for function templates DR226 GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#226
//
// Solving the SFINAE problem for expressions DR339 GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2634.html
// #define GLM_CXX11_ALIAS_TEMPLATE
// Template aliases N2258 GCC 4.7
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf
//
// Extern templates N1987 Yes
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1987.htm
// #define GLM_CXX11_NULLPTR
// Null pointer constant N2431 GCC 4.6
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2431.pdf
// #define GLM_CXX11_STRONG_ENUMS
// Strongly-typed enums N2347 GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2347.pdf
//
// Forward declarations for enums N2764 GCC 4.6
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2764.pdf
//
// Generalized attributes N2761 GCC 4.8
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2761.pdf
//
// Generalized constant expressions N2235 GCC 4.6
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf
//
// Alignment support N2341 GCC 4.8
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf
// #define GLM_CXX11_DELEGATING_CONSTRUCTORS
// Delegating constructors N1986 GCC 4.7
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1986.pdf
//
// Inheriting constructors N2540 GCC 4.8
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2540.htm
// #define GLM_CXX11_EXPLICIT_CONVERSIONS
// Explicit conversion operators N2437 GCC 4.5
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf
//
// New character types N2249 GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2249.html
//
// Unicode string literals N2442 GCC 4.5
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm
//
// Raw string literals N2442 GCC 4.5
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm
//
// Universal character name literals N2170 GCC 4.5
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2170.html
// #define GLM_CXX11_USER_LITERALS
// User-defined literals N2765 GCC 4.7
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2765.pdf
//
// Standard Layout Types N2342 GCC 4.5
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2342.htm
// #define GLM_CXX11_DEFAULTED_FUNCTIONS
// #define GLM_CXX11_DELETED_FUNCTIONS
// Defaulted and deleted functions N2346 GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2346.htm
//
// Extended friend declarations N1791 GCC 4.7
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1791.pdf
//
// Extending sizeof N2253 GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2253.html
// #define GLM_CXX11_INLINE_NAMESPACES
// Inline namespaces N2535 GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2535.htm
// #define GLM_CXX11_UNRESTRICTED_UNIONS
// Unrestricted unions N2544 GCC 4.6
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf
// #define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS
// Local and unnamed types as template arguments N2657 GCC 4.5
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2657.htm
// #define GLM_CXX11_RANGE_FOR
// Range-based for N2930 GCC 4.6
// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2930.html
// #define GLM_CXX11_OVERRIDE_CONTROL
// Explicit virtual overrides N2928 N3206 N3272 GCC 4.7
// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2928.htm
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3206.htm
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2011/n3272.htm
//
// Minimal support for garbage collection and reachability-based leak detection N2670 No
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2670.htm
// #define GLM_CXX11_NOEXCEPT
// Allowing move constructors to throw [noexcept] N3050 GCC 4.6 (core language only)
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3050.html
//
// Defining move special member functions N3053 GCC 4.6
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3053.html
//
// Sequence points N2239 Yes
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html
//
// Atomic operations N2427 GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html
//
// Strong Compare and Exchange N2748 GCC 4.5
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2427.html
//
// Bidirectional Fences N2752 GCC 4.8
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2752.htm
//
// Memory model N2429 GCC 4.8
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2429.htm
//
// Data-dependency ordering: atomics and memory model N2664 GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2664.htm
//
// Propagating exceptions N2179 GCC 4.4
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2179.html
//
// Abandoning a process and at_quick_exit N2440 GCC 4.8
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2440.htm
//
// Allow atomics use in signal handlers N2547 Yes
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2547.htm
//
// Thread-local storage N2659 GCC 4.8
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2659.htm
//
// Dynamic initialization and destruction with concurrency N2660 GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2660.htm
//
// __func__ predefined identifier N2340 GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2340.htm
//
// C99 preprocessor N1653 GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1653.htm
//
// long long N1811 GCC 4.3
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1811.pdf
//
// Extended integral types N1988 Yes
// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1988.pdf
#if(GLM_COMPILER & GLM_COMPILER_GCC)
# if(GLM_COMPILER >= GLM_COMPILER_GCC43)
# define GLM_CXX11_STATIC_ASSERT
# endif
#elif(GLM_COMPILER & GLM_COMPILER_CLANG)
# if(__has_feature(cxx_exceptions))
# define GLM_CXX98_EXCEPTIONS
# endif
# if(__has_feature(cxx_rtti))
# define GLM_CXX98_RTTI
# endif
# if(__has_feature(cxx_access_control_sfinae))
# define GLM_CXX11_ACCESS_CONTROL_SFINAE
# endif
# if(__has_feature(cxx_alias_templates))
# define GLM_CXX11_ALIAS_TEMPLATE
# endif
# if(__has_feature(cxx_alignas))
# define GLM_CXX11_ALIGNAS
# endif
# if(__has_feature(cxx_attributes))
# define GLM_CXX11_ATTRIBUTES
# endif
# if(__has_feature(cxx_constexpr))
# define GLM_CXX11_CONSTEXPR
# endif
# if(__has_feature(cxx_decltype))
# define GLM_CXX11_DECLTYPE
# endif
# if(__has_feature(cxx_default_function_template_args))
# define GLM_CXX11_DEFAULT_FUNCTION_TEMPLATE_ARGS
# endif
# if(__has_feature(cxx_defaulted_functions))
# define GLM_CXX11_DEFAULTED_FUNCTIONS
# endif
# if(__has_feature(cxx_delegating_constructors))
# define GLM_CXX11_DELEGATING_CONSTRUCTORS
# endif
# if(__has_feature(cxx_deleted_functions))
# define GLM_CXX11_DELETED_FUNCTIONS
# endif
# if(__has_feature(cxx_explicit_conversions))
# define GLM_CXX11_EXPLICIT_CONVERSIONS
# endif
# if(__has_feature(cxx_generalized_initializers))
# define GLM_CXX11_GENERALIZED_INITIALIZERS
# endif
# if(__has_feature(cxx_implicit_moves))
# define GLM_CXX11_IMPLICIT_MOVES
# endif
# if(__has_feature(cxx_inheriting_constructors))
# define GLM_CXX11_INHERITING_CONSTRUCTORS
# endif
# if(__has_feature(cxx_inline_namespaces))
# define GLM_CXX11_INLINE_NAMESPACES
# endif
# if(__has_feature(cxx_lambdas))
# define GLM_CXX11_LAMBDAS
# endif
# if(__has_feature(cxx_local_type_template_args))
# define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS
# endif
# if(__has_feature(cxx_noexcept))
# define GLM_CXX11_NOEXCEPT
# endif
# if(__has_feature(cxx_nonstatic_member_init))
# define GLM_CXX11_NONSTATIC_MEMBER_INIT
# endif
# if(__has_feature(cxx_nullptr))
# define GLM_CXX11_NULLPTR
# endif
# if(__has_feature(cxx_override_control))
# define GLM_CXX11_OVERRIDE_CONTROL
# endif
# if(__has_feature(cxx_reference_qualified_functions))
# define GLM_CXX11_REFERENCE_QUALIFIED_FUNCTIONS
# endif
# if(__has_feature(cxx_range_for))
# define GLM_CXX11_RANGE_FOR
# endif
# if(__has_feature(cxx_raw_string_literals))
# define GLM_CXX11_RAW_STRING_LITERALS
# endif
# if(__has_feature(cxx_rvalue_references))
# define GLM_CXX11_RVALUE_REFERENCES
# endif
# if(__has_feature(cxx_static_assert))
# define GLM_CXX11_STATIC_ASSERT
# endif
# if(__has_feature(cxx_auto_type))
# define GLM_CXX11_AUTO_TYPE
# endif
# if(__has_feature(cxx_strong_enums))
# define GLM_CXX11_STRONG_ENUMS
# endif
# if(__has_feature(cxx_trailing_return))
# define GLM_CXX11_TRAILING_RETURN
# endif
# if(__has_feature(cxx_unicode_literals))
# define GLM_CXX11_UNICODE_LITERALS
# endif
# if(__has_feature(cxx_unrestricted_unions))
# define GLM_CXX11_UNRESTRICTED_UNIONS
# endif
# if(__has_feature(cxx_user_literals))
# define GLM_CXX11_USER_LITERALS
# endif
# if(__has_feature(cxx_variadic_templates))
# define GLM_CXX11_VARIADIC_TEMPLATES
# endif
#endif//(GLM_COMPILER & GLM_COMPILER_CLANG)

30
dependencies/glm/detail/_fixes.hpp vendored Normal file
View File

@ -0,0 +1,30 @@
/// @ref core
/// @file glm/detail/_fixes.hpp
#include <cmath>
//! Workaround for compatibility with other libraries
#ifdef max
#undef max
#endif
//! Workaround for compatibility with other libraries
#ifdef min
#undef min
#endif
//! Workaround for Android
#ifdef isnan
#undef isnan
#endif
//! Workaround for Android
#ifdef isinf
#undef isinf
#endif
//! Workaround for Chrone Native Client
#ifdef log2
#undef log2
#endif

107
dependencies/glm/detail/_noise.hpp vendored Normal file
View File

@ -0,0 +1,107 @@
/// @ref core
/// @file glm/detail/_noise.hpp
#pragma once
#include "../vec2.hpp"
#include "../vec3.hpp"
#include "../vec4.hpp"
#include "../common.hpp"
namespace glm{
namespace detail
{
template <typename T>
GLM_FUNC_QUALIFIER T mod289(T const & x)
{
return x - floor(x * static_cast<T>(1.0) / static_cast<T>(289.0)) * static_cast<T>(289.0);
}
template <typename T>
GLM_FUNC_QUALIFIER T permute(T const & x)
{
return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec2<T, P> permute(tvec2<T, P> const & x)
{
return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> permute(tvec3<T, P> const & x)
{
return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> permute(tvec4<T, P> const & x)
{
return mod289(((x * static_cast<T>(34)) + static_cast<T>(1)) * x);
}
/*
template <typename T, precision P, template<typename> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> permute(vecType<T, P> const & x)
{
return mod289(((x * T(34)) + T(1)) * x);
}
*/
template <typename T>
GLM_FUNC_QUALIFIER T taylorInvSqrt(T const & r)
{
return T(1.79284291400159) - T(0.85373472095314) * r;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec2<T, P> taylorInvSqrt(tvec2<T, P> const & r)
{
return T(1.79284291400159) - T(0.85373472095314) * r;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> taylorInvSqrt(tvec3<T, P> const & r)
{
return T(1.79284291400159) - T(0.85373472095314) * r;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> taylorInvSqrt(tvec4<T, P> const & r)
{
return T(1.79284291400159) - T(0.85373472095314) * r;
}
/*
template <typename T, precision P, template<typename> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> taylorInvSqrt(vecType<T, P> const & r)
{
return T(1.79284291400159) - T(0.85373472095314) * r;
}
*/
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec2<T, P> fade(tvec2<T, P> const & t)
{
return (t * t * t) * (t * (t * T(6) - T(15)) + T(10));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> fade(tvec3<T, P> const & t)
{
return (t * t * t) * (t * (t * T(6) - T(15)) + T(10));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> fade(tvec4<T, P> const & t)
{
return (t * t * t) * (t * (t * T(6) - T(15)) + T(10));
}
/*
template <typename T, precision P, template <typename> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> fade(vecType<T, P> const & t)
{
return (t * t * t) * (t * (t * T(6) - T(15)) + T(10));
}
*/
}//namespace detail
}//namespace glm

797
dependencies/glm/detail/_swizzle.hpp vendored Normal file
View File

@ -0,0 +1,797 @@
/// @ref core
/// @file glm/detail/_swizzle.hpp
#pragma once
namespace glm{
namespace detail
{
// Internal class for implementing swizzle operators
template <typename T, int N>
struct _swizzle_base0
{
protected:
GLM_FUNC_QUALIFIER T& elem(size_t i){ return (reinterpret_cast<T*>(_buffer))[i]; }
GLM_FUNC_QUALIFIER T const& elem(size_t i) const{ return (reinterpret_cast<const T*>(_buffer))[i]; }
// Use an opaque buffer to *ensure* the compiler doesn't call a constructor.
// The size 1 buffer is assumed to aligned to the actual members so that the
// elem()
char _buffer[1];
};
template <int N, typename T, precision P, template <typename, precision> class vecType, int E0, int E1, int E2, int E3, bool Aligned>
struct _swizzle_base1 : public _swizzle_base0<T, N>
{
};
template <typename T, precision P, template <typename, precision> class vecType, int E0, int E1, bool Aligned>
struct _swizzle_base1<2, T, P, vecType, E0,E1,-1,-2, Aligned> : public _swizzle_base0<T, 2>
{
GLM_FUNC_QUALIFIER vecType<T, P> operator ()() const { return vecType<T, P>(this->elem(E0), this->elem(E1)); }
};
template <typename T, precision P, template <typename, precision> class vecType, int E0, int E1, int E2, bool Aligned>
struct _swizzle_base1<3, T, P, vecType, E0,E1,E2,-1, Aligned> : public _swizzle_base0<T, 3>
{
GLM_FUNC_QUALIFIER vecType<T, P> operator ()() const { return vecType<T, P>(this->elem(E0), this->elem(E1), this->elem(E2)); }
};
template <typename T, precision P, template <typename, precision> class vecType, int E0, int E1, int E2, int E3, bool Aligned>
struct _swizzle_base1<4, T, P, vecType, E0,E1,E2,E3, Aligned> : public _swizzle_base0<T, 4>
{
GLM_FUNC_QUALIFIER vecType<T, P> operator ()() const { return vecType<T, P>(this->elem(E0), this->elem(E1), this->elem(E2), this->elem(E3)); }
};
// Internal class for implementing swizzle operators
/*
Template parameters:
ValueType = type of scalar values (e.g. float, double)
VecType = class the swizzle is applies to (e.g. tvec3<float>)
N = number of components in the vector (e.g. 3)
E0...3 = what index the n-th element of this swizzle refers to in the unswizzled vec
DUPLICATE_ELEMENTS = 1 if there is a repeated element, 0 otherwise (used to specialize swizzles
containing duplicate elements so that they cannot be used as r-values).
*/
template <int N, typename T, precision P, template <typename, precision> class vecType, int E0, int E1, int E2, int E3, int DUPLICATE_ELEMENTS>
struct _swizzle_base2 : public _swizzle_base1<N, T, P, vecType, E0,E1,E2,E3, detail::is_aligned<P>::value>
{
GLM_FUNC_QUALIFIER _swizzle_base2& operator= (const T& t)
{
for (int i = 0; i < N; ++i)
(*this)[i] = t;
return *this;
}
GLM_FUNC_QUALIFIER _swizzle_base2& operator= (vecType<T, P> const& that)
{
struct op {
GLM_FUNC_QUALIFIER void operator() (T& e, T& t) { e = t; }
};
_apply_op(that, op());
return *this;
}
GLM_FUNC_QUALIFIER void operator -= (vecType<T, P> const& that)
{
struct op {
GLM_FUNC_QUALIFIER void operator() (T& e, T& t) { e -= t; }
};
_apply_op(that, op());
}
GLM_FUNC_QUALIFIER void operator += (vecType<T, P> const& that)
{
struct op {
GLM_FUNC_QUALIFIER void operator() (T& e, T& t) { e += t; }
};
_apply_op(that, op());
}
GLM_FUNC_QUALIFIER void operator *= (vecType<T, P> const& that)
{
struct op {
GLM_FUNC_QUALIFIER void operator() (T& e, T& t) { e *= t; }
};
_apply_op(that, op());
}
GLM_FUNC_QUALIFIER void operator /= (vecType<T, P> const& that)
{
struct op {
GLM_FUNC_QUALIFIER void operator() (T& e, T& t) { e /= t; }
};
_apply_op(that, op());
}
GLM_FUNC_QUALIFIER T& operator[](size_t i)
{
const int offset_dst[4] = { E0, E1, E2, E3 };
return this->elem(offset_dst[i]);
}
GLM_FUNC_QUALIFIER T operator[](size_t i) const
{
const int offset_dst[4] = { E0, E1, E2, E3 };
return this->elem(offset_dst[i]);
}
protected:
template <typename U>
GLM_FUNC_QUALIFIER void _apply_op(vecType<T, P> const& that, U op)
{
// Make a copy of the data in this == &that.
// The copier should optimize out the copy in cases where the function is
// properly inlined and the copy is not necessary.
T t[N];
for (int i = 0; i < N; ++i)
t[i] = that[i];
for (int i = 0; i < N; ++i)
op( (*this)[i], t[i] );
}
};
// Specialization for swizzles containing duplicate elements. These cannot be modified.
template <int N, typename T, precision P, template <typename, precision> class vecType, int E0, int E1, int E2, int E3>
struct _swizzle_base2<N, T, P, vecType, E0,E1,E2,E3, 1> : public _swizzle_base1<N, T, P, vecType, E0,E1,E2,E3, detail::is_aligned<P>::value>
{
struct Stub {};
GLM_FUNC_QUALIFIER _swizzle_base2& operator= (Stub const &) { return *this; }
GLM_FUNC_QUALIFIER T operator[] (size_t i) const
{
const int offset_dst[4] = { E0, E1, E2, E3 };
return this->elem(offset_dst[i]);
}
};
template <int N, typename T, precision P, template <typename, precision> class vecType, int E0, int E1, int E2, int E3>
struct _swizzle : public _swizzle_base2<N, T, P, vecType, E0, E1, E2, E3, (E0 == E1 || E0 == E2 || E0 == E3 || E1 == E2 || E1 == E3 || E2 == E3)>
{
typedef _swizzle_base2<N, T, P, vecType, E0, E1, E2, E3, (E0 == E1 || E0 == E2 || E0 == E3 || E1 == E2 || E1 == E3 || E2 == E3)> base_type;
using base_type::operator=;
GLM_FUNC_QUALIFIER operator vecType<T, P> () const { return (*this)(); }
};
//
// To prevent the C++ syntax from getting entirely overwhelming, define some alias macros
//
#define _GLM_SWIZZLE_TEMPLATE1 template <int N, typename T, precision P, template <typename, precision> class vecType, int E0, int E1, int E2, int E3>
#define _GLM_SWIZZLE_TEMPLATE2 template <int N, typename T, precision P, template <typename, precision> class vecType, int E0, int E1, int E2, int E3, int F0, int F1, int F2, int F3>
#define _GLM_SWIZZLE_TYPE1 _swizzle<N, T, P, vecType, E0, E1, E2, E3>
#define _GLM_SWIZZLE_TYPE2 _swizzle<N, T, P, vecType, F0, F1, F2, F3>
//
// Wrapper for a binary operator (e.g. u.yy + v.zy)
//
#define _GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND) \
_GLM_SWIZZLE_TEMPLATE2 \
GLM_FUNC_QUALIFIER vecType<T, P> operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b) \
{ \
return a() OPERAND b(); \
} \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER vecType<T, P> operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const vecType<T, P>& b) \
{ \
return a() OPERAND b; \
} \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER vecType<T, P> operator OPERAND ( const vecType<T, P>& a, const _GLM_SWIZZLE_TYPE1& b) \
{ \
return a OPERAND b(); \
}
//
// Wrapper for a operand between a swizzle and a binary (e.g. 1.0f - u.xyz)
//
#define _GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND) \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER vecType<T, P> operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const T& b) \
{ \
return a() OPERAND b; \
} \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER vecType<T, P> operator OPERAND ( const T& a, const _GLM_SWIZZLE_TYPE1& b) \
{ \
return a OPERAND b(); \
}
//
// Macro for wrapping a function taking one argument (e.g. abs())
//
#define _GLM_SWIZZLE_FUNCTION_1_ARGS(RETURN_TYPE,FUNCTION) \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a) \
{ \
return FUNCTION(a()); \
}
//
// Macro for wrapping a function taking two vector arguments (e.g. dot()).
//
#define _GLM_SWIZZLE_FUNCTION_2_ARGS(RETURN_TYPE,FUNCTION) \
_GLM_SWIZZLE_TEMPLATE2 \
GLM_FUNC_QUALIFIER typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b) \
{ \
return FUNCTION(a(), b()); \
} \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE1& b) \
{ \
return FUNCTION(a(), b()); \
} \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const typename V& b) \
{ \
return FUNCTION(a(), b); \
} \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const V& a, const _GLM_SWIZZLE_TYPE1& b) \
{ \
return FUNCTION(a, b()); \
}
//
// Macro for wrapping a function take 2 vec arguments followed by a scalar (e.g. mix()).
//
#define _GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(RETURN_TYPE,FUNCTION) \
_GLM_SWIZZLE_TEMPLATE2 \
GLM_FUNC_QUALIFIER typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b, const T& c) \
{ \
return FUNCTION(a(), b(), c); \
} \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE1& b, const T& c) \
{ \
return FUNCTION(a(), b(), c); \
} \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const _GLM_SWIZZLE_TYPE1& a, const typename S0::vec_type& b, const T& c)\
{ \
return FUNCTION(a(), b, c); \
} \
_GLM_SWIZZLE_TEMPLATE1 \
GLM_FUNC_QUALIFIER typename _GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const typename V& a, const _GLM_SWIZZLE_TYPE1& b, const T& c) \
{ \
return FUNCTION(a, b(), c); \
}
}//namespace detail
}//namespace glm
namespace glm
{
namespace detail
{
_GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(-)
_GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(*)
_GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(+)
_GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(-)
_GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(*)
_GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(/)
}
//
// Swizzles are distinct types from the unswizzled type. The below macros will
// provide template specializations for the swizzle types for the given functions
// so that the compiler does not have any ambiguity to choosing how to handle
// the function.
//
// The alternative is to use the operator()() when calling the function in order
// to explicitly convert the swizzled type to the unswizzled type.
//
//_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, abs);
//_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acos);
//_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acosh);
//_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, all);
//_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, any);
//_GLM_SWIZZLE_FUNCTION_2_ARGS(value_type, dot);
//_GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, cross);
//_GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, step);
//_GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(vec_type, mix);
}
#define _GLM_SWIZZLE2_2_MEMBERS(T, P, V, E0,E1) \
struct { detail::_swizzle<2, T, P, V, 0,0,-1,-2> E0 ## E0; }; \
struct { detail::_swizzle<2, T, P, V, 0,1,-1,-2> E0 ## E1; }; \
struct { detail::_swizzle<2, T, P, V, 1,0,-1,-2> E1 ## E0; }; \
struct { detail::_swizzle<2, T, P, V, 1,1,-1,-2> E1 ## E1; };
#define _GLM_SWIZZLE2_3_MEMBERS(T, P, V, E0,E1) \
struct { detail::_swizzle<3,T, P, V, 0,0,0,-1> E0 ## E0 ## E0; }; \
struct { detail::_swizzle<3,T, P, V, 0,0,1,-1> E0 ## E0 ## E1; }; \
struct { detail::_swizzle<3,T, P, V, 0,1,0,-1> E0 ## E1 ## E0; }; \
struct { detail::_swizzle<3,T, P, V, 0,1,1,-1> E0 ## E1 ## E1; }; \
struct { detail::_swizzle<3,T, P, V, 1,0,0,-1> E1 ## E0 ## E0; }; \
struct { detail::_swizzle<3,T, P, V, 1,0,1,-1> E1 ## E0 ## E1; }; \
struct { detail::_swizzle<3,T, P, V, 1,1,0,-1> E1 ## E1 ## E0; }; \
struct { detail::_swizzle<3,T, P, V, 1,1,1,-1> E1 ## E1 ## E1; };
#define _GLM_SWIZZLE2_4_MEMBERS(T, P, V, E0,E1) \
struct { detail::_swizzle<4,T, P, V, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,1,1> E1 ## E1 ## E1 ## E1; };
#define _GLM_SWIZZLE3_2_MEMBERS(T, P, V, E0,E1,E2) \
struct { detail::_swizzle<2,T, P, V, 0,0,-1,-2> E0 ## E0; }; \
struct { detail::_swizzle<2,T, P, V, 0,1,-1,-2> E0 ## E1; }; \
struct { detail::_swizzle<2,T, P, V, 0,2,-1,-2> E0 ## E2; }; \
struct { detail::_swizzle<2,T, P, V, 1,0,-1,-2> E1 ## E0; }; \
struct { detail::_swizzle<2,T, P, V, 1,1,-1,-2> E1 ## E1; }; \
struct { detail::_swizzle<2,T, P, V, 1,2,-1,-2> E1 ## E2; }; \
struct { detail::_swizzle<2,T, P, V, 2,0,-1,-2> E2 ## E0; }; \
struct { detail::_swizzle<2,T, P, V, 2,1,-1,-2> E2 ## E1; }; \
struct { detail::_swizzle<2,T, P, V, 2,2,-1,-2> E2 ## E2; };
#define _GLM_SWIZZLE3_3_MEMBERS(T, P, V ,E0,E1,E2) \
struct { detail::_swizzle<3, T, P, V, 0,0,0,-1> E0 ## E0 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 0,0,1,-1> E0 ## E0 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 0,0,2,-1> E0 ## E0 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 0,1,0,-1> E0 ## E1 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 0,1,1,-1> E0 ## E1 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 0,1,2,-1> E0 ## E1 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 0,2,0,-1> E0 ## E2 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 0,2,1,-1> E0 ## E2 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 0,2,2,-1> E0 ## E2 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 1,0,0,-1> E1 ## E0 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 1,0,1,-1> E1 ## E0 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 1,0,2,-1> E1 ## E0 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 1,1,0,-1> E1 ## E1 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 1,1,1,-1> E1 ## E1 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 1,1,2,-1> E1 ## E1 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 1,2,0,-1> E1 ## E2 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 1,2,1,-1> E1 ## E2 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 1,2,2,-1> E1 ## E2 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 2,0,0,-1> E2 ## E0 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 2,0,1,-1> E2 ## E0 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 2,0,2,-1> E2 ## E0 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 2,1,0,-1> E2 ## E1 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 2,1,1,-1> E2 ## E1 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 2,1,2,-1> E2 ## E1 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 2,2,0,-1> E2 ## E2 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 2,2,1,-1> E2 ## E2 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 2,2,2,-1> E2 ## E2 ## E2; };
#define _GLM_SWIZZLE3_4_MEMBERS(T, P, V, E0,E1,E2) \
struct { detail::_swizzle<4,T, P, V, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \
struct { detail::_swizzle<4,T, P, V, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \
struct { detail::_swizzle<4,T, P, V, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \
struct { detail::_swizzle<4,T, P, V, 2,2,2,2> E2 ## E2 ## E2 ## E2; };
#define _GLM_SWIZZLE4_2_MEMBERS(T, P, V, E0,E1,E2,E3) \
struct { detail::_swizzle<2,T, P, V, 0,0,-1,-2> E0 ## E0; }; \
struct { detail::_swizzle<2,T, P, V, 0,1,-1,-2> E0 ## E1; }; \
struct { detail::_swizzle<2,T, P, V, 0,2,-1,-2> E0 ## E2; }; \
struct { detail::_swizzle<2,T, P, V, 0,3,-1,-2> E0 ## E3; }; \
struct { detail::_swizzle<2,T, P, V, 1,0,-1,-2> E1 ## E0; }; \
struct { detail::_swizzle<2,T, P, V, 1,1,-1,-2> E1 ## E1; }; \
struct { detail::_swizzle<2,T, P, V, 1,2,-1,-2> E1 ## E2; }; \
struct { detail::_swizzle<2,T, P, V, 1,3,-1,-2> E1 ## E3; }; \
struct { detail::_swizzle<2,T, P, V, 2,0,-1,-2> E2 ## E0; }; \
struct { detail::_swizzle<2,T, P, V, 2,1,-1,-2> E2 ## E1; }; \
struct { detail::_swizzle<2,T, P, V, 2,2,-1,-2> E2 ## E2; }; \
struct { detail::_swizzle<2,T, P, V, 2,3,-1,-2> E2 ## E3; }; \
struct { detail::_swizzle<2,T, P, V, 3,0,-1,-2> E3 ## E0; }; \
struct { detail::_swizzle<2,T, P, V, 3,1,-1,-2> E3 ## E1; }; \
struct { detail::_swizzle<2,T, P, V, 3,2,-1,-2> E3 ## E2; }; \
struct { detail::_swizzle<2,T, P, V, 3,3,-1,-2> E3 ## E3; };
#define _GLM_SWIZZLE4_3_MEMBERS(T, P, V, E0,E1,E2,E3) \
struct { detail::_swizzle<3, T, P, V, 0,0,0,-1> E0 ## E0 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 0,0,1,-1> E0 ## E0 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 0,0,2,-1> E0 ## E0 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 0,0,3,-1> E0 ## E0 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 0,1,0,-1> E0 ## E1 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 0,1,1,-1> E0 ## E1 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 0,1,2,-1> E0 ## E1 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 0,1,3,-1> E0 ## E1 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 0,2,0,-1> E0 ## E2 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 0,2,1,-1> E0 ## E2 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 0,2,2,-1> E0 ## E2 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 0,2,3,-1> E0 ## E2 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 0,3,0,-1> E0 ## E3 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 0,3,1,-1> E0 ## E3 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 0,3,2,-1> E0 ## E3 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 0,3,3,-1> E0 ## E3 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 1,0,0,-1> E1 ## E0 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 1,0,1,-1> E1 ## E0 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 1,0,2,-1> E1 ## E0 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 1,0,3,-1> E1 ## E0 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 1,1,0,-1> E1 ## E1 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 1,1,1,-1> E1 ## E1 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 1,1,2,-1> E1 ## E1 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 1,1,3,-1> E1 ## E1 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 1,2,0,-1> E1 ## E2 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 1,2,1,-1> E1 ## E2 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 1,2,2,-1> E1 ## E2 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 1,2,3,-1> E1 ## E2 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 1,3,0,-1> E1 ## E3 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 1,3,1,-1> E1 ## E3 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 1,3,2,-1> E1 ## E3 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 1,3,3,-1> E1 ## E3 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 2,0,0,-1> E2 ## E0 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 2,0,1,-1> E2 ## E0 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 2,0,2,-1> E2 ## E0 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 2,0,3,-1> E2 ## E0 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 2,1,0,-1> E2 ## E1 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 2,1,1,-1> E2 ## E1 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 2,1,2,-1> E2 ## E1 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 2,1,3,-1> E2 ## E1 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 2,2,0,-1> E2 ## E2 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 2,2,1,-1> E2 ## E2 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 2,2,2,-1> E2 ## E2 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 2,2,3,-1> E2 ## E2 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 2,3,0,-1> E2 ## E3 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 2,3,1,-1> E2 ## E3 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 2,3,2,-1> E2 ## E3 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 2,3,3,-1> E2 ## E3 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 3,0,0,-1> E3 ## E0 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 3,0,1,-1> E3 ## E0 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 3,0,2,-1> E3 ## E0 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 3,0,3,-1> E3 ## E0 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 3,1,0,-1> E3 ## E1 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 3,1,1,-1> E3 ## E1 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 3,1,2,-1> E3 ## E1 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 3,1,3,-1> E3 ## E1 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 3,2,0,-1> E3 ## E2 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 3,2,1,-1> E3 ## E2 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 3,2,2,-1> E3 ## E2 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 3,2,3,-1> E3 ## E2 ## E3; }; \
struct { detail::_swizzle<3, T, P, V, 3,3,0,-1> E3 ## E3 ## E0; }; \
struct { detail::_swizzle<3, T, P, V, 3,3,1,-1> E3 ## E3 ## E1; }; \
struct { detail::_swizzle<3, T, P, V, 3,3,2,-1> E3 ## E3 ## E2; }; \
struct { detail::_swizzle<3, T, P, V, 3,3,3,-1> E3 ## E3 ## E3; };
#define _GLM_SWIZZLE4_4_MEMBERS(T, P, V, E0,E1,E2,E3) \
struct { detail::_swizzle<4, T, P, V, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,0,3> E0 ## E0 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,1,3> E0 ## E0 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,2,3> E0 ## E0 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,3,0> E0 ## E0 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,3,1> E0 ## E0 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,3,2> E0 ## E0 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,0,3,3> E0 ## E0 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,0,3> E0 ## E1 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,1,3> E0 ## E1 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,2,3> E0 ## E1 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,3,0> E0 ## E1 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,3,1> E0 ## E1 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,3,2> E0 ## E1 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,1,3,3> E0 ## E1 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,0,3> E0 ## E2 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,1,3> E0 ## E2 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,2,3> E0 ## E2 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,3,0> E0 ## E2 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,3,1> E0 ## E2 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,3,2> E0 ## E2 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,2,3,3> E0 ## E2 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,0,0> E0 ## E3 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,0,1> E0 ## E3 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,0,2> E0 ## E3 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,0,3> E0 ## E3 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,1,0> E0 ## E3 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,1,1> E0 ## E3 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,1,2> E0 ## E3 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,1,3> E0 ## E3 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,2,0> E0 ## E3 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,2,1> E0 ## E3 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,2,2> E0 ## E3 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,2,3> E0 ## E3 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,3,0> E0 ## E3 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,3,1> E0 ## E3 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,3,2> E0 ## E3 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 0,3,3,3> E0 ## E3 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,0,3> E1 ## E0 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,1,3> E1 ## E0 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,2,3> E1 ## E0 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,3,0> E1 ## E0 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,3,1> E1 ## E0 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,3,2> E1 ## E0 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,0,3,3> E1 ## E0 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,0,3> E1 ## E1 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,1,3> E1 ## E1 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,2,3> E1 ## E1 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,3,0> E1 ## E1 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,3,1> E1 ## E1 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,3,2> E1 ## E1 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,1,3,3> E1 ## E1 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,0,3> E1 ## E2 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,1,3> E1 ## E2 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,2,3> E1 ## E2 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,3,0> E1 ## E2 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,3,1> E1 ## E2 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,3,2> E1 ## E2 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,2,3,3> E1 ## E2 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,0,0> E1 ## E3 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,0,1> E1 ## E3 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,0,2> E1 ## E3 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,0,3> E1 ## E3 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,1,0> E1 ## E3 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,1,1> E1 ## E3 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,1,2> E1 ## E3 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,1,3> E1 ## E3 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,2,0> E1 ## E3 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,2,1> E1 ## E3 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,2,2> E1 ## E3 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,2,3> E1 ## E3 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,3,0> E1 ## E3 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,3,1> E1 ## E3 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,3,2> E1 ## E3 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 1,3,3,3> E1 ## E3 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,0,3> E2 ## E0 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,1,3> E2 ## E0 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,2,3> E2 ## E0 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,3,0> E2 ## E0 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,3,1> E2 ## E0 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,3,2> E2 ## E0 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,0,3,3> E2 ## E0 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,0,3> E2 ## E1 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,1,3> E2 ## E1 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,2,3> E2 ## E1 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,3,0> E2 ## E1 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,3,1> E2 ## E1 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,3,2> E2 ## E1 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,1,3,3> E2 ## E1 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,0,3> E2 ## E2 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,1,3> E2 ## E2 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,2,2> E2 ## E2 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,2,3> E2 ## E2 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,3,0> E2 ## E2 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,3,1> E2 ## E2 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,3,2> E2 ## E2 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,2,3,3> E2 ## E2 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,0,0> E2 ## E3 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,0,1> E2 ## E3 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,0,2> E2 ## E3 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,0,3> E2 ## E3 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,1,0> E2 ## E3 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,1,1> E2 ## E3 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,1,2> E2 ## E3 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,1,3> E2 ## E3 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,2,0> E2 ## E3 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,2,1> E2 ## E3 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,2,2> E2 ## E3 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,2,3> E2 ## E3 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,3,0> E2 ## E3 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,3,1> E2 ## E3 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,3,2> E2 ## E3 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 2,3,3,3> E2 ## E3 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,0,0> E3 ## E0 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,0,1> E3 ## E0 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,0,2> E3 ## E0 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,0,3> E3 ## E0 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,1,0> E3 ## E0 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,1,1> E3 ## E0 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,1,2> E3 ## E0 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,1,3> E3 ## E0 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,2,0> E3 ## E0 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,2,1> E3 ## E0 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,2,2> E3 ## E0 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,2,3> E3 ## E0 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,3,0> E3 ## E0 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,3,1> E3 ## E0 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,3,2> E3 ## E0 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,0,3,3> E3 ## E0 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,0,0> E3 ## E1 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,0,1> E3 ## E1 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,0,2> E3 ## E1 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,0,3> E3 ## E1 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,1,0> E3 ## E1 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,1,1> E3 ## E1 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,1,2> E3 ## E1 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,1,3> E3 ## E1 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,2,0> E3 ## E1 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,2,1> E3 ## E1 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,2,2> E3 ## E1 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,2,3> E3 ## E1 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,3,0> E3 ## E1 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,3,1> E3 ## E1 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,3,2> E3 ## E1 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,1,3,3> E3 ## E1 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,0,0> E3 ## E2 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,0,1> E3 ## E2 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,0,2> E3 ## E2 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,0,3> E3 ## E2 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,1,0> E3 ## E2 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,1,1> E3 ## E2 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,1,2> E3 ## E2 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,1,3> E3 ## E2 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,2,0> E3 ## E2 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,2,1> E3 ## E2 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,2,2> E3 ## E2 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,2,3> E3 ## E2 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,3,0> E3 ## E2 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,3,1> E3 ## E2 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,3,2> E3 ## E2 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,2,3,3> E3 ## E2 ## E3 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,0,0> E3 ## E3 ## E0 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,0,1> E3 ## E3 ## E0 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,0,2> E3 ## E3 ## E0 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,0,3> E3 ## E3 ## E0 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,1,0> E3 ## E3 ## E1 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,1,1> E3 ## E3 ## E1 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,1,2> E3 ## E3 ## E1 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,1,3> E3 ## E3 ## E1 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,2,0> E3 ## E3 ## E2 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,2,1> E3 ## E3 ## E2 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,2,2> E3 ## E3 ## E2 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,2,3> E3 ## E3 ## E2 ## E3; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,3,0> E3 ## E3 ## E3 ## E0; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,3,1> E3 ## E3 ## E3 ## E1; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,3,2> E3 ## E3 ## E3 ## E2; }; \
struct { detail::_swizzle<4, T, P, V, 3,3,3,3> E3 ## E3 ## E3 ## E3; };

View File

@ -0,0 +1,696 @@
/// @ref core
/// @file glm/detail/_swizzle_func.hpp
#pragma once
#define GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, CONST, A, B) \
SWIZZLED_TYPE<TMPL_TYPE, PRECISION> A ## B() CONST \
{ \
return SWIZZLED_TYPE<TMPL_TYPE, PRECISION>(this->A, this->B); \
}
#define GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, CONST, A, B, C) \
SWIZZLED_TYPE<TMPL_TYPE, PRECISION> A ## B ## C() CONST \
{ \
return SWIZZLED_TYPE<TMPL_TYPE, PRECISION>(this->A, this->B, this->C); \
}
#define GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, CONST, A, B, C, D) \
SWIZZLED_TYPE<TMPL_TYPE, PRECISION> A ## B ## C ## D() CONST \
{ \
return SWIZZLED_TYPE<TMPL_TYPE, PRECISION>(this->A, this->B, this->C, this->D); \
}
#define GLM_SWIZZLE_GEN_VEC2_ENTRY_DEF(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, CONST, A, B) \
template <typename TMPL_TYPE> \
SWIZZLED_TYPE<TMPL_TYPE> CLASS_TYPE<TMPL_TYPE, PRECISION>::A ## B() CONST \
{ \
return SWIZZLED_TYPE<TMPL_TYPE, PRECISION>(this->A, this->B); \
}
#define GLM_SWIZZLE_GEN_VEC3_ENTRY_DEF(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, CONST, A, B, C) \
template <typename TMPL_TYPE> \
SWIZZLED_TYPE<TMPL_TYPE> CLASS_TYPE<TMPL_TYPE, PRECISION>::A ## B ## C() CONST \
{ \
return SWIZZLED_TYPE<TMPL_TYPE, PRECISION>(this->A, this->B, this->C); \
}
#define GLM_SWIZZLE_GEN_VEC4_ENTRY_DEF(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, CONST, A, B, C, D) \
template <typename TMPL_TYPE> \
SWIZZLED_TYPE<TMPL_TYPE> CLASS_TYPE<TMPL_TYPE, PRECISION>::A ## B ## C ## D() CONST \
{ \
return SWIZZLED_TYPE<TMPL_TYPE, PRECISION>(this->A, this->B, this->C, this->D); \
}
#define GLM_MUTABLE
#define GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, A, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, B, A)
#define GLM_SWIZZLE_GEN_REF_FROM_VEC2(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE) \
GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, x, y) \
GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, r, g) \
GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, s, t)
//GLM_SWIZZLE_GEN_REF_FROM_VEC2(valType, detail::vec2, detail::ref2)
#define GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, A, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, A, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, B, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, B, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, C, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, C, B)
#define GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, A, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, A, C, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, B, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, B, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, C, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, C, B, A)
#define GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC3_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, A, B, C)
#define GLM_SWIZZLE_GEN_REF_FROM_VEC3(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE) \
GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, x, y, z) \
GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, r, g, b) \
GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, s, t, p)
//GLM_SWIZZLE_GEN_REF_FROM_VEC3(valType, detail::vec3, detail::ref2, detail::ref3)
#define GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, A, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, A, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, A, D) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, B, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, B, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, B, D) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, C, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, C, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, C, D) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, D, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, D, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, GLM_MUTABLE, D, C)
#define GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, B, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, C, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, C, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, D, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, D, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, A, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, C, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, D, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, D, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, A, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, B, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, D, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, D, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, C, B)
#define GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, C, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, C, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, D, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, D, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, B, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , A, B, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, C, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, C, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, D, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, D, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, A, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , B, A, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, B, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, B, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, D, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, D, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, A, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , C, A, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, C, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, C, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, A, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, B, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, , D, B, C, A)
#define GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC3_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC4_TYPE, A, B, C, D)
#define GLM_SWIZZLE_GEN_REF_FROM_VEC4(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE) \
GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, x, y, z, w) \
GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, r, g, b, a) \
GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, s, t, p, q)
//GLM_SWIZZLE_GEN_REF_FROM_VEC4(valType, detail::vec4, detail::ref2, detail::ref3, detail::ref4)
#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B)
#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B)
#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B, B)
#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, A, B) \
GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, A, B) \
GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC3_TYPE, A, B) \
GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC4_TYPE, A, B)
#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE) \
GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, x, y) \
GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, r, g) \
GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, s, t)
//GLM_SWIZZLE_GEN_VEC_FROM_VEC2(valType, detail::vec2, detail::vec2, detail::vec3, detail::vec4)
#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C)
#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, C)
#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, C, C)
#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC3_TYPE, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC4_TYPE, A, B, C)
#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE) \
GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, x, y, z) \
GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, r, g, b) \
GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, s, t, p)
//GLM_SWIZZLE_GEN_VEC_FROM_VEC3(valType, detail::vec3, detail::vec2, detail::vec3, detail::vec4)
#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C) \
GLM_SWIZZLE_GEN_VEC2_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D)
#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, D) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, A) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, B) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, C) \
GLM_SWIZZLE_GEN_VEC3_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, D)
#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, A, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, B, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, C, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, A, D, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, A, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, B, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, C, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, B, D, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, A, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, B, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, C, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, C, D, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, A, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, B, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, C, D, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, A, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, A, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, A, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, A, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, B, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, B, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, B, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, B, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, C, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, C, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, C, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, C, D) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, D, A) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, D, B) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, D, C) \
GLM_SWIZZLE_GEN_VEC4_ENTRY(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_TYPE, const, D, D, D, D)
#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC3_TYPE, A, B, C, D) \
GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC4_TYPE, A, B, C, D)
#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE) \
GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, x, y, z, w) \
GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, r, g, b, a) \
GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(TMPL_TYPE, PRECISION, CLASS_TYPE, SWIZZLED_VEC2_TYPE, SWIZZLED_VEC3_TYPE, SWIZZLED_VEC4_TYPE, s, t, p, q)
//GLM_SWIZZLE_GEN_VEC_FROM_VEC4(valType, detail::vec4, detail::vec2, detail::vec3, detail::vec4)

131
dependencies/glm/detail/_vectorize.hpp vendored Normal file
View File

@ -0,0 +1,131 @@
/// @ref core
/// @file glm/detail/_vectorize.hpp
#pragma once
#include "type_vec1.hpp"
#include "type_vec2.hpp"
#include "type_vec3.hpp"
#include "type_vec4.hpp"
namespace glm{
namespace detail
{
template <typename R, typename T, precision P, template <typename, precision> class vecType>
struct functor1{};
template <typename R, typename T, precision P>
struct functor1<R, T, P, tvec1>
{
GLM_FUNC_QUALIFIER static tvec1<R, P> call(R (*Func) (T x), tvec1<T, P> const & v)
{
return tvec1<R, P>(Func(v.x));
}
};
template <typename R, typename T, precision P>
struct functor1<R, T, P, tvec2>
{
GLM_FUNC_QUALIFIER static tvec2<R, P> call(R (*Func) (T x), tvec2<T, P> const & v)
{
return tvec2<R, P>(Func(v.x), Func(v.y));
}
};
template <typename R, typename T, precision P>
struct functor1<R, T, P, tvec3>
{
GLM_FUNC_QUALIFIER static tvec3<R, P> call(R (*Func) (T x), tvec3<T, P> const & v)
{
return tvec3<R, P>(Func(v.x), Func(v.y), Func(v.z));
}
};
template <typename R, typename T, precision P>
struct functor1<R, T, P, tvec4>
{
GLM_FUNC_QUALIFIER static tvec4<R, P> call(R (*Func) (T x), tvec4<T, P> const & v)
{
return tvec4<R, P>(Func(v.x), Func(v.y), Func(v.z), Func(v.w));
}
};
template <typename T, precision P, template <typename, precision> class vecType>
struct functor2{};
template <typename T, precision P>
struct functor2<T, P, tvec1>
{
GLM_FUNC_QUALIFIER static tvec1<T, P> call(T (*Func) (T x, T y), tvec1<T, P> const & a, tvec1<T, P> const & b)
{
return tvec1<T, P>(Func(a.x, b.x));
}
};
template <typename T, precision P>
struct functor2<T, P, tvec2>
{
GLM_FUNC_QUALIFIER static tvec2<T, P> call(T (*Func) (T x, T y), tvec2<T, P> const & a, tvec2<T, P> const & b)
{
return tvec2<T, P>(Func(a.x, b.x), Func(a.y, b.y));
}
};
template <typename T, precision P>
struct functor2<T, P, tvec3>
{
GLM_FUNC_QUALIFIER static tvec3<T, P> call(T (*Func) (T x, T y), tvec3<T, P> const & a, tvec3<T, P> const & b)
{
return tvec3<T, P>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z));
}
};
template <typename T, precision P>
struct functor2<T, P, tvec4>
{
GLM_FUNC_QUALIFIER static tvec4<T, P> call(T (*Func) (T x, T y), tvec4<T, P> const & a, tvec4<T, P> const & b)
{
return tvec4<T, P>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w));
}
};
template <typename T, precision P, template <typename, precision> class vecType>
struct functor2_vec_sca{};
template <typename T, precision P>
struct functor2_vec_sca<T, P, tvec1>
{
GLM_FUNC_QUALIFIER static tvec1<T, P> call(T (*Func) (T x, T y), tvec1<T, P> const & a, T b)
{
return tvec1<T, P>(Func(a.x, b));
}
};
template <typename T, precision P>
struct functor2_vec_sca<T, P, tvec2>
{
GLM_FUNC_QUALIFIER static tvec2<T, P> call(T (*Func) (T x, T y), tvec2<T, P> const & a, T b)
{
return tvec2<T, P>(Func(a.x, b), Func(a.y, b));
}
};
template <typename T, precision P>
struct functor2_vec_sca<T, P, tvec3>
{
GLM_FUNC_QUALIFIER static tvec3<T, P> call(T (*Func) (T x, T y), tvec3<T, P> const & a, T b)
{
return tvec3<T, P>(Func(a.x, b), Func(a.y, b), Func(a.z, b));
}
};
template <typename T, precision P>
struct functor2_vec_sca<T, P, tvec4>
{
GLM_FUNC_QUALIFIER static tvec4<T, P> call(T (*Func) (T x, T y), tvec4<T, P> const & a, T b)
{
return tvec4<T, P>(Func(a.x, b), Func(a.y, b), Func(a.z, b), Func(a.w, b));
}
};
}//namespace detail
}//namespace glm

207
dependencies/glm/detail/dummy.cpp vendored Normal file
View File

@ -0,0 +1,207 @@
/// @ref core
/// @file glm/core/dummy.cpp
///
/// GLM is a header only library. There is nothing to compile.
/// dummy.cpp exist only a wordaround for CMake file.
/*
#define GLM_MESSAGES
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <limits>
struct material
{
glm::vec4 emission; // Ecm
glm::vec4 ambient; // Acm
glm::vec4 diffuse; // Dcm
glm::vec4 specular; // Scm
float shininess; // Srm
};
struct light
{
glm::vec4 ambient; // Acli
glm::vec4 diffuse; // Dcli
glm::vec4 specular; // Scli
glm::vec4 position; // Ppli
glm::vec4 halfVector; // Derived: Hi
glm::vec3 spotDirection; // Sdli
float spotExponent; // Srli
float spotCutoff; // Crli
// (range: [0.0,90.0], 180.0)
float spotCosCutoff; // Derived: cos(Crli)
// (range: [1.0,0.0],-1.0)
float constantAttenuation; // K0
float linearAttenuation; // K1
float quadraticAttenuation;// K2
};
// Sample 1
#include <glm/vec3.hpp>// glm::vec3
#include <glm/geometric.hpp>// glm::cross, glm::normalize
glm::vec3 computeNormal
(
glm::vec3 const & a,
glm::vec3 const & b,
glm::vec3 const & c
)
{
return glm::normalize(glm::cross(c - a, b - a));
}
typedef unsigned int GLuint;
#define GL_FALSE 0
void glUniformMatrix4fv(GLuint, int, int, float*){}
// Sample 2
#include <glm/vec3.hpp> // glm::vec3
#include <glm/vec4.hpp> // glm::vec4, glm::ivec4
#include <glm/mat4x4.hpp> // glm::mat4
#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
#include <glm/gtc/type_ptr.hpp> // glm::value_ptr
void func(GLuint LocationMVP, float Translate, glm::vec2 const & Rotate)
{
glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f);
glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate));
glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
glm::mat4 View = glm::rotate(ViewRotateX, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
}
// Sample 3
#include <glm/vec2.hpp>// glm::vec2
#include <glm/packing.hpp>// glm::packUnorm2x16
#include <glm/integer.hpp>// glm::uint
#include <glm/gtc/type_precision.hpp>// glm::i8vec2, glm::i32vec2
std::size_t const VertexCount = 4;
// Float quad geometry
std::size_t const PositionSizeF32 = VertexCount * sizeof(glm::vec2);
glm::vec2 const PositionDataF32[VertexCount] =
{
glm::vec2(-1.0f,-1.0f),
glm::vec2( 1.0f,-1.0f),
glm::vec2( 1.0f, 1.0f),
glm::vec2(-1.0f, 1.0f)
};
// Half-float quad geometry
std::size_t const PositionSizeF16 = VertexCount * sizeof(glm::uint);
glm::uint const PositionDataF16[VertexCount] =
{
glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, -1.0f))),
glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, -1.0f))),
glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, 1.0f))),
glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, 1.0f)))
};
// 8 bits signed integer quad geometry
std::size_t const PositionSizeI8 = VertexCount * sizeof(glm::i8vec2);
glm::i8vec2 const PositionDataI8[VertexCount] =
{
glm::i8vec2(-1,-1),
glm::i8vec2( 1,-1),
glm::i8vec2( 1, 1),
glm::i8vec2(-1, 1)
};
// 32 bits signed integer quad geometry
std::size_t const PositionSizeI32 = VertexCount * sizeof(glm::i32vec2);
glm::i32vec2 const PositionDataI32[VertexCount] =
{
glm::i32vec2 (-1,-1),
glm::i32vec2 ( 1,-1),
glm::i32vec2 ( 1, 1),
glm::i32vec2 (-1, 1)
};
struct intersection
{
glm::vec4 position;
glm::vec3 normal;
};
*/
/*
// Sample 4
#include <glm/vec3.hpp>// glm::vec3
#include <glm/geometric.hpp>// glm::normalize, glm::dot, glm::reflect
#include <glm/exponential.hpp>// glm::pow
#include <glm/gtc/random.hpp>// glm::vecRand3
glm::vec3 lighting
(
intersection const & Intersection,
material const & Material,
light const & Light,
glm::vec3 const & View
)
{
glm::vec3 Color(0.0f);
glm::vec3 LightVertor(glm::normalize(
Light.position - Intersection.position +
glm::vecRand3(0.0f, Light.inaccuracy));
if(!shadow(Intersection.position, Light.position, LightVertor))
{
float Diffuse = glm::dot(Intersection.normal, LightVector);
if(Diffuse <= 0.0f)
return Color;
if(Material.isDiffuse())
Color += Light.color() * Material.diffuse * Diffuse;
if(Material.isSpecular())
{
glm::vec3 Reflect(glm::reflect(
glm::normalize(-LightVector),
glm::normalize(Intersection.normal)));
float Dot = glm::dot(Reflect, View);
float Base = Dot > 0.0f ? Dot : 0.0f;
float Specular = glm::pow(Base, Material.exponent);
Color += Material.specular * Specular;
}
}
return Color;
}
*/
/*
template <typename T, glm::precision P, template<typename, glm::precision> class vecType>
T normalizeDotA(vecType<T, P> const & x, vecType<T, P> const & y)
{
return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
}
#define GLM_TEMPLATE_GENTYPE typename T, glm::precision P, template<typename, glm::precision> class
template <GLM_TEMPLATE_GENTYPE vecType>
T normalizeDotB(vecType<T, P> const & x, vecType<T, P> const & y)
{
return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
}
template <typename vecType>
typename vecType::value_type normalizeDotC(vecType const & a, vecType const & b)
{
return glm::dot(a, b) * glm::inversesqrt(glm::dot(a, a) * glm::dot(b, b));
}
*/
int main()
{
/*
glm::vec1 o(1);
glm::vec2 a(1);
glm::vec3 b(1);
glm::vec4 c(1);
glm::quat q;
glm::dualquat p;
glm::mat4 m(1);
float a0 = normalizeDotA(a, a);
float b0 = normalizeDotB(b, b);
float c0 = normalizeDotC(c, c);
*/
return 0;
}

427
dependencies/glm/detail/func_common.hpp vendored Normal file
View File

@ -0,0 +1,427 @@
/// @ref core
/// @file glm/detail/func_common.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
///
/// @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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml">GLSL abs man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType abs(genType x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> abs(vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sign.xml">GLSL sign man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> sign(vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floor.xml">GLSL floor man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> floor(vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/trunc.xml">GLSL trunc man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> trunc(vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> round(vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/roundEven.xml">GLSL roundEven man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
/// @see <a href="http://developer.amd.com/documentation/articles/pages/New-Round-to-Even-Technique.aspx">New round to even technique</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> roundEven(vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ceil.xml">GLSL ceil man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> ceil(vecType<T, P> const & x);
/// Return x - floor(x).
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml">GLSL fract man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType fract(genType x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> fract(vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml">GLSL mod man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType mod(genType x, genType y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> mod(vecType<T, P> const & x, T y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> mod(vecType<T, P> const & x, vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/modf.xml">GLSL modf man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType min(genType x, genType y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> min(vecType<T, P> const & x, T y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> min(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns y if x < y; otherwise, it returns x.
///
/// @tparam genType Floating-point or integer; scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType max(genType x, genType y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> max(vecType<T, P> const & x, T y);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> max(vecType<T, P> const & x, vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType clamp(genType x, genType minVal, genType maxVal);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> clamp(vecType<T, P> const & x, T minVal, T maxVal);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> clamp(vecType<T, P> const & x, vecType<T, P> const & minVal, vecType<T, P> 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 <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.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mix.xml">GLSL mix man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
///
/// @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 <glm/glm.hpp>
/// ...
/// 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 <typename T, typename U, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, vecType<U, P> const & a);
template <typename T, typename U, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, U a);
template <typename genTypeT, typename genTypeU>
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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType step(genType edge, genType x);
/// Returns 0.0 if x < edge, otherwise it returns 1.0.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, typename T, precision P>
GLM_FUNC_DECL vecType<T, P> step(T edge, vecType<T, P> const & x);
/// Returns 0.0 if x < edge, otherwise it returns 1.0.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, typename T, precision P>
GLM_FUNC_DECL vecType<T, P> step(vecType<T, P> const & edge, vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/smoothstep.xml">GLSL smoothstep man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> smoothstep(T edge0, T edge1, vecType<T, P> const & x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> smoothstep(vecType<T, P> const & edge0, vecType<T, P> const & edge1, vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml">GLSL isnan man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> isnan(vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isinf.xml">GLSL isinf man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> isinf(vecType<T, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_DECL vecType<int, P> floatBitsToInt(vecType<float, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_DECL vecType<uint, P> floatBitsToUint(vecType<float, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_DECL vecType<float, P> intBitsToFloat(vecType<int, P> 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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_DECL vecType<float, P> uintBitsToFloat(vecType<uint, P> const & v);
/// Computes and returns a * b + c.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fma.xml">GLSL fma man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType>
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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/frexp.xml">GLSL frexp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType, typename genIType>
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 <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ldexp.xml">GLSL ldexp man page</a>;
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
template <typename genType, typename genIType>
GLM_FUNC_DECL genType ldexp(genType const & x, genIType const & exp);
/// @}
}//namespace glm
#include "func_common.inl"

849
dependencies/glm/detail/func_common.inl vendored Normal file
View File

@ -0,0 +1,849 @@
/// @ref core
/// @file glm/detail/func_common.inl
#include "func_vector_relational.hpp"
#include "type_vec2.hpp"
#include "type_vec3.hpp"
#include "type_vec4.hpp"
#include "_vectorize.hpp"
#include <limits>
namespace glm
{
// min
template <typename genType>
GLM_FUNC_QUALIFIER genType min(genType x, genType y)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || std::numeric_limits<genType>::is_integer || GLM_UNRESTRICTED_GENTYPE, "'min' only accept floating-point or integer inputs");
return x < y ? x : y;
}
// max
template <typename genType>
GLM_FUNC_QUALIFIER genType max(genType x, genType y)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || std::numeric_limits<genType>::is_integer || GLM_UNRESTRICTED_GENTYPE, "'max' only accept floating-point or integer inputs");
return x > y ? x : y;
}
// abs
template <>
GLM_FUNC_QUALIFIER int32 abs(int32 x)
{
int32 const y = x >> 31;
return (x ^ y) - y;
}
// round
# if GLM_HAS_CXX11_STL
using ::std::round;
# else
template <typename genType>
GLM_FUNC_QUALIFIER genType round(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'round' only accept floating-point inputs");
return x < static_cast<genType>(0) ? static_cast<genType>(int(x - static_cast<genType>(0.5))) : static_cast<genType>(int(x + static_cast<genType>(0.5)));
}
# endif
// trunc
# if GLM_HAS_CXX11_STL
using ::std::trunc;
# else
template <typename genType>
GLM_FUNC_QUALIFIER genType trunc(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'trunc' only accept floating-point inputs");
return x < static_cast<genType>(0) ? -std::floor(-x) : std::floor(x);
}
# endif
}//namespace glm
namespace glm{
namespace detail
{
template <typename genFIType, bool /*signed*/>
struct compute_abs
{};
template <typename genFIType>
struct compute_abs<genFIType, true>
{
GLM_FUNC_QUALIFIER static genFIType call(genFIType x)
{
GLM_STATIC_ASSERT(
std::numeric_limits<genFIType>::is_iec559 || std::numeric_limits<genFIType>::is_signed || GLM_UNRESTRICTED_GENTYPE,
"'abs' only accept floating-point and integer scalar or vector inputs");
return x >= genFIType(0) ? x : -x;
// TODO, perf comp with: *(((int *) &x) + 1) &= 0x7fffffff;
}
};
#if GLM_COMPILER & GLM_COMPILER_CUDA
template <>
struct compute_abs<float, true>
{
GLM_FUNC_QUALIFIER static float call(float x)
{
return fabsf(x);
}
};
#endif
template <typename genFIType>
struct compute_abs<genFIType, false>
{
GLM_FUNC_QUALIFIER static genFIType call(genFIType x)
{
GLM_STATIC_ASSERT(
(!std::numeric_limits<genFIType>::is_signed && std::numeric_limits<genFIType>::is_integer) || GLM_UNRESTRICTED_GENTYPE,
"'abs' only accept floating-point and integer scalar or vector inputs");
return x;
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_abs_vector
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
return detail::functor1<T, T, P, vecType>::call(abs, x);
}
};
template <typename T, typename U, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_mix_vector
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x, vecType<T, P> const & y, vecType<U, P> const & a)
{
GLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a");
return vecType<T, P>(vecType<U, P>(x) + a * vecType<U, P>(y - x));
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_mix_vector<T, bool, P, vecType, Aligned>
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x, vecType<T, P> const & y, vecType<bool, P> const & a)
{
vecType<T, P> Result(uninitialize);
for(length_t i = 0; i < x.length(); ++i)
Result[i] = a[i] ? y[i] : x[i];
return Result;
}
};
template <typename T, typename U, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_mix_scalar
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x, vecType<T, P> const & y, U const & a)
{
GLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a");
return vecType<T, P>(vecType<U, P>(x) + a * vecType<U, P>(y - x));
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_mix_scalar<T, bool, P, vecType, Aligned>
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x, vecType<T, P> const & y, bool const & a)
{
return a ? y : x;
}
};
template <typename T, typename U>
struct compute_mix
{
GLM_FUNC_QUALIFIER static T call(T const & x, T const & y, U const & a)
{
GLM_STATIC_ASSERT(std::numeric_limits<U>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a");
return static_cast<T>(static_cast<U>(x) + a * static_cast<U>(y - x));
}
};
template <typename T>
struct compute_mix<T, bool>
{
GLM_FUNC_QUALIFIER static T call(T const & x, T const & y, bool const & a)
{
return a ? y : x;
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool isFloat, bool Aligned>
struct compute_sign
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
return vecType<T, P>(glm::lessThan(vecType<T, P>(0), x)) - vecType<T, P>(glm::lessThan(x, vecType<T, P>(0)));
}
};
# if GLM_ARCH == GLM_ARCH_X86
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_sign<T, P, vecType, false, Aligned>
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
T const Shift(static_cast<T>(sizeof(T) * 8 - 1));
vecType<T, P> const y(vecType<typename make_unsigned<T>::type, P>(-x) >> typename make_unsigned<T>::type(Shift));
return (x >> Shift) | y;
}
};
# endif
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_floor
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
return detail::functor1<T, T, P, vecType>::call(std::floor, x);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_ceil
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
return detail::functor1<T, T, P, vecType>::call(std::ceil, x);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_fract
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
return x - floor(x);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_trunc
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
return detail::functor1<T, T, P, vecType>::call(trunc, x);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_round
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
return detail::functor1<T, T, P, vecType>::call(round, x);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_mod
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & a, vecType<T, P> const & b)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'mod' only accept floating-point inputs. Include <glm/gtc/integer.hpp> for integer inputs.");
return a - b * floor(a / b);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_min_vector
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x, vecType<T, P> const & y)
{
return detail::functor2<T, P, vecType>::call(min, x, y);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_max_vector
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x, vecType<T, P> const & y)
{
return detail::functor2<T, P, vecType>::call(max, x, y);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_clamp_vector
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x, vecType<T, P> const & minVal, vecType<T, P> const & maxVal)
{
return min(max(x, minVal), maxVal);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_step_vector
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & edge, vecType<T, P> const & x)
{
return mix(vecType<T, P>(1), vecType<T, P>(0), glm::lessThan(x, edge));
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_smoothstep_vector
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & edge0, vecType<T, P> const & edge1, vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'step' only accept floating-point inputs");
vecType<T, P> const tmp(clamp((x - edge0) / (edge1 - edge0), static_cast<T>(0), static_cast<T>(1)));
return tmp * tmp * (static_cast<T>(3) - static_cast<T>(2) * tmp);
}
};
}//namespace detail
template <typename genFIType>
GLM_FUNC_QUALIFIER genFIType abs(genFIType x)
{
return detail::compute_abs<genFIType, std::numeric_limits<genFIType>::is_signed>::call(x);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> abs(vecType<T, P> const & x)
{
return detail::compute_abs_vector<T, P, vecType, detail::is_aligned<P>::value>::call(x);
}
// sign
// fast and works for any type
template <typename genFIType>
GLM_FUNC_QUALIFIER genFIType sign(genFIType x)
{
GLM_STATIC_ASSERT(
std::numeric_limits<genFIType>::is_iec559 || (std::numeric_limits<genFIType>::is_signed && std::numeric_limits<genFIType>::is_integer),
"'sign' only accept signed inputs");
return detail::compute_sign<genFIType, defaultp, tvec1, std::numeric_limits<genFIType>::is_iec559, highp>::call(tvec1<genFIType>(x)).x;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> sign(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(
std::numeric_limits<T>::is_iec559 || (std::numeric_limits<T>::is_signed && std::numeric_limits<T>::is_integer),
"'sign' only accept signed inputs");
return detail::compute_sign<T, P, vecType, std::numeric_limits<T>::is_iec559, detail::is_aligned<P>::value>::call(x);
}
// floor
using ::std::floor;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> floor(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'floor' only accept floating-point inputs.");
return detail::compute_floor<T, P, vecType, detail::is_aligned<P>::value>::call(x);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> trunc(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'trunc' only accept floating-point inputs");
return detail::compute_trunc<T, P, vecType, detail::is_aligned<P>::value>::call(x);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> round(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'round' only accept floating-point inputs");
return detail::compute_round<T, P, vecType, detail::is_aligned<P>::value>::call(x);
}
/*
// roundEven
template <typename genType>
GLM_FUNC_QUALIFIER genType roundEven(genType const& x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'roundEven' only accept floating-point inputs");
return genType(int(x + genType(int(x) % 2)));
}
*/
// roundEven
template <typename genType>
GLM_FUNC_QUALIFIER genType roundEven(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'roundEven' only accept floating-point inputs");
int Integer = static_cast<int>(x);
genType IntegerPart = static_cast<genType>(Integer);
genType FractionalPart = fract(x);
if(FractionalPart > static_cast<genType>(0.5) || FractionalPart < static_cast<genType>(0.5))
{
return round(x);
}
else if((Integer % 2) == 0)
{
return IntegerPart;
}
else if(x <= static_cast<genType>(0)) // Work around...
{
return IntegerPart - static_cast<genType>(1);
}
else
{
return IntegerPart + static_cast<genType>(1);
}
//else // Bug on MinGW 4.5.2
//{
// return mix(IntegerPart + genType(-1), IntegerPart + genType(1), x <= genType(0));
//}
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> roundEven(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'roundEven' only accept floating-point inputs");
return detail::functor1<T, T, P, vecType>::call(roundEven, x);
}
// ceil
using ::std::ceil;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> ceil(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'ceil' only accept floating-point inputs");
return detail::compute_ceil<T, P, vecType, detail::is_aligned<P>::value>::call(x);
}
// fract
template <typename genType>
GLM_FUNC_QUALIFIER genType fract(genType x)
{
return fract(tvec1<genType>(x)).x;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> fract(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'fract' only accept floating-point inputs");
return detail::compute_fract<T, P, vecType, detail::is_aligned<P>::value>::call(x);
}
// mod
template <typename genType>
GLM_FUNC_QUALIFIER genType mod(genType x, genType y)
{
# if GLM_COMPILER & GLM_COMPILER_CUDA
// Another Cuda compiler bug https://github.com/g-truc/glm/issues/530
tvec1<genType, defaultp> Result(mod(tvec1<genType, defaultp>(x), y));
return Result.x;
# else
return mod(tvec1<genType, defaultp>(x), y).x;
# endif
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> mod(vecType<T, P> const & x, T y)
{
return detail::compute_mod<T, P, vecType, detail::is_aligned<P>::value>::call(x, vecType<T, P>(y));
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> mod(vecType<T, P> const & x, vecType<T, P> const & y)
{
return detail::compute_mod<T, P, vecType, detail::is_aligned<P>::value>::call(x, y);
}
// modf
template <typename genType>
GLM_FUNC_QUALIFIER genType modf(genType x, genType & i)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'modf' only accept floating-point inputs");
return std::modf(x, &i);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec1<T, P> modf(tvec1<T, P> const & x, tvec1<T, P> & i)
{
return tvec1<T, P>(
modf(x.x, i.x));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec2<T, P> modf(tvec2<T, P> const & x, tvec2<T, P> & i)
{
return tvec2<T, P>(
modf(x.x, i.x),
modf(x.y, i.y));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> modf(tvec3<T, P> const & x, tvec3<T, P> & i)
{
return tvec3<T, P>(
modf(x.x, i.x),
modf(x.y, i.y),
modf(x.z, i.z));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> modf(tvec4<T, P> const & x, tvec4<T, P> & i)
{
return tvec4<T, P>(
modf(x.x, i.x),
modf(x.y, i.y),
modf(x.z, i.z),
modf(x.w, i.w));
}
//// Only valid if (INT_MIN <= x-y <= INT_MAX)
//// min(x,y)
//r = y + ((x - y) & ((x - y) >> (sizeof(int) *
//CHAR_BIT - 1)));
//// max(x,y)
//r = x - ((x - y) & ((x - y) >> (sizeof(int) *
//CHAR_BIT - 1)));
// min
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> min(vecType<T, P> const & a, T b)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'min' only accept floating-point inputs for the interpolator a");
return detail::compute_min_vector<T, P, vecType, detail::is_aligned<P>::value>::call(a, vecType<T, P>(b));
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> min(vecType<T, P> const & a, vecType<T, P> const & b)
{
return detail::compute_min_vector<T, P, vecType, detail::is_aligned<P>::value>::call(a, b);
}
// max
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> max(vecType<T, P> const & a, T b)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'max' only accept floating-point inputs for the interpolator a");
return detail::compute_max_vector<T, P, vecType, detail::is_aligned<P>::value>::call(a, vecType<T, P>(b));
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> max(vecType<T, P> const & a, vecType<T, P> const & b)
{
return detail::compute_max_vector<T, P, vecType, detail::is_aligned<P>::value>::call(a, b);
}
// clamp
template <typename genType>
GLM_FUNC_QUALIFIER genType clamp(genType x, genType minVal, genType maxVal)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || std::numeric_limits<genType>::is_integer || GLM_UNRESTRICTED_GENTYPE, "'clamp' only accept floating-point or integer inputs");
return min(max(x, minVal), maxVal);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> clamp(vecType<T, P> const & x, T minVal, T maxVal)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer || GLM_UNRESTRICTED_GENTYPE, "'clamp' only accept floating-point or integer inputs");
return detail::compute_clamp_vector<T, P, vecType, detail::is_aligned<P>::value>::call(x, vecType<T, P>(minVal), vecType<T, P>(maxVal));
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> clamp(vecType<T, P> const & x, vecType<T, P> const & minVal, vecType<T, P> const & maxVal)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || std::numeric_limits<T>::is_integer || GLM_UNRESTRICTED_GENTYPE, "'clamp' only accept floating-point or integer inputs");
return detail::compute_clamp_vector<T, P, vecType, detail::is_aligned<P>::value>::call(x, minVal, maxVal);
}
template <typename genTypeT, typename genTypeU>
GLM_FUNC_QUALIFIER genTypeT mix(genTypeT x, genTypeT y, genTypeU a)
{
return detail::compute_mix<genTypeT, genTypeU>::call(x, y, a);
}
template <typename T, typename U, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, U a)
{
return detail::compute_mix_scalar<T, U, P, vecType, detail::is_aligned<P>::value>::call(x, y, a);
}
template <typename T, typename U, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, vecType<U, P> const & a)
{
return detail::compute_mix_vector<T, U, P, vecType, detail::is_aligned<P>::value>::call(x, y, a);
}
// step
template <typename genType>
GLM_FUNC_QUALIFIER genType step(genType edge, genType x)
{
return mix(static_cast<genType>(1), static_cast<genType>(0), glm::lessThan(x, edge));
}
template <template <typename, precision> class vecType, typename T, precision P>
GLM_FUNC_QUALIFIER vecType<T, P> step(T edge, vecType<T, P> const & x)
{
return detail::compute_step_vector<T, P, vecType, detail::is_aligned<P>::value>::call(vecType<T, P>(edge), x);
}
template <template <typename, precision> class vecType, typename T, precision P>
GLM_FUNC_QUALIFIER vecType<T, P> step(vecType<T, P> const & edge, vecType<T, P> const & x)
{
return detail::compute_step_vector<T, P, vecType, detail::is_aligned<P>::value>::call(edge, x);
}
// smoothstep
template <typename genType>
GLM_FUNC_QUALIFIER genType smoothstep(genType edge0, genType edge1, genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'smoothstep' only accept floating-point inputs");
genType const tmp(clamp((x - edge0) / (edge1 - edge0), genType(0), genType(1)));
return tmp * tmp * (genType(3) - genType(2) * tmp);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> smoothstep(T edge0, T edge1, vecType<T, P> const & x)
{
return detail::compute_smoothstep_vector<T, P, vecType, detail::is_aligned<P>::value>::call(vecType<T, P>(edge0), vecType<T, P>(edge1), x);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> smoothstep(vecType<T, P> const & edge0, vecType<T, P> const & edge1, vecType<T, P> const & x)
{
return detail::compute_smoothstep_vector<T, P, vecType, detail::is_aligned<P>::value>::call(edge0, edge1, x);
}
# if GLM_HAS_CXX11_STL
using std::isnan;
# else
template <typename genType>
GLM_FUNC_QUALIFIER bool isnan(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'isnan' only accept floating-point inputs");
# if GLM_HAS_CXX11_STL
return std::isnan(x);
# elif GLM_COMPILER & GLM_COMPILER_VC
return _isnan(x) != 0;
# elif GLM_COMPILER & GLM_COMPILER_INTEL
# if GLM_PLATFORM & GLM_PLATFORM_WINDOWS
return _isnan(x) != 0;
# else
return ::isnan(x) != 0;
# endif
# elif (GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)) && (GLM_PLATFORM & GLM_PLATFORM_ANDROID) && __cplusplus < 201103L
return _isnan(x) != 0;
# elif GLM_COMPILER & GLM_COMPILER_CUDA
return isnan(x) != 0;
# else
return std::isnan(x);
# endif
}
# endif
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> isnan(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'isnan' only accept floating-point inputs");
return detail::functor1<bool, T, P, vecType>::call(isnan, x);
}
# if GLM_HAS_CXX11_STL
using std::isinf;
# else
template <typename genType>
GLM_FUNC_QUALIFIER bool isinf(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'isinf' only accept floating-point inputs");
# if GLM_HAS_CXX11_STL
return std::isinf(x);
# elif GLM_COMPILER & (GLM_COMPILER_INTEL | GLM_COMPILER_VC)
# if(GLM_PLATFORM & GLM_PLATFORM_WINDOWS)
return _fpclass(x) == _FPCLASS_NINF || _fpclass(x) == _FPCLASS_PINF;
# else
return ::isinf(x);
# endif
# elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)
# if(GLM_PLATFORM & GLM_PLATFORM_ANDROID && __cplusplus < 201103L)
return _isinf(x) != 0;
# else
return std::isinf(x);
# endif
# elif GLM_COMPILER & GLM_COMPILER_CUDA
// http://developer.download.nvidia.com/compute/cuda/4_2/rel/toolkit/docs/online/group__CUDA__MATH__DOUBLE_g13431dd2b40b51f9139cbb7f50c18fab.html#g13431dd2b40b51f9139cbb7f50c18fab
return isinf(double(x)) != 0;
# else
return std::isinf(x);
# endif
}
# endif
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> isinf(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'isnan' only accept floating-point inputs");
return detail::functor1<bool, T, P, vecType>::call(isinf, x);
}
GLM_FUNC_QUALIFIER int floatBitsToInt(float const & v)
{
return reinterpret_cast<int&>(const_cast<float&>(v));
}
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_QUALIFIER vecType<int, P> floatBitsToInt(vecType<float, P> const & v)
{
return reinterpret_cast<vecType<int, P>&>(const_cast<vecType<float, P>&>(v));
}
GLM_FUNC_QUALIFIER uint floatBitsToUint(float const & v)
{
return reinterpret_cast<uint&>(const_cast<float&>(v));
}
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_QUALIFIER vecType<uint, P> floatBitsToUint(vecType<float, P> const & v)
{
return reinterpret_cast<vecType<uint, P>&>(const_cast<vecType<float, P>&>(v));
}
GLM_FUNC_QUALIFIER float intBitsToFloat(int const & v)
{
return reinterpret_cast<float&>(const_cast<int&>(v));
}
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_QUALIFIER vecType<float, P> intBitsToFloat(vecType<int, P> const & v)
{
return reinterpret_cast<vecType<float, P>&>(const_cast<vecType<int, P>&>(v));
}
GLM_FUNC_QUALIFIER float uintBitsToFloat(uint const & v)
{
return reinterpret_cast<float&>(const_cast<uint&>(v));
}
template <template <typename, precision> class vecType, precision P>
GLM_FUNC_QUALIFIER vecType<float, P> uintBitsToFloat(vecType<uint, P> const & v)
{
return reinterpret_cast<vecType<float, P>&>(const_cast<vecType<uint, P>&>(v));
}
template <typename genType>
GLM_FUNC_QUALIFIER genType fma(genType const & a, genType const & b, genType const & c)
{
return a * b + c;
}
template <typename genType>
GLM_FUNC_QUALIFIER genType frexp(genType x, int & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'frexp' only accept floating-point inputs");
return std::frexp(x, &exp);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec1<T, P> frexp(tvec1<T, P> const & x, tvec1<int, P> & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'frexp' only accept floating-point inputs");
return tvec1<T, P>(std::frexp(x.x, &exp.x));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec2<T, P> frexp(tvec2<T, P> const & x, tvec2<int, P> & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'frexp' only accept floating-point inputs");
return tvec2<T, P>(
frexp(x.x, exp.x),
frexp(x.y, exp.y));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> frexp(tvec3<T, P> const & x, tvec3<int, P> & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'frexp' only accept floating-point inputs");
return tvec3<T, P>(
frexp(x.x, exp.x),
frexp(x.y, exp.y),
frexp(x.z, exp.z));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> frexp(tvec4<T, P> const & x, tvec4<int, P> & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'frexp' only accept floating-point inputs");
return tvec4<T, P>(
frexp(x.x, exp.x),
frexp(x.y, exp.y),
frexp(x.z, exp.z),
frexp(x.w, exp.w));
}
template <typename genType>
GLM_FUNC_QUALIFIER genType ldexp(genType const & x, int const & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'ldexp' only accept floating-point inputs");
return std::ldexp(x, exp);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec1<T, P> ldexp(tvec1<T, P> const & x, tvec1<int, P> const & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'ldexp' only accept floating-point inputs");
return tvec1<T, P>(
ldexp(x.x, exp.x));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec2<T, P> ldexp(tvec2<T, P> const & x, tvec2<int, P> const & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'ldexp' only accept floating-point inputs");
return tvec2<T, P>(
ldexp(x.x, exp.x),
ldexp(x.y, exp.y));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> ldexp(tvec3<T, P> const & x, tvec3<int, P> const & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'ldexp' only accept floating-point inputs");
return tvec3<T, P>(
ldexp(x.x, exp.x),
ldexp(x.y, exp.y),
ldexp(x.z, exp.z));
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec4<T, P> ldexp(tvec4<T, P> const & x, tvec4<int, P> const & exp)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'ldexp' only accept floating-point inputs");
return tvec4<T, P>(
ldexp(x.x, exp.x),
ldexp(x.y, exp.y),
ldexp(x.z, exp.z),
ldexp(x.w, exp.w));
}
}//namespace glm
#if GLM_ARCH != GLM_ARCH_PURE && GLM_HAS_UNRESTRICTED_UNIONS
# include "func_common_simd.inl"
#endif

View File

@ -0,0 +1,231 @@
/// @ref core
/// @file glm/detail/func_common_simd.inl
#if GLM_ARCH & GLM_ARCH_SSE2_BIT
#include "../simd/common.h"
#include <immintrin.h>
namespace glm{
namespace detail
{
template <precision P>
struct compute_abs_vector<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_abs(v.data);
return result;
}
};
template <precision P>
struct compute_abs_vector<int, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<int, P> call(tvec4<int, P> const & v)
{
tvec4<int, P> result(uninitialize);
result.data = glm_ivec4_abs(v.data);
return result;
}
};
template <precision P>
struct compute_floor<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_floor(v.data);
return result;
}
};
template <precision P>
struct compute_ceil<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_ceil(v.data);
return result;
}
};
template <precision P>
struct compute_fract<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_fract(v.data);
return result;
}
};
template <precision P>
struct compute_round<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_round(v.data);
return result;
}
};
template <precision P>
struct compute_mod<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & x, tvec4<float, P> const & y)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_mod(x.data, y.data);
return result;
}
};
template <precision P>
struct compute_min_vector<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v1, tvec4<float, P> const & v2)
{
tvec4<float, P> result(uninitialize);
result.data = _mm_min_ps(v1.data, v2.data);
return result;
}
};
template <precision P>
struct compute_min_vector<int32, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<int32, P> call(tvec4<int32, P> const & v1, tvec4<int32, P> const & v2)
{
tvec4<int32, P> result(uninitialize);
result.data = _mm_min_epi32(v1.data, v2.data);
return result;
}
};
template <precision P>
struct compute_min_vector<uint32, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<int32, P> call(tvec4<uint32, P> const & v1, tvec4<uint32, P> const & v2)
{
tvec4<uint32, P> result(uninitialize);
result.data = _mm_min_epu32(v1.data, v2.data);
return result;
}
};
template <precision P>
struct compute_max_vector<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v1, tvec4<float, P> const & v2)
{
tvec4<float, P> result(uninitialize);
result.data = _mm_max_ps(v1.data, v2.data);
return result;
}
};
template <precision P>
struct compute_max_vector<int32, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<int32, P> call(tvec4<int32, P> const & v1, tvec4<int32, P> const & v2)
{
tvec4<int32, P> result(uninitialize);
result.data = _mm_max_epi32(v1.data, v2.data);
return result;
}
};
template <precision P>
struct compute_max_vector<uint32, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<uint32, P> call(tvec4<uint32, P> const & v1, tvec4<uint32, P> const & v2)
{
tvec4<uint32, P> result(uninitialize);
result.data = _mm_max_epu32(v1.data, v2.data);
return result;
}
};
template <precision P>
struct compute_clamp_vector<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & x, tvec4<float, P> const & minVal, tvec4<float, P> const & maxVal)
{
tvec4<float, P> result(uninitialize);
result.data = _mm_min_ps(_mm_max_ps(x.data, minVal.data), maxVal.data);
return result;
}
};
template <precision P>
struct compute_clamp_vector<int32, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<int32, P> call(tvec4<int32, P> const & x, tvec4<int32, P> const & minVal, tvec4<int32, P> const & maxVal)
{
tvec4<int32, P> result(uninitialize);
result.data = _mm_min_epi32(_mm_max_epi32(x.data, minVal.data), maxVal.data);
return result;
}
};
template <precision P>
struct compute_clamp_vector<uint32, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<uint32, P> call(tvec4<uint32, P> const & x, tvec4<uint32, P> const & minVal, tvec4<uint32, P> const & maxVal)
{
tvec4<uint32, P> result(uninitialize);
result.data = _mm_min_epu32(_mm_max_epu32(x.data, minVal.data), maxVal.data);
return result;
}
};
template <precision P>
struct compute_mix_vector<float, bool, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & x, tvec4<float, P> const & y, tvec4<bool, P> const & a)
{
__m128i const Load = _mm_set_epi32(-(int)a.w, -(int)a.z, -(int)a.y, -(int)a.x);
__m128 const Mask = _mm_castsi128_ps(Load);
tvec4<float, P> Result(uninitialize);
# if 0 && GLM_ARCH & GLM_ARCH_AVX
Result.data = _mm_blendv_ps(x.data, y.data, Mask);
# else
Result.data = _mm_or_ps(_mm_and_ps(Mask, y.data), _mm_andnot_ps(Mask, x.data));
# endif
return Result;
}
};
/* FIXME
template <precision P>
struct compute_step_vector<float, P, tvec4>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const& edge, tvec4<float, P> const& x)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_step(edge.data, x.data);
return result;
}
};
*/
template <precision P>
struct compute_smoothstep_vector<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const& edge0, tvec4<float, P> const& edge1, tvec4<float, P> const& x)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_smoothstep(edge0.data, edge1.data, x.data);
return result;
}
};
}//namespace detail
}//namespace glm
#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT

View File

@ -0,0 +1,103 @@
/// @ref core
/// @file glm/detail/func_exponential.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
///
/// @defgroup core_func_exponential Exponential functions
/// @ingroup core
///
/// These all operate component-wise. The description is per component.
#pragma once
#include "type_vec1.hpp"
#include "type_vec2.hpp"
#include "type_vec3.hpp"
#include "type_vec4.hpp"
#include <cmath>
namespace glm
{
/// @addtogroup core_func_exponential
/// @{
/// Returns 'base' raised to the power 'exponent'.
///
/// @param base Floating point value. pow function is defined for input values of 'base' defined in the range (inf-, inf+) in the limit of the type precision.
/// @param exponent Floating point value representing the 'exponent'.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/pow.xml">GLSL pow man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> pow(vecType<T, P> const & base, vecType<T, P> const & exponent);
/// Returns the natural exponentiation of x, i.e., e^x.
///
/// @param v exp function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/exp.xml">GLSL exp man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> exp(vecType<T, P> const & v);
/// Returns the natural logarithm of v, i.e.,
/// returns the value y which satisfies the equation x = e^y.
/// Results are undefined if v <= 0.
///
/// @param v log function is defined for input values of v defined in the range (0, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/log.xml">GLSL log man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> log(vecType<T, P> const & v);
/// Returns 2 raised to the v power.
///
/// @param v exp2 function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/exp2.xml">GLSL exp2 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> exp2(vecType<T, P> const & v);
/// Returns the base 2 log of x, i.e., returns the value y,
/// which satisfies the equation x = 2 ^ y.
///
/// @param v log2 function is defined for input values of v defined in the range (0, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/log2.xml">GLSL log2 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> log2(vecType<T, P> const & v);
/// Returns the positive square root of v.
///
/// @param v sqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sqrt.xml">GLSL sqrt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
//template <typename genType>
//GLM_FUNC_DECL genType sqrt(genType const & x);
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> sqrt(vecType<T, P> const & v);
/// Returns the reciprocal of the positive square root of v.
///
/// @param v inversesqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type precision.
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/inversesqrt.xml">GLSL inversesqrt man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.2 Exponential Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> inversesqrt(vecType<T, P> const & v);
/// @}
}//namespace glm
#include "func_exponential.inl"

View File

@ -0,0 +1,146 @@
/// @ref core
/// @file glm/detail/func_exponential.inl
#include "func_vector_relational.hpp"
#include "_vectorize.hpp"
#include <limits>
#include <cmath>
#include <cassert>
namespace glm{
namespace detail
{
# if GLM_HAS_CXX11_STL
using std::log2;
# else
template <typename genType>
genType log2(genType Value)
{
return std::log(Value) * static_cast<genType>(1.4426950408889634073599246810019);
}
# endif
template <typename T, precision P, template <class, precision> class vecType, bool isFloat, bool Aligned>
struct compute_log2
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & vec)
{
return detail::functor1<T, T, P, vecType>::call(log2, vec);
}
};
template <template <class, precision> class vecType, typename T, precision P, bool Aligned>
struct compute_sqrt
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
return detail::functor1<T, T, P, vecType>::call(std::sqrt, x);
}
};
template <template <class, precision> class vecType, typename T, precision P, bool Aligned>
struct compute_inversesqrt
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x)
{
return static_cast<T>(1) / sqrt(x);
}
};
template <template <class, precision> class vecType, bool Aligned>
struct compute_inversesqrt<vecType, float, lowp, Aligned>
{
GLM_FUNC_QUALIFIER static vecType<float, lowp> call(vecType<float, lowp> const & x)
{
vecType<float, lowp> tmp(x);
vecType<float, lowp> xhalf(tmp * 0.5f);
vecType<uint, lowp>* p = reinterpret_cast<vecType<uint, lowp>*>(const_cast<vecType<float, lowp>*>(&x));
vecType<uint, lowp> i = vecType<uint, lowp>(0x5f375a86) - (*p >> vecType<uint, lowp>(1));
vecType<float, lowp>* ptmp = reinterpret_cast<vecType<float, lowp>*>(&i);
tmp = *ptmp;
tmp = tmp * (1.5f - xhalf * tmp * tmp);
return tmp;
}
};
}//namespace detail
// pow
using std::pow;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> pow(vecType<T, P> const & base, vecType<T, P> const & exponent)
{
return detail::functor2<T, P, vecType>::call(pow, base, exponent);
}
// exp
using std::exp;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> exp(vecType<T, P> const & x)
{
return detail::functor1<T, T, P, vecType>::call(exp, x);
}
// log
using std::log;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> log(vecType<T, P> const & x)
{
return detail::functor1<T, T, P, vecType>::call(log, x);
}
//exp2, ln2 = 0.69314718055994530941723212145818f
template <typename genType>
GLM_FUNC_QUALIFIER genType exp2(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'exp2' only accept floating-point inputs");
return std::exp(static_cast<genType>(0.69314718055994530941723212145818) * x);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> exp2(vecType<T, P> const & x)
{
return detail::functor1<T, T, P, vecType>::call(exp2, x);
}
// log2, ln2 = 0.69314718055994530941723212145818f
template <typename genType>
GLM_FUNC_QUALIFIER genType log2(genType x)
{
return log2(tvec1<genType>(x)).x;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> log2(vecType<T, P> const & x)
{
return detail::compute_log2<T, P, vecType, std::numeric_limits<T>::is_iec559, detail::is_aligned<P>::value>::call(x);
}
// sqrt
using std::sqrt;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> sqrt(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'sqrt' only accept floating-point inputs");
return detail::compute_sqrt<vecType, T, P, detail::is_aligned<P>::value>::call(x);
}
// inversesqrt
template <typename genType>
GLM_FUNC_QUALIFIER genType inversesqrt(genType x)
{
return static_cast<genType>(1) / sqrt(x);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> inversesqrt(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'inversesqrt' only accept floating-point inputs");
return detail::compute_inversesqrt<vecType, T, P, detail::is_aligned<P>::value>::call(x);
}
}//namespace glm
#if GLM_ARCH != GLM_ARCH_PURE && GLM_HAS_UNRESTRICTED_UNIONS
# include "func_exponential_simd.inl"
#endif

View File

@ -0,0 +1,35 @@
/// @ref core
/// @file glm/detail/func_exponential_simd.inl
#include "../simd/exponential.h"
#if GLM_ARCH & GLM_ARCH_SSE2_BIT
namespace glm{
namespace detail
{
template <precision P>
struct compute_sqrt<tvec4, float, P, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{
tvec4<float, P> result(uninitialize);
result.data = _mm_sqrt_ps(v.data);
return result;
}
};
template <>
struct compute_sqrt<tvec4, float, aligned_lowp, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, aligned_lowp> call(tvec4<float, aligned_lowp> const & v)
{
tvec4<float, aligned_lowp> result(uninitialize);
result.data = glm_vec4_sqrt_lowp(v.data);
return result;
}
};
}//namespace detail
}//namespace glm
#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT

View File

@ -0,0 +1,113 @@
/// @ref core
/// @file glm/detail/func_geometric.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
///
/// @defgroup core_func_geometric Geometric functions
/// @ingroup core
///
/// These operate on vectors as vectors, not component-wise.
#pragma once
#include "type_vec3.hpp"
namespace glm
{
/// @addtogroup core_func_geometric
/// @{
/// Returns the length of x, i.e., sqrt(x * x).
///
/// @tparam genType Floating-point vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/length.xml">GLSL length man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL T length(
vecType<T, P> const & x);
/// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
///
/// @tparam genType Floating-point vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/distance.xml">GLSL distance man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL T distance(
vecType<T, P> const & p0,
vecType<T, P> const & p1);
/// Returns the dot product of x and y, i.e., result = x * y.
///
/// @tparam genType Floating-point vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/dot.xml">GLSL dot man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL T dot(
vecType<T, P> const & x,
vecType<T, P> const & y);
/// Returns the cross product of x and y.
///
/// @tparam valType Floating-point scalar types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/cross.xml">GLSL cross man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
template <typename T, precision P>
GLM_FUNC_DECL tvec3<T, P> cross(
tvec3<T, P> const & x,
tvec3<T, P> const & y);
/// Returns a vector in the same direction as x but with length of 1.
/// According to issue 10 GLSL 1.10 specification, if length(x) == 0 then result is undefined and generate an error.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/normalize.xml">GLSL normalize man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> normalize(
vecType<T, P> const & x);
/// If dot(Nref, I) < 0.0, return N, otherwise, return -N.
///
/// @tparam genType Floating-point vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/faceforward.xml">GLSL faceforward man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> faceforward(
vecType<T, P> const & N,
vecType<T, P> const & I,
vecType<T, P> const & Nref);
/// For the incident vector I and surface orientation N,
/// returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
///
/// @tparam genType Floating-point vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/reflect.xml">GLSL reflect man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
template <typename genType>
GLM_FUNC_DECL genType reflect(
genType const & I,
genType const & N);
/// For the incident vector I and surface normal N,
/// and the ratio of indices of refraction eta,
/// return the refraction vector.
///
/// @tparam genType Floating-point vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/refract.xml">GLSL refract man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> refract(
vecType<T, P> const & I,
vecType<T, P> const & N,
T eta);
/// @}
}//namespace glm
#include "func_geometric.inl"

View File

@ -0,0 +1,247 @@
/// @ref core
/// @file glm/detail/func_geometric.inl
#include "func_exponential.hpp"
#include "func_common.hpp"
#include "type_vec2.hpp"
#include "type_vec4.hpp"
#include "type_float.hpp"
namespace glm{
namespace detail
{
template <template <typename, precision> class vecType, typename T, precision P, bool Aligned>
struct compute_length
{
GLM_FUNC_QUALIFIER static T call(vecType<T, P> const & v)
{
return sqrt(dot(v, v));
}
};
template <template <typename, precision> class vecType, typename T, precision P, bool Aligned>
struct compute_distance
{
GLM_FUNC_QUALIFIER static T call(vecType<T, P> const & p0, vecType<T, P> const & p1)
{
return length(p1 - p0);
}
};
template <template <class, precision> class vecType, typename T, precision P, bool Aligned>
struct compute_dot{};
template <typename T, precision P, bool Aligned>
struct compute_dot<tvec1, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static T call(tvec1<T, P> const & a, tvec1<T, P> const & b)
{
return a.x * b.x;
}
};
template <typename T, precision P, bool Aligned>
struct compute_dot<tvec2, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static T call(tvec2<T, P> const & x, tvec2<T, P> const & y)
{
tvec2<T, P> tmp(x * y);
return tmp.x + tmp.y;
}
};
template <typename T, precision P, bool Aligned>
struct compute_dot<tvec3, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static T call(tvec3<T, P> const & x, tvec3<T, P> const & y)
{
tvec3<T, P> tmp(x * y);
return tmp.x + tmp.y + tmp.z;
}
};
template <typename T, precision P, bool Aligned>
struct compute_dot<tvec4, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static T call(tvec4<T, P> const & x, tvec4<T, P> const & y)
{
tvec4<T, P> tmp(x * y);
return (tmp.x + tmp.y) + (tmp.z + tmp.w);
}
};
template <typename T, precision P, bool Aligned>
struct compute_cross
{
GLM_FUNC_QUALIFIER static tvec3<T, P> call(tvec3<T, P> const & x, tvec3<T, P> const & y)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'cross' accepts only floating-point inputs");
return tvec3<T, P>(
x.y * y.z - y.y * x.z,
x.z * y.x - y.z * x.x,
x.x * y.y - y.x * x.y);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_normalize
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & v)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'normalize' accepts only floating-point inputs");
return v * inversesqrt(dot(v, v));
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_faceforward
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & N, vecType<T, P> const & I, vecType<T, P> const & Nref)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'normalize' accepts only floating-point inputs");
return dot(Nref, I) < static_cast<T>(0) ? N : -N;
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_reflect
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & I, vecType<T, P> const & N)
{
return I - N * dot(N, I) * static_cast<T>(2);
}
};
template <typename T, precision P, template <typename, precision> class vecType, bool Aligned>
struct compute_refract
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & I, vecType<T, P> const & N, T eta)
{
T const dotValue(dot(N, I));
T const k(static_cast<T>(1) - eta * eta * (static_cast<T>(1) - dotValue * dotValue));
return (eta * I - (eta * dotValue + std::sqrt(k)) * N) * static_cast<T>(k >= static_cast<T>(0));
}
};
}//namespace detail
// length
template <typename genType>
GLM_FUNC_QUALIFIER genType length(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'length' accepts only floating-point inputs");
return abs(x);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER T length(vecType<T, P> const & v)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'length' accepts only floating-point inputs");
return detail::compute_length<vecType, T, P, detail::is_aligned<P>::value>::call(v);
}
// distance
template <typename genType>
GLM_FUNC_QUALIFIER genType distance(genType const & p0, genType const & p1)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'distance' accepts only floating-point inputs");
return length(p1 - p0);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER T distance(vecType<T, P> const & p0, vecType<T, P> const & p1)
{
return detail::compute_distance<vecType, T, P, detail::is_aligned<P>::value>::call(p0, p1);
}
// dot
template <typename T>
GLM_FUNC_QUALIFIER T dot(T x, T y)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'dot' accepts only floating-point inputs");
return x * y;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER T dot(vecType<T, P> const & x, vecType<T, P> const & y)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'dot' accepts only floating-point inputs");
return detail::compute_dot<vecType, T, P, detail::is_aligned<P>::value>::call(x, y);
}
// cross
template <typename T, precision P>
GLM_FUNC_QUALIFIER tvec3<T, P> cross(tvec3<T, P> const & x, tvec3<T, P> const & y)
{
return detail::compute_cross<T, P, detail::is_aligned<P>::value>::call(x, y);
}
// normalize
template <typename genType>
GLM_FUNC_QUALIFIER genType normalize(genType const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'normalize' accepts only floating-point inputs");
return x < genType(0) ? genType(-1) : genType(1);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> normalize(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'normalize' accepts only floating-point inputs");
return detail::compute_normalize<T, P, vecType, detail::is_aligned<P>::value>::call(x);
}
// faceforward
template <typename genType>
GLM_FUNC_QUALIFIER genType faceforward(genType const & N, genType const & I, genType const & Nref)
{
return dot(Nref, I) < static_cast<genType>(0) ? N : -N;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> faceforward(vecType<T, P> const & N, vecType<T, P> const & I, vecType<T, P> const & Nref)
{
return detail::compute_faceforward<T, P, vecType, detail::is_aligned<P>::value>::call(N, I, Nref);
}
// reflect
template <typename genType>
GLM_FUNC_QUALIFIER genType reflect(genType const & I, genType const & N)
{
return I - N * dot(N, I) * genType(2);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> reflect(vecType<T, P> const & I, vecType<T, P> const & N)
{
return detail::compute_reflect<T, P, vecType, detail::is_aligned<P>::value>::call(I, N);
}
// refract
template <typename genType>
GLM_FUNC_QUALIFIER genType refract(genType const & I, genType const & N, genType eta)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'refract' accepts only floating-point inputs");
genType const dotValue(dot(N, I));
genType const k(static_cast<genType>(1) - eta * eta * (static_cast<genType>(1) - dotValue * dotValue));
return (eta * I - (eta * dotValue + sqrt(k)) * N) * static_cast<genType>(k >= static_cast<genType>(0));
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> refract(vecType<T, P> const & I, vecType<T, P> const & N, T eta)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'refract' accepts only floating-point inputs");
return detail::compute_refract<T, P, vecType, detail::is_aligned<P>::value>::call(I, N, eta);
}
}//namespace glm
#if GLM_ARCH != GLM_ARCH_PURE && GLM_HAS_UNRESTRICTED_UNIONS
# include "func_geometric_simd.inl"
#endif

View File

@ -0,0 +1,99 @@
/// @ref core
/// @file glm/detail/func_geometric_simd.inl
#include "../simd/geometric.h"
#if GLM_ARCH & GLM_ARCH_SSE2_BIT
namespace glm{
namespace detail
{
template <precision P>
struct compute_length<tvec4, float, P, true>
{
GLM_FUNC_QUALIFIER static float call(tvec4<float, P> const & v)
{
return _mm_cvtss_f32(glm_vec4_length(v.data));
}
};
template <precision P>
struct compute_distance<tvec4, float, P, true>
{
GLM_FUNC_QUALIFIER static float call(tvec4<float, P> const & p0, tvec4<float, P> const & p1)
{
return _mm_cvtss_f32(glm_vec4_distance(p0.data, p1.data));
}
};
template <precision P>
struct compute_dot<tvec4, float, P, true>
{
GLM_FUNC_QUALIFIER static float call(tvec4<float, P> const& x, tvec4<float, P> const& y)
{
return _mm_cvtss_f32(glm_vec1_dot(x.data, y.data));
}
};
template <precision P>
struct compute_cross<float, P, true>
{
GLM_FUNC_QUALIFIER static tvec3<float, P> call(tvec3<float, P> const & a, tvec3<float, P> const & b)
{
__m128 const set0 = _mm_set_ps(0.0f, a.z, a.y, a.x);
__m128 const set1 = _mm_set_ps(0.0f, b.z, b.y, b.x);
__m128 const xpd0 = glm_vec4_cross(set0, set1);
tvec4<float, P> result(uninitialize);
result.data = xpd0;
return tvec3<float, P>(result);
}
};
template <precision P>
struct compute_normalize<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const & v)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_normalize(v.data);
return result;
}
};
template <precision P>
struct compute_faceforward<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const& N, tvec4<float, P> const& I, tvec4<float, P> const& Nref)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_faceforward(N.data, I.data, Nref.data);
return result;
}
};
template <precision P>
struct compute_reflect<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const& I, tvec4<float, P> const& N)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_reflect(I.data, N.data);
return result;
}
};
template <precision P>
struct compute_refract<float, P, tvec4, true>
{
GLM_FUNC_QUALIFIER static tvec4<float, P> call(tvec4<float, P> const& I, tvec4<float, P> const& N, float eta)
{
tvec4<float, P> result(uninitialize);
result.data = glm_vec4_refract(I.data, N.data, _mm_set1_ps(eta));
return result;
}
};
}//namespace detail
}//namespace glm
#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT

203
dependencies/glm/detail/func_integer.hpp vendored Normal file
View File

@ -0,0 +1,203 @@
/// @ref core
/// @file glm/detail/func_integer.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
///
/// @defgroup core_func_integer Integer functions
/// @ingroup core
///
/// These all operate component-wise. The description is per component.
/// The notation [a, b] means the set of bits from bit-number a through bit-number
/// b, inclusive. The lowest-order bit is bit 0.
#pragma once
#include "setup.hpp"
#include "precision.hpp"
#include "func_common.hpp"
#include "func_vector_relational.hpp"
namespace glm
{
/// @addtogroup core_func_integer
/// @{
/// Adds 32-bit unsigned integer x and y, returning the sum
/// modulo pow(2, 32). The value carry is set to 0 if the sum was
/// less than pow(2, 32), or to 1 otherwise.
///
/// @tparam genUType Unsigned integer scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uaddCarry.xml">GLSL uaddCarry man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<uint, P> uaddCarry(
vecType<uint, P> const & x,
vecType<uint, P> const & y,
vecType<uint, P> & carry);
/// Subtracts the 32-bit unsigned integer y from x, returning
/// the difference if non-negative, or pow(2, 32) plus the difference
/// otherwise. The value borrow is set to 0 if x >= y, or to 1 otherwise.
///
/// @tparam genUType Unsigned integer scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/usubBorrow.xml">GLSL usubBorrow man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<uint, P> usubBorrow(
vecType<uint, P> const & x,
vecType<uint, P> const & y,
vecType<uint, P> & borrow);
/// Multiplies 32-bit integers x and y, producing a 64-bit
/// result. The 32 least-significant bits are returned in lsb.
/// The 32 most-significant bits are returned in msb.
///
/// @tparam genUType Unsigned integer scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/umulExtended.xml">GLSL umulExtended man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL void umulExtended(
vecType<uint, P> const & x,
vecType<uint, P> const & y,
vecType<uint, P> & msb,
vecType<uint, P> & lsb);
/// Multiplies 32-bit integers x and y, producing a 64-bit
/// result. The 32 least-significant bits are returned in lsb.
/// The 32 most-significant bits are returned in msb.
///
/// @tparam genIType Signed integer scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/imulExtended.xml">GLSL imulExtended man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL void imulExtended(
vecType<int, P> const & x,
vecType<int, P> const & y,
vecType<int, P> & msb,
vecType<int, P> & lsb);
/// Extracts bits [offset, offset + bits - 1] from value,
/// returning them in the least significant bits of the result.
/// For unsigned data types, the most significant bits of the
/// result will be set to zero. For signed data types, the
/// most significant bits will be set to the value of bit offset + base - 1.
///
/// If bits is zero, the result will be zero. The result will be
/// undefined if offset or bits is negative, or if the sum of
/// offset and bits is greater than the number of bits used
/// to store the operand.
///
/// @tparam T Signed or unsigned integer scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldExtract.xml">GLSL bitfieldExtract man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> bitfieldExtract(
vecType<T, P> const & Value,
int Offset,
int Bits);
/// Returns the insertion the bits least-significant bits of insert into base.
///
/// The result will have bits [offset, offset + bits - 1] taken
/// from bits [0, bits - 1] of insert, and all other bits taken
/// directly from the corresponding bits of base. If bits is
/// zero, the result will simply be base. The result will be
/// undefined if offset or bits is negative, or if the sum of
/// offset and bits is greater than the number of bits used to
/// store the operand.
///
/// @tparam T Signed or unsigned integer scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldInsert.xml">GLSL bitfieldInsert man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> bitfieldInsert(
vecType<T, P> const & Base,
vecType<T, P> const & Insert,
int Offset,
int Bits);
/// Returns the reversal of the bits of value.
/// The bit numbered n of the result will be taken from bit (bits - 1) - n of value,
/// where bits is the total number of bits used to represent value.
///
/// @tparam T Signed or unsigned integer scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitfieldReverse.xml">GLSL bitfieldReverse man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> bitfieldReverse(vecType<T, P> const & v);
/// Returns the number of bits set to 1 in the binary representation of value.
///
/// @tparam T Signed or unsigned integer scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitCount.xml">GLSL bitCount man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <typename genType>
GLM_FUNC_DECL int bitCount(genType v);
/// Returns the number of bits set to 1 in the binary representation of value.
///
/// @tparam T Signed or unsigned integer scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/bitCount.xml">GLSL bitCount man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<int, P> bitCount(vecType<T, P> const & v);
/// Returns the bit number of the least significant bit set to
/// 1 in the binary representation of value.
/// If value is zero, -1 will be returned.
///
/// @tparam T Signed or unsigned integer scalar types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/findLSB.xml">GLSL findLSB man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <typename genIUType>
GLM_FUNC_DECL int findLSB(genIUType x);
/// Returns the bit number of the least significant bit set to
/// 1 in the binary representation of value.
/// If value is zero, -1 will be returned.
///
/// @tparam T Signed or unsigned integer scalar types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/findLSB.xml">GLSL findLSB man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<int, P> findLSB(vecType<T, P> const & v);
/// Returns the bit number of the most significant bit in the binary representation of value.
/// For positive integers, the result will be the bit number of the most significant bit set to 1.
/// For negative integers, the result will be the bit number of the most significant
/// bit set to 0. For a value of zero or negative one, -1 will be returned.
///
/// @tparam T Signed or unsigned integer scalar types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/findMSB.xml">GLSL findMSB man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <typename genIUType>
GLM_FUNC_DECL int findMSB(genIUType x);
/// Returns the bit number of the most significant bit in the binary representation of value.
/// For positive integers, the result will be the bit number of the most significant bit set to 1.
/// For negative integers, the result will be the bit number of the most significant
/// bit set to 0. For a value of zero or negative one, -1 will be returned.
///
/// @tparam T Signed or unsigned integer scalar types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/findMSB.xml">GLSL findMSB man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.8 Integer Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<int, P> findMSB(vecType<T, P> const & v);
/// @}
}//namespace glm
#include "func_integer.inl"

368
dependencies/glm/detail/func_integer.inl vendored Normal file
View File

@ -0,0 +1,368 @@
/// @ref core
/// @file glm/detail/func_integer.inl
#include "type_vec2.hpp"
#include "type_vec3.hpp"
#include "type_vec4.hpp"
#include "type_int.hpp"
#include "_vectorize.hpp"
#if(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC)
# include <intrin.h>
# pragma intrinsic(_BitScanReverse)
#endif//(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC)
#include <limits>
#if !GLM_HAS_EXTENDED_INTEGER_TYPE
# if GLM_COMPILER & GLM_COMPILER_GCC
# pragma GCC diagnostic ignored "-Wlong-long"
# endif
# if (GLM_COMPILER & GLM_COMPILER_CLANG)
# pragma clang diagnostic ignored "-Wc++11-long-long"
# endif
#endif
namespace glm{
namespace detail
{
template <typename T>
GLM_FUNC_QUALIFIER T mask(T Bits)
{
return Bits >= sizeof(T) * 8 ? ~static_cast<T>(0) : (static_cast<T>(1) << Bits) - static_cast<T>(1);
}
template <typename T, glm::precision P, template <typename, glm::precision> class vecType, bool Aligned, bool EXEC>
struct compute_bitfieldReverseStep
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & v, T, T)
{
return v;
}
};
template <typename T, glm::precision P, template <typename, glm::precision> class vecType, bool Aligned>
struct compute_bitfieldReverseStep<T, P, vecType, Aligned, true>
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & v, T Mask, T Shift)
{
return (v & Mask) << Shift | (v & (~Mask)) >> Shift;
}
};
template <typename T, glm::precision P, template <typename, glm::precision> class vecType, bool Aligned, bool EXEC>
struct compute_bitfieldBitCountStep
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & v, T, T)
{
return v;
}
};
template <typename T, glm::precision P, template <typename, glm::precision> class vecType, bool Aligned>
struct compute_bitfieldBitCountStep<T, P, vecType, Aligned, true>
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & v, T Mask, T Shift)
{
return (v & Mask) + ((v >> Shift) & Mask);
}
};
template <typename genIUType, size_t Bits>
struct compute_findLSB
{
GLM_FUNC_QUALIFIER static int call(genIUType Value)
{
if(Value == 0)
return -1;
return glm::bitCount(~Value & (Value - static_cast<genIUType>(1)));
}
};
# if GLM_HAS_BITSCAN_WINDOWS
template <typename genIUType>
struct compute_findLSB<genIUType, 32>
{
GLM_FUNC_QUALIFIER static int call(genIUType Value)
{
unsigned long Result(0);
unsigned char IsNotNull = _BitScanForward(&Result, *reinterpret_cast<unsigned long*>(&Value));
return IsNotNull ? int(Result) : -1;
}
};
# if !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32))
template <typename genIUType>
struct compute_findLSB<genIUType, 64>
{
GLM_FUNC_QUALIFIER static int call(genIUType Value)
{
unsigned long Result(0);
unsigned char IsNotNull = _BitScanForward64(&Result, *reinterpret_cast<unsigned __int64*>(&Value));
return IsNotNull ? int(Result) : -1;
}
};
# endif
# endif//GLM_HAS_BITSCAN_WINDOWS
template <typename T, glm::precision P, template <class, glm::precision> class vecType, bool EXEC = true>
struct compute_findMSB_step_vec
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x, T Shift)
{
return x | (x >> Shift);
}
};
template <typename T, glm::precision P, template <typename, glm::precision> class vecType>
struct compute_findMSB_step_vec<T, P, vecType, false>
{
GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & x, T)
{
return x;
}
};
template <typename T, glm::precision P, template <typename, glm::precision> class vecType, int>
struct compute_findMSB_vec
{
GLM_FUNC_QUALIFIER static vecType<int, P> call(vecType<T, P> const & vec)
{
vecType<T, P> x(vec);
x = compute_findMSB_step_vec<T, P, vecType, sizeof(T) * 8 >= 8>::call(x, static_cast<T>( 1));
x = compute_findMSB_step_vec<T, P, vecType, sizeof(T) * 8 >= 8>::call(x, static_cast<T>( 2));
x = compute_findMSB_step_vec<T, P, vecType, sizeof(T) * 8 >= 8>::call(x, static_cast<T>( 4));
x = compute_findMSB_step_vec<T, P, vecType, sizeof(T) * 8 >= 16>::call(x, static_cast<T>( 8));
x = compute_findMSB_step_vec<T, P, vecType, sizeof(T) * 8 >= 32>::call(x, static_cast<T>(16));
x = compute_findMSB_step_vec<T, P, vecType, sizeof(T) * 8 >= 64>::call(x, static_cast<T>(32));
return vecType<int, P>(sizeof(T) * 8 - 1) - glm::bitCount(~x);
}
};
# if GLM_HAS_BITSCAN_WINDOWS
template <typename genIUType>
GLM_FUNC_QUALIFIER int compute_findMSB_32(genIUType Value)
{
unsigned long Result(0);
unsigned char IsNotNull = _BitScanReverse(&Result, *reinterpret_cast<unsigned long*>(&Value));
return IsNotNull ? int(Result) : -1;
}
template <typename T, glm::precision P, template<typename, glm::precision> class vecType>
struct compute_findMSB_vec<T, P, vecType, 32>
{
GLM_FUNC_QUALIFIER static vecType<int, P> call(vecType<T, P> const & x)
{
return detail::functor1<int, T, P, vecType>::call(compute_findMSB_32, x);
}
};
# if !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32))
template <typename genIUType>
GLM_FUNC_QUALIFIER int compute_findMSB_64(genIUType Value)
{
unsigned long Result(0);
unsigned char IsNotNull = _BitScanReverse64(&Result, *reinterpret_cast<unsigned __int64*>(&Value));
return IsNotNull ? int(Result) : -1;
}
template <typename T, glm::precision P, template <class, glm::precision> class vecType>
struct compute_findMSB_vec<T, P, vecType, 64>
{
GLM_FUNC_QUALIFIER static vecType<int, P> call(vecType<T, P> const & x)
{
return detail::functor1<int, T, P, vecType>::call(compute_findMSB_64, x);
}
};
# endif
# endif//GLM_HAS_BITSCAN_WINDOWS
}//namespace detail
// uaddCarry
GLM_FUNC_QUALIFIER uint uaddCarry(uint const & x, uint const & y, uint & Carry)
{
uint64 const Value64(static_cast<uint64>(x) + static_cast<uint64>(y));
uint64 const Max32((static_cast<uint64>(1) << static_cast<uint64>(32)) - static_cast<uint64>(1));
Carry = Value64 > Max32 ? 1u : 0u;
return static_cast<uint32>(Value64 % (Max32 + static_cast<uint64>(1)));
}
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<uint, P> uaddCarry(vecType<uint, P> const & x, vecType<uint, P> const & y, vecType<uint, P> & Carry)
{
vecType<uint64, P> Value64(vecType<uint64, P>(x) + vecType<uint64, P>(y));
vecType<uint64, P> Max32((static_cast<uint64>(1) << static_cast<uint64>(32)) - static_cast<uint64>(1));
Carry = mix(vecType<uint32, P>(0), vecType<uint32, P>(1), greaterThan(Value64, Max32));
return vecType<uint32,P>(Value64 % (Max32 + static_cast<uint64>(1)));
}
// usubBorrow
GLM_FUNC_QUALIFIER uint usubBorrow(uint const & x, uint const & y, uint & Borrow)
{
GLM_STATIC_ASSERT(sizeof(uint) == sizeof(uint32), "uint and uint32 size mismatch");
Borrow = x >= y ? static_cast<uint32>(0) : static_cast<uint32>(1);
if(y >= x)
return y - x;
else
return static_cast<uint32>((static_cast<int64>(1) << static_cast<int64>(32)) + (static_cast<int64>(y) - static_cast<int64>(x)));
}
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<uint, P> usubBorrow(vecType<uint, P> const & x, vecType<uint, P> const & y, vecType<uint, P> & Borrow)
{
Borrow = mix(vecType<uint, P>(1), vecType<uint, P>(0), greaterThanEqual(x, y));
vecType<uint, P> const YgeX(y - x);
vecType<uint, P> const XgeY(vecType<uint32, P>((static_cast<int64>(1) << static_cast<int64>(32)) + (vecType<int64, P>(y) - vecType<int64, P>(x))));
return mix(XgeY, YgeX, greaterThanEqual(y, x));
}
// umulExtended
GLM_FUNC_QUALIFIER void umulExtended(uint const & x, uint const & y, uint & msb, uint & lsb)
{
GLM_STATIC_ASSERT(sizeof(uint) == sizeof(uint32), "uint and uint32 size mismatch");
uint64 Value64 = static_cast<uint64>(x) * static_cast<uint64>(y);
msb = static_cast<uint>(Value64 >> static_cast<uint64>(32));
lsb = static_cast<uint>(Value64);
}
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER void umulExtended(vecType<uint, P> const & x, vecType<uint, P> const & y, vecType<uint, P> & msb, vecType<uint, P> & lsb)
{
GLM_STATIC_ASSERT(sizeof(uint) == sizeof(uint32), "uint and uint32 size mismatch");
vecType<uint64, P> Value64(vecType<uint64, P>(x) * vecType<uint64, P>(y));
msb = vecType<uint32, P>(Value64 >> static_cast<uint64>(32));
lsb = vecType<uint32, P>(Value64);
}
// imulExtended
GLM_FUNC_QUALIFIER void imulExtended(int x, int y, int & msb, int & lsb)
{
GLM_STATIC_ASSERT(sizeof(int) == sizeof(int32), "int and int32 size mismatch");
int64 Value64 = static_cast<int64>(x) * static_cast<int64>(y);
msb = static_cast<int>(Value64 >> static_cast<int64>(32));
lsb = static_cast<int>(Value64);
}
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER void imulExtended(vecType<int, P> const & x, vecType<int, P> const & y, vecType<int, P> & msb, vecType<int, P> & lsb)
{
GLM_STATIC_ASSERT(sizeof(int) == sizeof(int32), "int and int32 size mismatch");
vecType<int64, P> Value64(vecType<int64, P>(x) * vecType<int64, P>(y));
lsb = vecType<int32, P>(Value64 & static_cast<int64>(0xFFFFFFFF));
msb = vecType<int32, P>((Value64 >> static_cast<int64>(32)) & static_cast<int64>(0xFFFFFFFF));
}
// bitfieldExtract
template <typename genIUType>
GLM_FUNC_QUALIFIER genIUType bitfieldExtract(genIUType Value, int Offset, int Bits)
{
return bitfieldExtract(tvec1<genIUType>(Value), Offset, Bits).x;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> bitfieldExtract(vecType<T, P> const & Value, int Offset, int Bits)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'bitfieldExtract' only accept integer inputs");
return (Value >> static_cast<T>(Offset)) & static_cast<T>(detail::mask(Bits));
}
// bitfieldInsert
template <typename genIUType>
GLM_FUNC_QUALIFIER genIUType bitfieldInsert(genIUType const & Base, genIUType const & Insert, int Offset, int Bits)
{
return bitfieldInsert(tvec1<genIUType>(Base), tvec1<genIUType>(Insert), Offset, Bits).x;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> bitfieldInsert(vecType<T, P> const & Base, vecType<T, P> const & Insert, int Offset, int Bits)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'bitfieldInsert' only accept integer values");
T const Mask = static_cast<T>(detail::mask(Bits) << Offset);
return (Base & ~Mask) | (Insert & Mask);
}
// bitfieldReverse
template <typename genType>
GLM_FUNC_QUALIFIER genType bitfieldReverse(genType x)
{
return bitfieldReverse(glm::tvec1<genType, glm::defaultp>(x)).x;
}
template <typename T, glm::precision P, template <typename, glm::precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> bitfieldReverse(vecType<T, P> const & v)
{
vecType<T, P> x(v);
x = detail::compute_bitfieldReverseStep<T, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 2>::call(x, T(0x5555555555555555ull), static_cast<T>( 1));
x = detail::compute_bitfieldReverseStep<T, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 4>::call(x, T(0x3333333333333333ull), static_cast<T>( 2));
x = detail::compute_bitfieldReverseStep<T, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 8>::call(x, T(0x0F0F0F0F0F0F0F0Full), static_cast<T>( 4));
x = detail::compute_bitfieldReverseStep<T, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 16>::call(x, T(0x00FF00FF00FF00FFull), static_cast<T>( 8));
x = detail::compute_bitfieldReverseStep<T, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 32>::call(x, T(0x0000FFFF0000FFFFull), static_cast<T>(16));
x = detail::compute_bitfieldReverseStep<T, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 64>::call(x, T(0x00000000FFFFFFFFull), static_cast<T>(32));
return x;
}
// bitCount
template <typename genType>
GLM_FUNC_QUALIFIER int bitCount(genType x)
{
return bitCount(glm::tvec1<genType, glm::defaultp>(x)).x;
}
template <typename T, glm::precision P, template <typename, glm::precision> class vecType>
GLM_FUNC_QUALIFIER vecType<int, P> bitCount(vecType<T, P> const & v)
{
vecType<typename detail::make_unsigned<T>::type, P> x(*reinterpret_cast<vecType<typename detail::make_unsigned<T>::type, P> const *>(&v));
x = detail::compute_bitfieldBitCountStep<typename detail::make_unsigned<T>::type, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 2>::call(x, typename detail::make_unsigned<T>::type(0x5555555555555555ull), typename detail::make_unsigned<T>::type( 1));
x = detail::compute_bitfieldBitCountStep<typename detail::make_unsigned<T>::type, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 4>::call(x, typename detail::make_unsigned<T>::type(0x3333333333333333ull), typename detail::make_unsigned<T>::type( 2));
x = detail::compute_bitfieldBitCountStep<typename detail::make_unsigned<T>::type, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 8>::call(x, typename detail::make_unsigned<T>::type(0x0F0F0F0F0F0F0F0Full), typename detail::make_unsigned<T>::type( 4));
x = detail::compute_bitfieldBitCountStep<typename detail::make_unsigned<T>::type, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 16>::call(x, typename detail::make_unsigned<T>::type(0x00FF00FF00FF00FFull), typename detail::make_unsigned<T>::type( 8));
x = detail::compute_bitfieldBitCountStep<typename detail::make_unsigned<T>::type, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 32>::call(x, typename detail::make_unsigned<T>::type(0x0000FFFF0000FFFFull), typename detail::make_unsigned<T>::type(16));
x = detail::compute_bitfieldBitCountStep<typename detail::make_unsigned<T>::type, P, vecType, detail::is_aligned<P>::value, sizeof(T) * 8>= 64>::call(x, typename detail::make_unsigned<T>::type(0x00000000FFFFFFFFull), typename detail::make_unsigned<T>::type(32));
return vecType<int, P>(x);
}
// findLSB
template <typename genIUType>
GLM_FUNC_QUALIFIER int findLSB(genIUType Value)
{
GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'findLSB' only accept integer values");
return detail::compute_findLSB<genIUType, sizeof(genIUType) * 8>::call(Value);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<int, P> findLSB(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'findLSB' only accept integer values");
return detail::functor1<int, T, P, vecType>::call(findLSB, x);
}
// findMSB
template <typename genIUType>
GLM_FUNC_QUALIFIER int findMSB(genIUType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genIUType>::is_integer, "'findMSB' only accept integer values");
return findMSB(tvec1<genIUType>(x)).x;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<int, P> findMSB(vecType<T, P> const & x)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_integer, "'findMSB' only accept integer values");
return detail::compute_findMSB_vec<T, P, vecType, sizeof(T) * 8>::call(x);
}
}//namespace glm
#if GLM_ARCH != GLM_ARCH_PURE && GLM_HAS_UNRESTRICTED_UNIONS
# include "func_integer_simd.inl"
#endif

View File

@ -0,0 +1,68 @@
/// @ref core
/// @file glm/detail/func_integer_simd.inl
#include "../simd/integer.h"
#if GLM_ARCH & GLM_ARCH_SSE2_BIT
namespace glm{
namespace detail
{
template <glm::precision P>
struct compute_bitfieldReverseStep<uint32, P, tvec4, true, true>
{
GLM_FUNC_QUALIFIER static tvec4<uint32, P> call(tvec4<uint32, P> const & v, uint32 Mask, uint32 Shift)
{
__m128i const set0 = v.data;
__m128i const set1 = _mm_set1_epi32(Mask);
__m128i const and1 = _mm_and_si128(set0, set1);
__m128i const sft1 = _mm_slli_epi32(and1, Shift);
__m128i const set2 = _mm_andnot_si128(set0, _mm_set1_epi32(-1));
__m128i const and2 = _mm_and_si128(set0, set2);
__m128i const sft2 = _mm_srai_epi32(and2, Shift);
__m128i const or0 = _mm_or_si128(sft1, sft2);
return or0;
}
};
template <glm::precision P>
struct compute_bitfieldBitCountStep<uint32, P, tvec4, true, true>
{
GLM_FUNC_QUALIFIER static tvec4<uint32, P> call(tvec4<uint32, P> const & v, uint32 Mask, uint32 Shift)
{
__m128i const set0 = v.data;
__m128i const set1 = _mm_set1_epi32(Mask);
__m128i const and0 = _mm_and_si128(set0, set1);
__m128i const sft0 = _mm_slli_epi32(set0, Shift);
__m128i const and1 = _mm_and_si128(sft0, set1);
__m128i const add0 = _mm_add_epi32(and0, and1);
return add0;
}
};
}//namespace detail
# if GLM_ARCH & GLM_ARCH_AVX_BIT
template <>
GLM_FUNC_QUALIFIER int bitCount(uint32 x)
{
return _mm_popcnt_u32(x);
}
# if(GLM_MODEL == GLM_MODEL_64)
template <>
GLM_FUNC_QUALIFIER int bitCount(uint64 x)
{
return static_cast<int>(_mm_popcnt_u64(x));
}
# endif//GLM_MODEL
# endif//GLM_ARCH
}//namespace glm
#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT

149
dependencies/glm/detail/func_matrix.hpp vendored Normal file
View File

@ -0,0 +1,149 @@
/// @ref core
/// @file glm/detail/func_matrix.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
///
/// @defgroup core_func_matrix Matrix functions
/// @ingroup core
///
/// For each of the following built-in matrix functions, there is both a
/// single-precision floating point version, where all arguments and return values
/// are single precision, and a double-precision floating version, where all
/// arguments and return values are double precision. Only the single-precision
/// floating point version is shown.
#pragma once
// Dependencies
#include "../detail/precision.hpp"
#include "../detail/setup.hpp"
#include "../detail/type_mat.hpp"
#include "../vec2.hpp"
#include "../vec3.hpp"
#include "../vec4.hpp"
#include "../mat2x2.hpp"
#include "../mat2x3.hpp"
#include "../mat2x4.hpp"
#include "../mat3x2.hpp"
#include "../mat3x3.hpp"
#include "../mat3x4.hpp"
#include "../mat4x2.hpp"
#include "../mat4x3.hpp"
#include "../mat4x4.hpp"
namespace glm{
namespace detail
{
template <typename T, precision P>
struct outerProduct_trait<T, P, tvec2, tvec2>
{
typedef tmat2x2<T, P> type;
};
template <typename T, precision P>
struct outerProduct_trait<T, P, tvec2, tvec3>
{
typedef tmat3x2<T, P> type;
};
template <typename T, precision P>
struct outerProduct_trait<T, P, tvec2, tvec4>
{
typedef tmat4x2<T, P> type;
};
template <typename T, precision P>
struct outerProduct_trait<T, P, tvec3, tvec2>
{
typedef tmat2x3<T, P> type;
};
template <typename T, precision P>
struct outerProduct_trait<T, P, tvec3, tvec3>
{
typedef tmat3x3<T, P> type;
};
template <typename T, precision P>
struct outerProduct_trait<T, P, tvec3, tvec4>
{
typedef tmat4x3<T, P> type;
};
template <typename T, precision P>
struct outerProduct_trait<T, P, tvec4, tvec2>
{
typedef tmat2x4<T, P> type;
};
template <typename T, precision P>
struct outerProduct_trait<T, P, tvec4, tvec3>
{
typedef tmat3x4<T, P> type;
};
template <typename T, precision P>
struct outerProduct_trait<T, P, tvec4, tvec4>
{
typedef tmat4x4<T, P> type;
};
}//namespace detail
/// @addtogroup core_func_matrix
/// @{
/// Multiply matrix x by matrix y component-wise, i.e.,
/// result[i][j] is the scalar product of x[i][j] and y[i][j].
///
/// @tparam matType Floating-point matrix types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/matrixCompMult.xml">GLSL matrixCompMult man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
template <typename T, precision P, template <typename, precision> class matType>
GLM_FUNC_DECL matType<T, P> matrixCompMult(matType<T, P> const & x, matType<T, P> const & y);
/// Treats the first parameter c as a column vector
/// and the second parameter r as a row vector
/// and does a linear algebraic matrix multiply c * r.
///
/// @tparam matType Floating-point matrix types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/outerProduct.xml">GLSL outerProduct man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
template <typename T, precision P, template <typename, precision> class vecTypeA, template <typename, precision> class vecTypeB>
GLM_FUNC_DECL typename detail::outerProduct_trait<T, P, vecTypeA, vecTypeB>::type outerProduct(vecTypeA<T, P> const & c, vecTypeB<T, P> const & r);
/// Returns the transposed matrix of x
///
/// @tparam matType Floating-point matrix types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/transpose.xml">GLSL transpose man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
# if((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC11))
template <typename T, precision P, template <typename, precision> class matType>
GLM_FUNC_DECL typename matType<T, P>::transpose_type transpose(matType<T, P> const & x);
# endif
/// Return the determinant of a squared matrix.
///
/// @tparam valType Floating-point scalar types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/determinant.xml">GLSL determinant man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
template <typename T, precision P, template <typename, precision> class matType>
GLM_FUNC_DECL T determinant(matType<T, P> const & m);
/// Return the inverse of a squared matrix.
///
/// @tparam valType Floating-point scalar types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/inverse.xml">GLSL inverse man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.6 Matrix Functions</a>
template <typename T, precision P, template <typename, precision> class matType>
GLM_FUNC_DECL matType<T, P> inverse(matType<T, P> const & m);
/// @}
}//namespace glm
#include "func_matrix.inl"

401
dependencies/glm/detail/func_matrix.inl vendored Normal file
View File

@ -0,0 +1,401 @@
/// @ref core
/// @file glm/detail/func_matrix.inl
#include "../geometric.hpp"
#include <limits>
namespace glm{
namespace detail
{
template <template <typename, precision> class matType, typename T, precision P, bool Aligned>
struct compute_matrixCompMult
{
GLM_FUNC_QUALIFIER static matType<T, P> call(matType<T, P> const& x, matType<T, P> const& y)
{
matType<T, P> result(uninitialize);
for(length_t i = 0; i < result.length(); ++i)
result[i] = x[i] * y[i];
return result;
}
};
template <template <class, precision> class matType, typename T, precision P, bool Aligned>
struct compute_transpose{};
template <typename T, precision P, bool Aligned>
struct compute_transpose<tmat2x2, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat2x2<T, P> call(tmat2x2<T, P> const & m)
{
tmat2x2<T, P> result(uninitialize);
result[0][0] = m[0][0];
result[0][1] = m[1][0];
result[1][0] = m[0][1];
result[1][1] = m[1][1];
return result;
}
};
template <typename T, precision P, bool Aligned>
struct compute_transpose<tmat2x3, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat3x2<T, P> call(tmat2x3<T, P> const & m)
{
tmat3x2<T, P> result(uninitialize);
result[0][0] = m[0][0];
result[0][1] = m[1][0];
result[1][0] = m[0][1];
result[1][1] = m[1][1];
result[2][0] = m[0][2];
result[2][1] = m[1][2];
return result;
}
};
template <typename T, precision P, bool Aligned>
struct compute_transpose<tmat2x4, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat4x2<T, P> call(tmat2x4<T, P> const & m)
{
tmat4x2<T, P> result(uninitialize);
result[0][0] = m[0][0];
result[0][1] = m[1][0];
result[1][0] = m[0][1];
result[1][1] = m[1][1];
result[2][0] = m[0][2];
result[2][1] = m[1][2];
result[3][0] = m[0][3];
result[3][1] = m[1][3];
return result;
}
};
template <typename T, precision P, bool Aligned>
struct compute_transpose<tmat3x2, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat2x3<T, P> call(tmat3x2<T, P> const & m)
{
tmat2x3<T, P> result(uninitialize);
result[0][0] = m[0][0];
result[0][1] = m[1][0];
result[0][2] = m[2][0];
result[1][0] = m[0][1];
result[1][1] = m[1][1];
result[1][2] = m[2][1];
return result;
}
};
template <typename T, precision P, bool Aligned>
struct compute_transpose<tmat3x3, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat3x3<T, P> call(tmat3x3<T, P> const & m)
{
tmat3x3<T, P> result(uninitialize);
result[0][0] = m[0][0];
result[0][1] = m[1][0];
result[0][2] = m[2][0];
result[1][0] = m[0][1];
result[1][1] = m[1][1];
result[1][2] = m[2][1];
result[2][0] = m[0][2];
result[2][1] = m[1][2];
result[2][2] = m[2][2];
return result;
}
};
template <typename T, precision P, bool Aligned>
struct compute_transpose<tmat3x4, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat4x3<T, P> call(tmat3x4<T, P> const & m)
{
tmat4x3<T, P> result(uninitialize);
result[0][0] = m[0][0];
result[0][1] = m[1][0];
result[0][2] = m[2][0];
result[1][0] = m[0][1];
result[1][1] = m[1][1];
result[1][2] = m[2][1];
result[2][0] = m[0][2];
result[2][1] = m[1][2];
result[2][2] = m[2][2];
result[3][0] = m[0][3];
result[3][1] = m[1][3];
result[3][2] = m[2][3];
return result;
}
};
template <typename T, precision P, bool Aligned>
struct compute_transpose<tmat4x2, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat2x4<T, P> call(tmat4x2<T, P> const & m)
{
tmat2x4<T, P> result(uninitialize);
result[0][0] = m[0][0];
result[0][1] = m[1][0];
result[0][2] = m[2][0];
result[0][3] = m[3][0];
result[1][0] = m[0][1];
result[1][1] = m[1][1];
result[1][2] = m[2][1];
result[1][3] = m[3][1];
return result;
}
};
template <typename T, precision P, bool Aligned>
struct compute_transpose<tmat4x3, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat3x4<T, P> call(tmat4x3<T, P> const & m)
{
tmat3x4<T, P> result(uninitialize);
result[0][0] = m[0][0];
result[0][1] = m[1][0];
result[0][2] = m[2][0];
result[0][3] = m[3][0];
result[1][0] = m[0][1];
result[1][1] = m[1][1];
result[1][2] = m[2][1];
result[1][3] = m[3][1];
result[2][0] = m[0][2];
result[2][1] = m[1][2];
result[2][2] = m[2][2];
result[2][3] = m[3][2];
return result;
}
};
template <typename T, precision P, bool Aligned>
struct compute_transpose<tmat4x4, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat4x4<T, P> call(tmat4x4<T, P> const & m)
{
tmat4x4<T, P> result(uninitialize);
result[0][0] = m[0][0];
result[0][1] = m[1][0];
result[0][2] = m[2][0];
result[0][3] = m[3][0];
result[1][0] = m[0][1];
result[1][1] = m[1][1];
result[1][2] = m[2][1];
result[1][3] = m[3][1];
result[2][0] = m[0][2];
result[2][1] = m[1][2];
result[2][2] = m[2][2];
result[2][3] = m[3][2];
result[3][0] = m[0][3];
result[3][1] = m[1][3];
result[3][2] = m[2][3];
result[3][3] = m[3][3];
return result;
}
};
template <template <typename, precision> class matType, typename T, precision P, bool Aligned>
struct compute_determinant{};
template <typename T, precision P, bool Aligned>
struct compute_determinant<tmat2x2, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static T call(tmat2x2<T, P> const & m)
{
return m[0][0] * m[1][1] - m[1][0] * m[0][1];
}
};
template <typename T, precision P, bool Aligned>
struct compute_determinant<tmat3x3, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static T call(tmat3x3<T, P> const & m)
{
return
+ m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])
- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])
+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]);
}
};
template <typename T, precision P, bool Aligned>
struct compute_determinant<tmat4x4, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static T call(tmat4x4<T, P> const & m)
{
T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
tvec4<T, P> DetCof(
+ (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02),
- (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04),
+ (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05),
- (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05));
return
m[0][0] * DetCof[0] + m[0][1] * DetCof[1] +
m[0][2] * DetCof[2] + m[0][3] * DetCof[3];
}
};
template <template <typename, precision> class matType, typename T, precision P, bool Aligned>
struct compute_inverse{};
template <typename T, precision P, bool Aligned>
struct compute_inverse<tmat2x2, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat2x2<T, P> call(tmat2x2<T, P> const& m)
{
T OneOverDeterminant = static_cast<T>(1) / (
+ m[0][0] * m[1][1]
- m[1][0] * m[0][1]);
tmat2x2<T, P> Inverse(
+ m[1][1] * OneOverDeterminant,
- m[0][1] * OneOverDeterminant,
- m[1][0] * OneOverDeterminant,
+ m[0][0] * OneOverDeterminant);
return Inverse;
}
};
template <typename T, precision P, bool Aligned>
struct compute_inverse<tmat3x3, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat3x3<T, P> call(tmat3x3<T, P> const& m)
{
T OneOverDeterminant = static_cast<T>(1) / (
+ m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])
- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])
+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]));
tmat3x3<T, P> Inverse(uninitialize);
Inverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]) * OneOverDeterminant;
Inverse[1][0] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]) * OneOverDeterminant;
Inverse[2][0] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]) * OneOverDeterminant;
Inverse[0][1] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]) * OneOverDeterminant;
Inverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]) * OneOverDeterminant;
Inverse[2][1] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]) * OneOverDeterminant;
Inverse[0][2] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]) * OneOverDeterminant;
Inverse[1][2] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]) * OneOverDeterminant;
Inverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]) * OneOverDeterminant;
return Inverse;
}
};
template <typename T, precision P, bool Aligned>
struct compute_inverse<tmat4x4, T, P, Aligned>
{
GLM_FUNC_QUALIFIER static tmat4x4<T, P> call(tmat4x4<T, P> const& m)
{
T Coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
T Coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
T Coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
T Coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
T Coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
T Coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
T Coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
T Coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
T Coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
T Coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
T Coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
T Coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
T Coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
T Coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
T Coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
T Coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
T Coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
T Coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
tvec4<T, P> Fac0(Coef00, Coef00, Coef02, Coef03);
tvec4<T, P> Fac1(Coef04, Coef04, Coef06, Coef07);
tvec4<T, P> Fac2(Coef08, Coef08, Coef10, Coef11);
tvec4<T, P> Fac3(Coef12, Coef12, Coef14, Coef15);
tvec4<T, P> Fac4(Coef16, Coef16, Coef18, Coef19);
tvec4<T, P> Fac5(Coef20, Coef20, Coef22, Coef23);
tvec4<T, P> Vec0(m[1][0], m[0][0], m[0][0], m[0][0]);
tvec4<T, P> Vec1(m[1][1], m[0][1], m[0][1], m[0][1]);
tvec4<T, P> Vec2(m[1][2], m[0][2], m[0][2], m[0][2]);
tvec4<T, P> Vec3(m[1][3], m[0][3], m[0][3], m[0][3]);
tvec4<T, P> Inv0(Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2);
tvec4<T, P> Inv1(Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4);
tvec4<T, P> Inv2(Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5);
tvec4<T, P> Inv3(Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5);
tvec4<T, P> SignA(+1, -1, +1, -1);
tvec4<T, P> SignB(-1, +1, -1, +1);
tmat4x4<T, P> Inverse(Inv0 * SignA, Inv1 * SignB, Inv2 * SignA, Inv3 * SignB);
tvec4<T, P> Row0(Inverse[0][0], Inverse[1][0], Inverse[2][0], Inverse[3][0]);
tvec4<T, P> Dot0(m[0] * Row0);
T Dot1 = (Dot0.x + Dot0.y) + (Dot0.z + Dot0.w);
T OneOverDeterminant = static_cast<T>(1) / Dot1;
return Inverse * OneOverDeterminant;
}
};
}//namespace detail
template <typename T, precision P, template <typename, precision> class matType>
GLM_FUNC_QUALIFIER matType<T, P> matrixCompMult(matType<T, P> const & x, matType<T, P> const & y)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'matrixCompMult' only accept floating-point inputs");
return detail::compute_matrixCompMult<matType, T, P, detail::is_aligned<P>::value>::call(x, y);
}
template<typename T, precision P, template <typename, precision> class vecTypeA, template <typename, precision> class vecTypeB>
GLM_FUNC_QUALIFIER typename detail::outerProduct_trait<T, P, vecTypeA, vecTypeB>::type outerProduct(vecTypeA<T, P> const & c, vecTypeB<T, P> const & r)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'outerProduct' only accept floating-point inputs");
typename detail::outerProduct_trait<T, P, vecTypeA, vecTypeB>::type m(uninitialize);
for(length_t i = 0; i < m.length(); ++i)
m[i] = c * r[i];
return m;
}
template <typename T, precision P, template <typename, precision> class matType>
GLM_FUNC_QUALIFIER typename matType<T, P>::transpose_type transpose(matType<T, P> const & m)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'transpose' only accept floating-point inputs");
return detail::compute_transpose<matType, T, P, detail::is_aligned<P>::value>::call(m);
}
template <typename T, precision P, template <typename, precision> class matType>
GLM_FUNC_QUALIFIER T determinant(matType<T, P> const & m)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'determinant' only accept floating-point inputs");
return detail::compute_determinant<matType, T, P, detail::is_aligned<P>::value>::call(m);
}
template <typename T, precision P, template <typename, precision> class matType>
GLM_FUNC_QUALIFIER matType<T, P> inverse(matType<T, P> const & m)
{
GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559 || GLM_UNRESTRICTED_GENTYPE, "'inverse' only accept floating-point inputs");
return detail::compute_inverse<matType, T, P, detail::is_aligned<P>::value>::call(m);
}
}//namespace glm
#if GLM_ARCH != GLM_ARCH_PURE && GLM_HAS_UNRESTRICTED_UNIONS
# include "func_matrix_simd.inl"
#endif

View File

@ -0,0 +1,88 @@
/// @ref core
/// @file glm/detail/func_matrix_simd.inl
#if GLM_ARCH & GLM_ARCH_SSE2_BIT
#include "type_mat4x4.hpp"
#include "func_geometric.hpp"
#include "../simd/matrix.h"
namespace glm{
namespace detail
{
template <precision P>
struct compute_matrixCompMult<tmat4x4, float, P, true>
{
GLM_STATIC_ASSERT(detail::is_aligned<P>::value, "Specialization requires aligned");
GLM_FUNC_QUALIFIER static tmat4x4<float, P> call(tmat4x4<float, P> const & x, tmat4x4<float, P> const & y)
{
tmat4x4<float, P> result(uninitialize);
glm_mat4_matrixCompMult(
*(glm_vec4 const (*)[4])&x[0].data,
*(glm_vec4 const (*)[4])&y[0].data,
*(glm_vec4(*)[4])&result[0].data);
return result;
}
};
template <precision P>
struct compute_transpose<tmat4x4, float, P, true>
{
GLM_FUNC_QUALIFIER static tmat4x4<float, P> call(tmat4x4<float, P> const & m)
{
tmat4x4<float, P> result(uninitialize);
glm_mat4_transpose(
*(glm_vec4 const (*)[4])&m[0].data,
*(glm_vec4(*)[4])&result[0].data);
return result;
}
};
template <precision P>
struct compute_determinant<tmat4x4, float, P, true>
{
GLM_FUNC_QUALIFIER static float call(tmat4x4<float, P> const& m)
{
return _mm_cvtss_f32(glm_mat4_determinant(*reinterpret_cast<__m128 const(*)[4]>(&m[0].data)));
}
};
template <precision P>
struct compute_inverse<tmat4x4, float, P, true>
{
GLM_FUNC_QUALIFIER static tmat4x4<float, P> call(tmat4x4<float, P> const& m)
{
tmat4x4<float, P> Result(uninitialize);
glm_mat4_inverse(*reinterpret_cast<__m128 const(*)[4]>(&m[0].data), *reinterpret_cast<__m128(*)[4]>(&Result[0].data));
return Result;
}
};
}//namespace detail
template<>
GLM_FUNC_QUALIFIER tmat4x4<float, aligned_lowp> outerProduct<float, aligned_lowp, tvec4, tvec4>(tvec4<float, aligned_lowp> const & c, tvec4<float, aligned_lowp> const & r)
{
tmat4x4<float, aligned_lowp> m(uninitialize);
glm_mat4_outerProduct(c.data, r.data, *reinterpret_cast<__m128(*)[4]>(&m[0].data));
return m;
}
template<>
GLM_FUNC_QUALIFIER tmat4x4<float, aligned_mediump> outerProduct<float, aligned_mediump, tvec4, tvec4>(tvec4<float, aligned_mediump> const & c, tvec4<float, aligned_mediump> const & r)
{
tmat4x4<float, aligned_mediump> m(uninitialize);
glm_mat4_outerProduct(c.data, r.data, *reinterpret_cast<__m128(*)[4]>(&m[0].data));
return m;
}
template<>
GLM_FUNC_QUALIFIER tmat4x4<float, aligned_highp> outerProduct<float, aligned_highp, tvec4, tvec4>(tvec4<float, aligned_highp> const & c, tvec4<float, aligned_highp> const & r)
{
tmat4x4<float, aligned_highp> m(uninitialize);
glm_mat4_outerProduct(c.data, r.data, *reinterpret_cast<__m128(*)[4]>(&m[0].data));
return m;
}
}//namespace glm
#endif

168
dependencies/glm/detail/func_packing.hpp vendored Normal file
View File

@ -0,0 +1,168 @@
/// @ref core
/// @file glm/detail/func_packing.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
/// @see gtc_packing
///
/// @defgroup core_func_packing Floating-Point Pack and Unpack Functions
/// @ingroup core
///
/// These functions do not operate component-wise, rather as described in each case.
#pragma once
#include "type_vec2.hpp"
#include "type_vec4.hpp"
namespace glm
{
/// @addtogroup core_func_packing
/// @{
/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
/// Then, the results are packed into the returned 32-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)
///
/// The first component of the vector will be written to the least significant bits of the output;
/// the last component will be written to the most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm2x16.xml">GLSL packUnorm2x16 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL uint packUnorm2x16(vec2 const & v);
/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
/// Then, the results are packed into the returned 32-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packSnorm2x16: round(clamp(v, -1, +1) * 32767.0)
///
/// The first component of the vector will be written to the least significant bits of the output;
/// the last component will be written to the most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm2x16.xml">GLSL packSnorm2x16 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL uint packSnorm2x16(vec2 const & v);
/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
/// Then, the results are packed into the returned 32-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packUnorm4x8: round(clamp(c, 0, +1) * 255.0)
///
/// The first component of the vector will be written to the least significant bits of the output;
/// the last component will be written to the most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL uint packUnorm4x8(vec4 const & v);
/// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
/// Then, the results are packed into the returned 32-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packSnorm4x8: round(clamp(c, -1, +1) * 127.0)
///
/// The first component of the vector will be written to the least significant bits of the output;
/// the last component will be written to the most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL uint packSnorm4x8(vec4 const & v);
/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackUnorm2x16: f / 65535.0
///
/// The first component of the returned vector will be extracted from the least significant bits of the input;
/// the last component will be extracted from the most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL vec2 unpackUnorm2x16(uint p);
/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm2x16: clamp(f / 32767.0, -1, +1)
///
/// The first component of the returned vector will be extracted from the least significant bits of the input;
/// the last component will be extracted from the most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.xml">GLSL unpackSnorm2x16 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL vec2 unpackSnorm2x16(uint p);
/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackUnorm4x8: f / 255.0
///
/// The first component of the returned vector will be extracted from the least significant bits of the input;
/// the last component will be extracted from the most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL vec4 unpackUnorm4x8(uint p);
/// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm4x8: clamp(f / 127.0, -1, +1)
///
/// The first component of the returned vector will be extracted from the least significant bits of the input;
/// the last component will be extracted from the most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL vec4 unpackSnorm4x8(uint p);
/// Returns a double-precision value obtained by packing the components of v into a 64-bit value.
/// If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.
/// Otherwise, the bit- level representation of v is preserved.
/// The first vector component specifies the 32 least significant bits;
/// the second component specifies the 32 most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packDouble2x32.xml">GLSL packDouble2x32 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL double packDouble2x32(uvec2 const & v);
/// Returns a two-component unsigned integer vector representation of v.
/// The bit-level representation of v is preserved.
/// The first component of the vector contains the 32 least significant bits of the double;
/// the second component consists the 32 most significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackDouble2x32.xml">GLSL unpackDouble2x32 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL uvec2 unpackDouble2x32(double v);
/// Returns an unsigned integer obtained by converting the components of a two-component floating-point vector
/// to the 16-bit floating-point representation found in the OpenGL Specification,
/// and then packing these two 16- bit integers into a 32-bit unsigned integer.
/// The first vector component specifies the 16 least-significant bits of the result;
/// the second component specifies the 16 most-significant bits.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml">GLSL packHalf2x16 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL uint packHalf2x16(vec2 const & v);
/// Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values,
/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,
/// and converting them to 32-bit floating-point values.
/// The first component of the vector is obtained from the 16 least-significant bits of v;
/// the second component is obtained from the 16 most-significant bits of v.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml">GLSL unpackHalf2x16 man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions</a>
GLM_FUNC_DECL vec2 unpackHalf2x16(uint v);
/// @}
}//namespace glm
#include "func_packing.inl"

190
dependencies/glm/detail/func_packing.inl vendored Normal file
View File

@ -0,0 +1,190 @@
/// @ref core
/// @file glm/detail/func_packing.inl
#include "func_common.hpp"
#include "type_half.hpp"
#include "../fwd.hpp"
namespace glm
{
GLM_FUNC_QUALIFIER uint packUnorm2x16(vec2 const & v)
{
union
{
u16 in[2];
uint out;
} u;
u16vec2 result(round(clamp(v, 0.0f, 1.0f) * 65535.0f));
u.in[0] = result[0];
u.in[1] = result[1];
return u.out;
}
GLM_FUNC_QUALIFIER vec2 unpackUnorm2x16(uint p)
{
union
{
uint in;
u16 out[2];
} u;
u.in = p;
return vec2(u.out[0], u.out[1]) * 1.5259021896696421759365224689097e-5f;
}
GLM_FUNC_QUALIFIER uint packSnorm2x16(vec2 const & v)
{
union
{
i16 in[2];
uint out;
} u;
i16vec2 result(round(clamp(v, -1.0f, 1.0f) * 32767.0f));
u.in[0] = result[0];
u.in[1] = result[1];
return u.out;
}
GLM_FUNC_QUALIFIER vec2 unpackSnorm2x16(uint p)
{
union
{
uint in;
i16 out[2];
} u;
u.in = p;
return clamp(vec2(u.out[0], u.out[1]) * 3.0518509475997192297128208258309e-5f, -1.0f, 1.0f);
}
GLM_FUNC_QUALIFIER uint packUnorm4x8(vec4 const & v)
{
union
{
u8 in[4];
uint out;
} u;
u8vec4 result(round(clamp(v, 0.0f, 1.0f) * 255.0f));
u.in[0] = result[0];
u.in[1] = result[1];
u.in[2] = result[2];
u.in[3] = result[3];
return u.out;
}
GLM_FUNC_QUALIFIER vec4 unpackUnorm4x8(uint p)
{
union
{
uint in;
u8 out[4];
} u;
u.in = p;
return vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0039215686274509803921568627451f;
}
GLM_FUNC_QUALIFIER uint packSnorm4x8(vec4 const & v)
{
union
{
i8 in[4];
uint out;
} u;
i8vec4 result(round(clamp(v, -1.0f, 1.0f) * 127.0f));
u.in[0] = result[0];
u.in[1] = result[1];
u.in[2] = result[2];
u.in[3] = result[3];
return u.out;
}
GLM_FUNC_QUALIFIER glm::vec4 unpackSnorm4x8(uint p)
{
union
{
uint in;
i8 out[4];
} u;
u.in = p;
return clamp(vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0078740157480315f, -1.0f, 1.0f);
}
GLM_FUNC_QUALIFIER double packDouble2x32(uvec2 const & v)
{
union
{
uint in[2];
double out;
} u;
u.in[0] = v[0];
u.in[1] = v[1];
return u.out;
}
GLM_FUNC_QUALIFIER uvec2 unpackDouble2x32(double v)
{
union
{
double in;
uint out[2];
} u;
u.in = v;
return uvec2(u.out[0], u.out[1]);
}
GLM_FUNC_QUALIFIER uint packHalf2x16(vec2 const & v)
{
union
{
i16 in[2];
uint out;
} u;
u.in[0] = detail::toFloat16(v.x);
u.in[1] = detail::toFloat16(v.y);
return u.out;
}
GLM_FUNC_QUALIFIER vec2 unpackHalf2x16(uint v)
{
union
{
uint in;
i16 out[2];
} u;
u.in = v;
return vec2(
detail::toFloat32(u.out[0]),
detail::toFloat32(u.out[1]));
}
}//namespace glm
#if GLM_ARCH != GLM_ARCH_PURE && GLM_HAS_UNRESTRICTED_UNIONS
# include "func_packing_simd.inl"
#endif

View File

@ -0,0 +1,9 @@
/// @ref core
/// @file glm/detail/func_packing_simd.inl
namespace glm{
namespace detail
{
}//namespace detail
}//namespace glm

View File

@ -0,0 +1,176 @@
/// @ref core
/// @file glm/detail/func_trigonometric.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
///
/// @defgroup core_func_trigonometric Angle and Trigonometry Functions
/// @ingroup core
///
/// Function parameters specified as angle are assumed to be in units of radians.
/// In no case will any of these functions result in a divide by zero error. If
/// the divisor of a ratio is 0, then results will be undefined.
///
/// These all operate component-wise. The description is per component.
#pragma once
#include "setup.hpp"
#include "precision.hpp"
namespace glm
{
/// @addtogroup core_func_trigonometric
/// @{
/// Converts degrees to radians and returns the result.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/radians.xml">GLSL radians man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL GLM_CONSTEXPR vecType<T, P> radians(vecType<T, P> const & degrees);
/// Converts radians to degrees and returns the result.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/degrees.xml">GLSL degrees man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL GLM_CONSTEXPR vecType<T, P> degrees(vecType<T, P> const & radians);
/// The standard trigonometric sine function.
/// The values returned by this function will range from [-1, 1].
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sin.xml">GLSL sin man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> sin(vecType<T, P> const & angle);
/// The standard trigonometric cosine function.
/// The values returned by this function will range from [-1, 1].
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/cos.xml">GLSL cos man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> cos(vecType<T, P> const & angle);
/// The standard trigonometric tangent function.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/tan.xml">GLSL tan man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> tan(vecType<T, P> const & angle);
/// Arc sine. Returns an angle whose sine is x.
/// The range of values returned by this function is [-PI/2, PI/2].
/// Results are undefined if |x| > 1.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/asin.xml">GLSL asin man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> asin(vecType<T, P> const & x);
/// Arc cosine. Returns an angle whose sine is x.
/// The range of values returned by this function is [0, PI].
/// Results are undefined if |x| > 1.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/acos.xml">GLSL acos man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> acos(vecType<T, P> const & x);
/// Arc tangent. Returns an angle whose tangent is y/x.
/// The signs of x and y are used to determine what
/// quadrant the angle is in. The range of values returned
/// by this function is [-PI, PI]. Results are undefined
/// if x and y are both 0.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/atan.xml">GLSL atan man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> atan(vecType<T, P> const & y, vecType<T, P> const & x);
/// Arc tangent. Returns an angle whose tangent is y_over_x.
/// The range of values returned by this function is [-PI/2, PI/2].
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/atan.xml">GLSL atan man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> atan(vecType<T, P> const & y_over_x);
/// Returns the hyperbolic sine function, (exp(x) - exp(-x)) / 2
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sinh.xml">GLSL sinh man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> sinh(vecType<T, P> const & angle);
/// Returns the hyperbolic cosine function, (exp(x) + exp(-x)) / 2
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/cosh.xml">GLSL cosh man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> cosh(vecType<T, P> const & angle);
/// Returns the hyperbolic tangent function, sinh(angle) / cosh(angle)
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/tanh.xml">GLSL tanh man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> tanh(vecType<T, P> const & angle);
/// Arc hyperbolic sine; returns the inverse of sinh.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/asinh.xml">GLSL asinh man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> asinh(vecType<T, P> const & x);
/// Arc hyperbolic cosine; returns the non-negative inverse
/// of cosh. Results are undefined if x < 1.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/acosh.xml">GLSL acosh man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> acosh(vecType<T, P> const & x);
/// Arc hyperbolic tangent; returns the inverse of tanh.
/// Results are undefined if abs(x) >= 1.
///
/// @tparam genType Floating-point scalar or vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/atanh.xml">GLSL atanh man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<T, P> atanh(vecType<T, P> const & x);
/// @}
}//namespace glm
#include "func_trigonometric.inl"

View File

@ -0,0 +1,200 @@
/// @ref core
/// @file glm/detail/func_trigonometric.inl
#include "_vectorize.hpp"
#include <cmath>
#include <limits>
namespace glm
{
// radians
template <typename genType>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType radians(genType degrees)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'radians' only accept floating-point input");
return degrees * static_cast<genType>(0.01745329251994329576923690768489);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR vecType<T, P> radians(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(radians, v);
}
// degrees
template <typename genType>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType degrees(genType radians)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'degrees' only accept floating-point input");
return radians * static_cast<genType>(57.295779513082320876798154814105);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR vecType<T, P> degrees(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(degrees, v);
}
// sin
using ::std::sin;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> sin(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(sin, v);
}
// cos
using std::cos;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> cos(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(cos, v);
}
// tan
using std::tan;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> tan(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(tan, v);
}
// asin
using std::asin;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> asin(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(asin, v);
}
// acos
using std::acos;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> acos(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(acos, v);
}
// atan
template <typename genType>
GLM_FUNC_QUALIFIER genType atan(genType y, genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'atan' only accept floating-point input");
return ::std::atan2(y, x);
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> atan(vecType<T, P> const & a, vecType<T, P> const & b)
{
return detail::functor2<T, P, vecType>::call(::std::atan2, a, b);
}
using std::atan;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> atan(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(atan, v);
}
// sinh
using std::sinh;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> sinh(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(sinh, v);
}
// cosh
using std::cosh;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> cosh(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(cosh, v);
}
// tanh
using std::tanh;
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> tanh(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(tanh, v);
}
// asinh
# if GLM_HAS_CXX11_STL
using std::asinh;
# else
template <typename genType>
GLM_FUNC_QUALIFIER genType asinh(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'asinh' only accept floating-point input");
return (x < static_cast<genType>(0) ? static_cast<genType>(-1) : (x > static_cast<genType>(0) ? static_cast<genType>(1) : static_cast<genType>(0))) * log(std::abs(x) + sqrt(static_cast<genType>(1) + x * x));
}
# endif
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> asinh(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(asinh, v);
}
// acosh
# if GLM_HAS_CXX11_STL
using std::acosh;
# else
template <typename genType>
GLM_FUNC_QUALIFIER genType acosh(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'acosh' only accept floating-point input");
if(x < static_cast<genType>(1))
return static_cast<genType>(0);
return log(x + sqrt(x * x - static_cast<genType>(1)));
}
# endif
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> acosh(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(acosh, v);
}
// atanh
# if GLM_HAS_CXX11_STL
using std::atanh;
# else
template <typename genType>
GLM_FUNC_QUALIFIER genType atanh(genType x)
{
GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'atanh' only accept floating-point input");
if(std::abs(x) >= static_cast<genType>(1))
return 0;
return static_cast<genType>(0.5) * log((static_cast<genType>(1) + x) / (static_cast<genType>(1) - x));
}
# endif
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<T, P> atanh(vecType<T, P> const & v)
{
return detail::functor1<T, T, P, vecType>::call(atanh, v);
}
}//namespace glm
#if GLM_ARCH != GLM_ARCH_PURE && GLM_HAS_UNRESTRICTED_UNIONS
# include "func_trigonometric_simd.inl"
#endif

View File

View File

@ -0,0 +1,111 @@
/// @ref core
/// @file glm/detail/func_vector_relational.hpp
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
///
/// @defgroup core_func_vector_relational Vector Relational Functions
/// @ingroup core
///
/// Relational and equality operators (<, <=, >, >=, ==, !=) are defined to
/// operate on scalars and produce scalar Boolean results. For vector results,
/// use the following built-in functions.
///
/// In all cases, the sizes of all the input and return vectors for any particular
/// call must match.
#pragma once
#include "precision.hpp"
#include "setup.hpp"
namespace glm
{
/// @addtogroup core_func_vector_relational
/// @{
/// Returns the component-wise comparison result of x < y.
///
/// @tparam vecType Floating-point or integer vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/lessThan.xml">GLSL lessThan man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> lessThan(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns the component-wise comparison of result x <= y.
///
/// @tparam vecType Floating-point or integer vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/lessThanEqual.xml">GLSL lessThanEqual man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> lessThanEqual(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns the component-wise comparison of result x > y.
///
/// @tparam vecType Floating-point or integer vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/greaterThan.xml">GLSL greaterThan man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> greaterThan(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns the component-wise comparison of result x >= y.
///
/// @tparam vecType Floating-point or integer vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/greaterThanEqual.xml">GLSL greaterThanEqual man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> greaterThanEqual(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns the component-wise comparison of result x == y.
///
/// @tparam vecType Floating-point, integer or boolean vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/equal.xml">GLSL equal man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> equal(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns the component-wise comparison of result x != y.
///
/// @tparam vecType Floating-point, integer or boolean vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/notEqual.xml">GLSL notEqual man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> notEqual(vecType<T, P> const & x, vecType<T, P> const & y);
/// Returns true if any component of x is true.
///
/// @tparam vecType Boolean vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/any.xml">GLSL any man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL bool any(vecType<bool, P> const & v);
/// Returns true if all components of x are true.
///
/// @tparam vecType Boolean vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/all.xml">GLSL all man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL bool all(vecType<bool, P> const & v);
/// Returns the component-wise logical complement of x.
/// /!\ Because of language incompatibilities between C++ and GLSL, GLM defines the function not but not_ instead.
///
/// @tparam vecType Boolean vector types.
///
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/not.xml">GLSL not man page</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.7 Vector Relational Functions</a>
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_DECL vecType<bool, P> not_(vecType<bool, P> const & v);
/// @}
}//namespace glm
#include "func_vector_relational.inl"

View File

@ -0,0 +1,105 @@
/// @ref core
/// @file glm/detail/func_vector_relational.inl
#include <limits>
namespace glm
{
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> lessThan(vecType<T, P> const & x, vecType<T, P> const & y)
{
assert(x.length() == y.length());
vecType<bool, P> Result(uninitialize);
for(length_t i = 0; i < x.length(); ++i)
Result[i] = x[i] < y[i];
return Result;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> lessThanEqual(vecType<T, P> const & x, vecType<T, P> const & y)
{
assert(x.length() == y.length());
vecType<bool, P> Result(uninitialize);
for(length_t i = 0; i < x.length(); ++i)
Result[i] = x[i] <= y[i];
return Result;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> greaterThan(vecType<T, P> const & x, vecType<T, P> const & y)
{
assert(x.length() == y.length());
vecType<bool, P> Result(uninitialize);
for(length_t i = 0; i < x.length(); ++i)
Result[i] = x[i] > y[i];
return Result;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> greaterThanEqual(vecType<T, P> const & x, vecType<T, P> const & y)
{
assert(x.length() == y.length());
vecType<bool, P> Result(uninitialize);
for(length_t i = 0; i < x.length(); ++i)
Result[i] = x[i] >= y[i];
return Result;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> equal(vecType<T, P> const & x, vecType<T, P> const & y)
{
assert(x.length() == y.length());
vecType<bool, P> Result(uninitialize);
for(length_t i = 0; i < x.length(); ++i)
Result[i] = x[i] == y[i];
return Result;
}
template <typename T, precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> notEqual(vecType<T, P> const & x, vecType<T, P> const & y)
{
assert(x.length() == y.length());
vecType<bool, P> Result(uninitialize);
for(length_t i = 0; i < x.length(); ++i)
Result[i] = x[i] != y[i];
return Result;
}
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER bool any(vecType<bool, P> const & v)
{
bool Result = false;
for(length_t i = 0; i < v.length(); ++i)
Result = Result || v[i];
return Result;
}
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER bool all(vecType<bool, P> const & v)
{
bool Result = true;
for(length_t i = 0; i < v.length(); ++i)
Result = Result && v[i];
return Result;
}
template <precision P, template <typename, precision> class vecType>
GLM_FUNC_QUALIFIER vecType<bool, P> not_(vecType<bool, P> const & v)
{
vecType<bool, P> Result(uninitialize);
for(length_t i = 0; i < v.length(); ++i)
Result[i] = !v[i];
return Result;
}
}//namespace glm
#if GLM_ARCH != GLM_ARCH_PURE && GLM_HAS_UNRESTRICTED_UNIONS
# include "func_vector_relational_simd.inl"
#endif

View File

@ -0,0 +1,9 @@
/// @ref core
/// @file glm/detail/func_vector_relational_simd.inl
namespace glm{
namespace detail
{
}//namespace detail
}//namespace glm

257
dependencies/glm/detail/glm.cpp vendored Normal file
View File

@ -0,0 +1,257 @@
/// @ref core
/// @file glm/glm.cpp
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/dual_quaternion.hpp>
namespace glm
{
// tvec1 type explicit instantiation
template struct tvec1<uint8, lowp>;
template struct tvec1<uint16, lowp>;
template struct tvec1<uint32, lowp>;
template struct tvec1<uint64, lowp>;
template struct tvec1<int8, lowp>;
template struct tvec1<int16, lowp>;
template struct tvec1<int32, lowp>;
template struct tvec1<int64, lowp>;
template struct tvec1<float32, lowp>;
template struct tvec1<float64, lowp>;
template struct tvec1<uint8, mediump>;
template struct tvec1<uint16, mediump>;
template struct tvec1<uint32, mediump>;
template struct tvec1<uint64, mediump>;
template struct tvec1<int8, mediump>;
template struct tvec1<int16, mediump>;
template struct tvec1<int32, mediump>;
template struct tvec1<int64, mediump>;
template struct tvec1<float32, mediump>;
template struct tvec1<float64, mediump>;
template struct tvec1<uint8, highp>;
template struct tvec1<uint16, highp>;
template struct tvec1<uint32, highp>;
template struct tvec1<uint64, highp>;
template struct tvec1<int8, highp>;
template struct tvec1<int16, highp>;
template struct tvec1<int32, highp>;
template struct tvec1<int64, highp>;
template struct tvec1<float32, highp>;
template struct tvec1<float64, highp>;
// tvec2 type explicit instantiation
template struct tvec2<uint8, lowp>;
template struct tvec2<uint16, lowp>;
template struct tvec2<uint32, lowp>;
template struct tvec2<uint64, lowp>;
template struct tvec2<int8, lowp>;
template struct tvec2<int16, lowp>;
template struct tvec2<int32, lowp>;
template struct tvec2<int64, lowp>;
template struct tvec2<float32, lowp>;
template struct tvec2<float64, lowp>;
template struct tvec2<uint8, mediump>;
template struct tvec2<uint16, mediump>;
template struct tvec2<uint32, mediump>;
template struct tvec2<uint64, mediump>;
template struct tvec2<int8, mediump>;
template struct tvec2<int16, mediump>;
template struct tvec2<int32, mediump>;
template struct tvec2<int64, mediump>;
template struct tvec2<float32, mediump>;
template struct tvec2<float64, mediump>;
template struct tvec2<uint8, highp>;
template struct tvec2<uint16, highp>;
template struct tvec2<uint32, highp>;
template struct tvec2<uint64, highp>;
template struct tvec2<int8, highp>;
template struct tvec2<int16, highp>;
template struct tvec2<int32, highp>;
template struct tvec2<int64, highp>;
template struct tvec2<float32, highp>;
template struct tvec2<float64, highp>;
// tvec3 type explicit instantiation
template struct tvec3<uint8, lowp>;
template struct tvec3<uint16, lowp>;
template struct tvec3<uint32, lowp>;
template struct tvec3<uint64, lowp>;
template struct tvec3<int8, lowp>;
template struct tvec3<int16, lowp>;
template struct tvec3<int32, lowp>;
template struct tvec3<int64, lowp>;
template struct tvec3<float32, lowp>;
template struct tvec3<float64, lowp>;
template struct tvec3<uint8, mediump>;
template struct tvec3<uint16, mediump>;
template struct tvec3<uint32, mediump>;
template struct tvec3<uint64, mediump>;
template struct tvec3<int8, mediump>;
template struct tvec3<int16, mediump>;
template struct tvec3<int32, mediump>;
template struct tvec3<int64, mediump>;
template struct tvec3<float32, mediump>;
template struct tvec3<float64, mediump>;
template struct tvec3<uint8, highp>;
template struct tvec3<uint16, highp>;
template struct tvec3<uint32, highp>;
template struct tvec3<uint64, highp>;
template struct tvec3<int8, highp>;
template struct tvec3<int16, highp>;
template struct tvec3<int32, highp>;
template struct tvec3<int64, highp>;
template struct tvec3<float32, highp>;
template struct tvec3<float64, highp>;
// tvec4 type explicit instantiation
template struct tvec4<uint8, lowp>;
template struct tvec4<uint16, lowp>;
template struct tvec4<uint32, lowp>;
template struct tvec4<uint64, lowp>;
template struct tvec4<int8, lowp>;
template struct tvec4<int16, lowp>;
template struct tvec4<int32, lowp>;
template struct tvec4<int64, lowp>;
template struct tvec4<float32, lowp>;
template struct tvec4<float64, lowp>;
template struct tvec4<uint8, mediump>;
template struct tvec4<uint16, mediump>;
template struct tvec4<uint32, mediump>;
template struct tvec4<uint64, mediump>;
template struct tvec4<int8, mediump>;
template struct tvec4<int16, mediump>;
template struct tvec4<int32, mediump>;
template struct tvec4<int64, mediump>;
template struct tvec4<float32, mediump>;
template struct tvec4<float64, mediump>;
template struct tvec4<uint8, highp>;
template struct tvec4<uint16, highp>;
template struct tvec4<uint32, highp>;
template struct tvec4<uint64, highp>;
template struct tvec4<int8, highp>;
template struct tvec4<int16, highp>;
template struct tvec4<int32, highp>;
template struct tvec4<int64, highp>;
template struct tvec4<float32, highp>;
template struct tvec4<float64, highp>;
// tmat2x2 type explicit instantiation
template struct tmat2x2<float32, lowp>;
template struct tmat2x2<float64, lowp>;
template struct tmat2x2<float32, mediump>;
template struct tmat2x2<float64, mediump>;
template struct tmat2x2<float32, highp>;
template struct tmat2x2<float64, highp>;
// tmat2x3 type explicit instantiation
template struct tmat2x3<float32, lowp>;
template struct tmat2x3<float64, lowp>;
template struct tmat2x3<float32, mediump>;
template struct tmat2x3<float64, mediump>;
template struct tmat2x3<float32, highp>;
template struct tmat2x3<float64, highp>;
// tmat2x4 type explicit instantiation
template struct tmat2x4<float32, lowp>;
template struct tmat2x4<float64, lowp>;
template struct tmat2x4<float32, mediump>;
template struct tmat2x4<float64, mediump>;
template struct tmat2x4<float32, highp>;
template struct tmat2x4<float64, highp>;
// tmat3x2 type explicit instantiation
template struct tmat3x2<float32, lowp>;
template struct tmat3x2<float64, lowp>;
template struct tmat3x2<float32, mediump>;
template struct tmat3x2<float64, mediump>;
template struct tmat3x2<float32, highp>;
template struct tmat3x2<float64, highp>;
// tmat3x3 type explicit instantiation
template struct tmat3x3<float32, lowp>;
template struct tmat3x3<float64, lowp>;
template struct tmat3x3<float32, mediump>;
template struct tmat3x3<float64, mediump>;
template struct tmat3x3<float32, highp>;
template struct tmat3x3<float64, highp>;
// tmat3x4 type explicit instantiation
template struct tmat3x4<float32, lowp>;
template struct tmat3x4<float64, lowp>;
template struct tmat3x4<float32, mediump>;
template struct tmat3x4<float64, mediump>;
template struct tmat3x4<float32, highp>;
template struct tmat3x4<float64, highp>;
// tmat4x2 type explicit instantiation
template struct tmat4x2<float32, lowp>;
template struct tmat4x2<float64, lowp>;
template struct tmat4x2<float32, mediump>;
template struct tmat4x2<float64, mediump>;
template struct tmat4x2<float32, highp>;
template struct tmat4x2<float64, highp>;
// tmat4x3 type explicit instantiation
template struct tmat4x3<float32, lowp>;
template struct tmat4x3<float64, lowp>;
template struct tmat4x3<float32, mediump>;
template struct tmat4x3<float64, mediump>;
template struct tmat4x3<float32, highp>;
template struct tmat4x3<float64, highp>;
// tmat4x4 type explicit instantiation
template struct tmat4x4<float32, lowp>;
template struct tmat4x4<float64, lowp>;
template struct tmat4x4<float32, mediump>;
template struct tmat4x4<float64, mediump>;
template struct tmat4x4<float32, highp>;
template struct tmat4x4<float64, highp>;
// tquat type explicit instantiation
template struct tquat<float32, lowp>;
template struct tquat<float64, lowp>;
template struct tquat<float32, mediump>;
template struct tquat<float64, mediump>;
template struct tquat<float32, highp>;
template struct tquat<float64, highp>;
//tdualquat type explicit instantiation
template struct tdualquat<float32, lowp>;
template struct tdualquat<float64, lowp>;
template struct tdualquat<float32, mediump>;
template struct tdualquat<float64, mediump>;
template struct tdualquat<float32, highp>;
template struct tdualquat<float64, highp>;
}//namespace glm

63
dependencies/glm/detail/precision.hpp vendored Normal file
View File

@ -0,0 +1,63 @@
/// @ref core
/// @file glm/detail/precision.hpp
#pragma once
#include "setup.hpp"
namespace glm
{
enum precision
{
packed_highp,
packed_mediump,
packed_lowp,
# if GLM_HAS_ALIGNED_TYPE
aligned_highp,
aligned_mediump,
aligned_lowp,
aligned = aligned_highp,
# endif
highp = packed_highp,
mediump = packed_mediump,
lowp = packed_lowp,
packed = packed_highp,
# if GLM_HAS_ALIGNED_TYPE && defined(GLM_FORCE_ALIGNED)
defaultp = aligned_highp
# else
defaultp = highp
# endif
};
namespace detail
{
template <glm::precision P>
struct is_aligned
{
static const bool value = false;
};
# if GLM_HAS_ALIGNED_TYPE
template<>
struct is_aligned<glm::aligned_lowp>
{
static const bool value = true;
};
template<>
struct is_aligned<glm::aligned_mediump>
{
static const bool value = true;
};
template<>
struct is_aligned<glm::aligned_highp>
{
static const bool value = true;
};
# endif
}//namespace detail
}//namespace glm

828
dependencies/glm/detail/setup.hpp vendored Normal file
View File

@ -0,0 +1,828 @@
/// @ref core
/// @file glm/detail/setup.hpp
#pragma once
#if (defined(GLM_FORCE_SWIZZLE) || defined(GLM_SWIZZLE)) && defined(GLM_FORCE_UNRESTRICTED_GENTYPE)
# error "Both GLM_FORCE_SWIZZLE and GLM_FORCE_UNRESTRICTED_GENTYPE can't be defined at the same time"
#endif
///////////////////////////////////////////////////////////////////////////////////
// Messages
#ifdef GLM_MESSAGES
# pragma message("GLM: GLM_MESSAGES is deprecated, use GLM_FORCE_MESSAGES instead")
#endif
#define GLM_MESSAGES_ENABLED 1
#define GLM_MESSAGES_DISABLE 0
#if defined(GLM_FORCE_MESSAGES) || defined(GLM_MESSAGES)
# undef GLM_MESSAGES
# define GLM_MESSAGES GLM_MESSAGES_ENABLED
#else
# undef GLM_MESSAGES
# define GLM_MESSAGES GLM_MESSAGES_DISABLE
#endif
#include <cassert>
#include <cstddef>
#include "../simd/platform.h"
///////////////////////////////////////////////////////////////////////////////////
// Version
#define GLM_VERSION 98
#define GLM_VERSION_MAJOR 0
#define GLM_VERSION_MINOR 9
#define GLM_VERSION_PATCH 8
#define GLM_VERSION_REVISION 4
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_VERSION_DISPLAYED)
# define GLM_MESSAGE_VERSION_DISPLAYED
# pragma message ("GLM: version 0.9.8.4")
#endif//GLM_MESSAGES
// Report compiler detection
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_COMPILER_DISPLAYED)
# define GLM_MESSAGE_COMPILER_DISPLAYED
# if GLM_COMPILER & GLM_COMPILER_CUDA
# pragma message("GLM: CUDA compiler detected")
# elif GLM_COMPILER & GLM_COMPILER_VC
# pragma message("GLM: Visual C++ compiler detected")
# elif GLM_COMPILER & GLM_COMPILER_CLANG
# pragma message("GLM: Clang compiler detected")
# elif GLM_COMPILER & GLM_COMPILER_INTEL
# pragma message("GLM: Intel Compiler detected")
# elif GLM_COMPILER & GLM_COMPILER_GCC
# pragma message("GLM: GCC compiler detected")
# else
# pragma message("GLM: Compiler not detected")
# endif
#endif//GLM_MESSAGES
///////////////////////////////////////////////////////////////////////////////////
// Build model
#if defined(__arch64__) || defined(__LP64__) || defined(_M_X64) || defined(__ppc64__) || defined(__x86_64__)
# define GLM_MODEL GLM_MODEL_64
#elif defined(__i386__) || defined(__ppc__)
# define GLM_MODEL GLM_MODEL_32
#else
# define GLM_MODEL GLM_MODEL_32
#endif//
#if !defined(GLM_MODEL) && GLM_COMPILER != 0
# error "GLM_MODEL undefined, your compiler may not be supported by GLM. Add #define GLM_MODEL 0 to ignore this message."
#endif//GLM_MODEL
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_MODEL_DISPLAYED)
# define GLM_MESSAGE_MODEL_DISPLAYED
# if(GLM_MODEL == GLM_MODEL_64)
# pragma message("GLM: 64 bits model")
# elif(GLM_MODEL == GLM_MODEL_32)
# pragma message("GLM: 32 bits model")
# endif//GLM_MODEL
#endif//GLM_MESSAGES
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_ARCH_DISPLAYED)
# define GLM_MESSAGE_ARCH_DISPLAYED
# if(GLM_ARCH == GLM_ARCH_PURE)
# pragma message("GLM: Platform independent code")
# elif(GLM_ARCH == GLM_ARCH_AVX2)
# pragma message("GLM: AVX2 instruction set")
# elif(GLM_ARCH == GLM_ARCH_AVX)
# pragma message("GLM: AVX instruction set")
# elif(GLM_ARCH == GLM_ARCH_SSE42)
# pragma message("GLM: SSE4.2 instruction set")
# elif(GLM_ARCH == GLM_ARCH_SSE41)
# pragma message("GLM: SSE4.1 instruction set")
# elif(GLM_ARCH == GLM_ARCH_SSSE3)
# pragma message("GLM: SSSE3 instruction set")
# elif(GLM_ARCH == GLM_ARCH_SSE3)
# pragma message("GLM: SSE3 instruction set")
# elif(GLM_ARCH == GLM_ARCH_SSE2)
# pragma message("GLM: SSE2 instruction set")
# elif(GLM_ARCH == GLM_ARCH_X86)
# pragma message("GLM: x86 instruction set")
# elif(GLM_ARCH == GLM_ARCH_NEON)
# pragma message("GLM: NEON instruction set")
# elif(GLM_ARCH == GLM_ARCH_ARM)
# pragma message("GLM: ARM instruction set")
# elif(GLM_ARCH == GLM_ARCH_MIPS)
# pragma message("GLM: MIPS instruction set")
# elif(GLM_ARCH == GLM_ARCH_PPC)
# pragma message("GLM: PowerPC architechture")
# endif//GLM_ARCH
#endif//GLM_MESSAGES
///////////////////////////////////////////////////////////////////////////////////
// C++ Version
// User defines: GLM_FORCE_CXX98, GLM_FORCE_CXX03, GLM_FORCE_CXX11, GLM_FORCE_CXX14
#define GLM_LANG_CXX98_FLAG (1 << 1)
#define GLM_LANG_CXX03_FLAG (1 << 2)
#define GLM_LANG_CXX0X_FLAG (1 << 3)
#define GLM_LANG_CXX11_FLAG (1 << 4)
#define GLM_LANG_CXX1Y_FLAG (1 << 5)
#define GLM_LANG_CXX14_FLAG (1 << 6)
#define GLM_LANG_CXX1Z_FLAG (1 << 7)
#define GLM_LANG_CXXMS_FLAG (1 << 8)
#define GLM_LANG_CXXGNU_FLAG (1 << 9)
#define GLM_LANG_CXX98 GLM_LANG_CXX98_FLAG
#define GLM_LANG_CXX03 (GLM_LANG_CXX98 | GLM_LANG_CXX03_FLAG)
#define GLM_LANG_CXX0X (GLM_LANG_CXX03 | GLM_LANG_CXX0X_FLAG)
#define GLM_LANG_CXX11 (GLM_LANG_CXX0X | GLM_LANG_CXX11_FLAG)
#define GLM_LANG_CXX1Y (GLM_LANG_CXX11 | GLM_LANG_CXX1Y_FLAG)
#define GLM_LANG_CXX14 (GLM_LANG_CXX1Y | GLM_LANG_CXX14_FLAG)
#define GLM_LANG_CXX1Z (GLM_LANG_CXX14 | GLM_LANG_CXX1Z_FLAG)
#define GLM_LANG_CXXMS GLM_LANG_CXXMS_FLAG
#define GLM_LANG_CXXGNU GLM_LANG_CXXGNU_FLAG
#if defined(GLM_FORCE_CXX14)
# if((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER <= GLM_COMPILER_GCC50)) || ((GLM_COMPILER & GLM_COMPILER_CLANG) && (GLM_COMPILER <= GLM_COMPILER_CLANG34))
# pragma message("GLM: Using GLM_FORCE_CXX14 with a compiler that doesn't fully support C++14")
# elif GLM_COMPILER & GLM_COMPILER_VC
# pragma message("GLM: Using GLM_FORCE_CXX14 but there is no known version of Visual C++ compiler that fully supports C++14")
# elif GLM_COMPILER & GLM_COMPILER_INTEL
# pragma message("GLM: Using GLM_FORCE_CXX14 but there is no known version of ICC compiler that fully supports C++14")
# endif
# define GLM_LANG GLM_LANG_CXX14
# define GLM_LANG_STL11_FORCED
#elif defined(GLM_FORCE_CXX11)
# if((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER <= GLM_COMPILER_GCC48)) || ((GLM_COMPILER & GLM_COMPILER_CLANG) && (GLM_COMPILER <= GLM_COMPILER_CLANG33))
# pragma message("GLM: Using GLM_FORCE_CXX11 with a compiler that doesn't fully support C++11")
# elif GLM_COMPILER & GLM_COMPILER_VC
# pragma message("GLM: Using GLM_FORCE_CXX11 but there is no known version of Visual C++ compiler that fully supports C++11")
# elif GLM_COMPILER & GLM_COMPILER_INTEL
# pragma message("GLM: Using GLM_FORCE_CXX11 but there is no known version of ICC compiler that fully supports C++11")
# endif
# define GLM_LANG GLM_LANG_CXX11
# define GLM_LANG_STL11_FORCED
#elif defined(GLM_FORCE_CXX03)
# define GLM_LANG GLM_LANG_CXX03
#elif defined(GLM_FORCE_CXX98)
# define GLM_LANG GLM_LANG_CXX98
#else
# if GLM_COMPILER & GLM_COMPILER_CLANG
# if __cplusplus >= 201402L // GLM_COMPILER_CLANG34 + -std=c++14
# define GLM_LANG GLM_LANG_CXX14
# elif __has_feature(cxx_decltype_auto) && __has_feature(cxx_aggregate_nsdmi) // GLM_COMPILER_CLANG33 + -std=c++1y
# define GLM_LANG GLM_LANG_CXX1Y
# elif __cplusplus >= 201103L // GLM_COMPILER_CLANG33 + -std=c++11
# define GLM_LANG GLM_LANG_CXX11
# elif __has_feature(cxx_static_assert) // GLM_COMPILER_CLANG29 + -std=c++11
# define GLM_LANG GLM_LANG_CXX0X
# elif __cplusplus >= 199711L
# define GLM_LANG GLM_LANG_CXX98
# else
# define GLM_LANG GLM_LANG_CXX
# endif
# elif GLM_COMPILER & GLM_COMPILER_GCC
# if __cplusplus >= 201402L
# define GLM_LANG GLM_LANG_CXX14
# elif __cplusplus >= 201103L
# define GLM_LANG GLM_LANG_CXX11
# elif defined(__GXX_EXPERIMENTAL_CXX0X__)
# define GLM_LANG GLM_LANG_CXX0X
# else
# define GLM_LANG GLM_LANG_CXX98
# endif
# elif GLM_COMPILER & GLM_COMPILER_VC
# ifdef _MSC_EXTENSIONS
# if __cplusplus >= 201402L
# define GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_CXXMS_FLAG)
//# elif GLM_COMPILER >= GLM_COMPILER_VC14
//# define GLM_LANG (GLM_LANG_CXX1Y | GLM_LANG_CXXMS_FLAG)
# elif __cplusplus >= 201103L
# define GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_CXXMS_FLAG)
# elif GLM_COMPILER >= GLM_COMPILER_VC10
# define GLM_LANG (GLM_LANG_CXX0X | GLM_LANG_CXXMS_FLAG)
# elif __cplusplus >= 199711L
# define GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_CXXMS_FLAG)
# else
# define GLM_LANG (GLM_LANG_CXX | GLM_LANG_CXXMS_FLAG)
# endif
# else
# if __cplusplus >= 201402L
# define GLM_LANG GLM_LANG_CXX14
# elif __cplusplus >= 201103L
# define GLM_LANG GLM_LANG_CXX11
# elif GLM_COMPILER >= GLM_COMPILER_VC10
# define GLM_LANG GLM_LANG_CXX0X
# elif __cplusplus >= 199711L
# define GLM_LANG GLM_LANG_CXX98
# else
# define GLM_LANG GLM_LANG_CXX
# endif
# endif
# elif GLM_COMPILER & GLM_COMPILER_INTEL
# ifdef _MSC_EXTENSIONS
# define GLM_MSC_EXT GLM_LANG_CXXMS_FLAG
# else
# define GLM_MSC_EXT 0
# endif
# if __cplusplus >= 201402L
# define GLM_LANG (GLM_LANG_CXX14 | GLM_MSC_EXT)
# elif __cplusplus >= 201103L
# define GLM_LANG (GLM_LANG_CXX11 | GLM_MSC_EXT)
# elif __INTEL_CXX11_MODE__
# define GLM_LANG (GLM_LANG_CXX0X | GLM_MSC_EXT)
# elif __cplusplus >= 199711L
# define GLM_LANG (GLM_LANG_CXX98 | GLM_MSC_EXT)
# else
# define GLM_LANG (GLM_LANG_CXX | GLM_MSC_EXT)
# endif
# elif GLM_COMPILER & GLM_COMPILER_CUDA
# ifdef _MSC_EXTENSIONS
# define GLM_MSC_EXT GLM_LANG_CXXMS_FLAG
# else
# define GLM_MSC_EXT 0
# endif
# if GLM_COMPILER >= GLM_COMPILER_CUDA75
# define GLM_LANG (GLM_LANG_CXX0X | GLM_MSC_EXT)
# else
# define GLM_LANG (GLM_LANG_CXX98 | GLM_MSC_EXT)
# endif
# else // Unknown compiler
# if __cplusplus >= 201402L
# define GLM_LANG GLM_LANG_CXX14
# elif __cplusplus >= 201103L
# define GLM_LANG GLM_LANG_CXX11
# elif __cplusplus >= 199711L
# define GLM_LANG GLM_LANG_CXX98
# else
# define GLM_LANG GLM_LANG_CXX // Good luck with that!
# endif
# ifndef GLM_FORCE_PURE
# define GLM_FORCE_PURE
# endif
# endif
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_LANG_DISPLAYED)
# define GLM_MESSAGE_LANG_DISPLAYED
# if GLM_LANG & GLM_LANG_CXX1Z_FLAG
# pragma message("GLM: C++1z")
# elif GLM_LANG & GLM_LANG_CXX14_FLAG
# pragma message("GLM: C++14")
# elif GLM_LANG & GLM_LANG_CXX1Y_FLAG
# pragma message("GLM: C++1y")
# elif GLM_LANG & GLM_LANG_CXX11_FLAG
# pragma message("GLM: C++11")
# elif GLM_LANG & GLM_LANG_CXX0X_FLAG
# pragma message("GLM: C++0x")
# elif GLM_LANG & GLM_LANG_CXX03_FLAG
# pragma message("GLM: C++03")
# elif GLM_LANG & GLM_LANG_CXX98_FLAG
# pragma message("GLM: C++98")
# else
# pragma message("GLM: C++ language undetected")
# endif//GLM_LANG
# if GLM_LANG & (GLM_LANG_CXXGNU_FLAG | GLM_LANG_CXXMS_FLAG)
# pragma message("GLM: Language extensions enabled")
# endif//GLM_LANG
#endif//GLM_MESSAGES
///////////////////////////////////////////////////////////////////////////////////
// Has of C++ features
// http://clang.llvm.org/cxx_status.html
// http://gcc.gnu.org/projects/cxx0x.html
// http://msdn.microsoft.com/en-us/library/vstudio/hh567368(v=vs.120).aspx
// Android has multiple STLs but C++11 STL detection doesn't always work #284 #564
#if GLM_PLATFORM == GLM_PLATFORM_ANDROID && !defined(GLM_LANG_STL11_FORCED)
# define GLM_HAS_CXX11_STL 0
#elif GLM_COMPILER & GLM_COMPILER_CLANG
# if (defined(_LIBCPP_VERSION) && GLM_LANG & GLM_LANG_CXX11_FLAG) || defined(GLM_LANG_STL11_FORCED)
# define GLM_HAS_CXX11_STL 1
# else
# define GLM_HAS_CXX11_STL 0
# endif
#else
# define GLM_HAS_CXX11_STL ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC48)) || \
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
((GLM_PLATFORM != GLM_PLATFORM_WINDOWS) && (GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15))))
#endif
// N1720
#if GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_STATIC_ASSERT __has_feature(cxx_static_assert)
#elif GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_STATIC_ASSERT 1
#else
# define GLM_HAS_STATIC_ASSERT ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_GCC)) || \
((GLM_COMPILER & GLM_COMPILER_CUDA)) || \
((GLM_COMPILER & GLM_COMPILER_VC))))
#endif
// N1988
#if GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_EXTENDED_INTEGER_TYPE 1
#else
# define GLM_HAS_EXTENDED_INTEGER_TYPE (\
((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC11)) || \
((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CUDA)) || \
((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_GCC)) || \
((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CLANG)))
#endif
// N2235
#if GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_CONSTEXPR __has_feature(cxx_constexpr)
# define GLM_HAS_CONSTEXPR_PARTIAL GLM_HAS_CONSTEXPR
#elif GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_CONSTEXPR 1
# define GLM_HAS_CONSTEXPR_PARTIAL GLM_HAS_CONSTEXPR
#else
# define GLM_HAS_CONSTEXPR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \
((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC48)))) // GCC 4.6 support constexpr but there is a compiler bug causing a crash
# define GLM_HAS_CONSTEXPR_PARTIAL (GLM_HAS_CONSTEXPR || ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14)))
#endif
// N2672
#if GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_INITIALIZER_LISTS __has_feature(cxx_generalized_initializers)
#elif GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_INITIALIZER_LISTS 1
#else
# define GLM_HAS_INITIALIZER_LISTS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_GCC)) || \
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
((GLM_COMPILER & GLM_COMPILER_CUDA) && (GLM_COMPILER >= GLM_COMPILER_CUDA75))))
#endif
// N2544 Unrestricted unions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf
#if GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_UNRESTRICTED_UNIONS __has_feature(cxx_unrestricted_unions)
#elif GLM_LANG & (GLM_LANG_CXX11_FLAG | GLM_LANG_CXXMS_FLAG)
# define GLM_HAS_UNRESTRICTED_UNIONS 1
#else
# define GLM_HAS_UNRESTRICTED_UNIONS (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_LANG & GLM_LANG_CXXMS_FLAG)) || \
((GLM_COMPILER & GLM_COMPILER_CUDA) && (GLM_COMPILER >= GLM_COMPILER_CUDA75)) || \
((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC46)))
#endif
// N2346
#if defined(GLM_FORCE_UNRESTRICTED_GENTYPE)
# define GLM_HAS_DEFAULTED_FUNCTIONS 0
#elif GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_DEFAULTED_FUNCTIONS __has_feature(cxx_defaulted_functions)
#elif GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_DEFAULTED_FUNCTIONS 1
#else
# define GLM_HAS_DEFAULTED_FUNCTIONS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_GCC)) || \
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL12)) || \
(GLM_COMPILER & GLM_COMPILER_CUDA)))
#endif
// N2118
#if GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_RVALUE_REFERENCES __has_feature(cxx_rvalue_references)
#elif GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_RVALUE_REFERENCES 1
#else
# define GLM_HAS_RVALUE_REFERENCES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_GCC)) || \
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC11)) || \
((GLM_COMPILER & GLM_COMPILER_CUDA) && (GLM_COMPILER >= GLM_COMPILER_CUDA50))))
#endif
// N2437 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf
#if GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS __has_feature(cxx_explicit_conversions)
#elif GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS 1
#else
# define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC45)) || \
((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
((GLM_COMPILER & GLM_COMPILER_CUDA) && (GLM_COMPILER >= GLM_COMPILER_CUDA50))))
#endif
// N2258 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf
#if GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_TEMPLATE_ALIASES __has_feature(cxx_alias_templates)
#elif GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_TEMPLATE_ALIASES 1
#else
# define GLM_HAS_TEMPLATE_ALIASES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL12_1)) || \
((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC47)) || \
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
((GLM_COMPILER & GLM_COMPILER_CUDA) && (GLM_COMPILER >= GLM_COMPILER_CUDA50))))
#endif
// N2930 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2009/n2930.html
#if GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_RANGE_FOR __has_feature(cxx_range_for)
#elif GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_RANGE_FOR 1
#else
# define GLM_HAS_RANGE_FOR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC46)) || \
((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL13)) || \
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC11)) || \
((GLM_COMPILER & GLM_COMPILER_CUDA) && (GLM_COMPILER >= GLM_COMPILER_CUDA50))))
#endif
// N2341 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf
#if GLM_COMPILER & GLM_COMPILER_CLANG
# define GLM_HAS_ALIGNOF __has_feature(c_alignof)
#elif GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_ALIGNOF 1
#else
# define GLM_HAS_ALIGNOF ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC48)) || \
((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15)) || \
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14)) || \
((GLM_COMPILER & GLM_COMPILER_CUDA) && (GLM_COMPILER >= GLM_COMPILER_CUDA70))))
#endif
#define GLM_HAS_ONLY_XYZW ((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER < GLM_COMPILER_GCC46))
#if GLM_HAS_ONLY_XYZW
# pragma message("GLM: GCC older than 4.6 has a bug presenting the use of rgba and stpq components")
#endif
//
#if GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_ASSIGNABLE 1
#else
# define GLM_HAS_ASSIGNABLE ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \
((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC49))))
#endif
//
#define GLM_HAS_TRIVIAL_QUERIES 0
//
#if GLM_LANG & GLM_LANG_CXX11_FLAG
# define GLM_HAS_MAKE_SIGNED 1
#else
# define GLM_HAS_MAKE_SIGNED ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \
((GLM_COMPILER & GLM_COMPILER_CUDA) && (GLM_COMPILER >= GLM_COMPILER_CUDA50))))
#endif
#if GLM_ARCH == GLM_ARCH_PURE
# define GLM_HAS_BITSCAN_WINDOWS 0
#else
# define GLM_HAS_BITSCAN_WINDOWS ((GLM_PLATFORM & GLM_PLATFORM_WINDOWS) && (\
((GLM_COMPILER & GLM_COMPILER_INTEL)) || \
((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14) && (GLM_ARCH & GLM_ARCH_X86_BIT))))
#endif
// OpenMP
#ifdef _OPENMP
# if GLM_COMPILER & GLM_COMPILER_GCC
# if GLM_COMPILER >= GLM_COMPILER_GCC61
# define GLM_HAS_OPENMP 45
# elif GLM_COMPILER >= GLM_COMPILER_GCC49
# define GLM_HAS_OPENMP 40
# elif GLM_COMPILER >= GLM_COMPILER_GCC47
# define GLM_HAS_OPENMP 31
# elif GLM_COMPILER >= GLM_COMPILER_GCC44
# define GLM_HAS_OPENMP 30
# elif GLM_COMPILER >= GLM_COMPILER_GCC42
# define GLM_HAS_OPENMP 25
# else
# define GLM_HAS_OPENMP 0
# endif
# elif GLM_COMPILER & GLM_COMPILER_CLANG
# if GLM_COMPILER >= GLM_COMPILER_CLANG38
# define GLM_HAS_OPENMP 31
# else
# define GLM_HAS_OPENMP 0
# endif
# elif GLM_COMPILER & GLM_COMPILER_VC
# if GLM_COMPILER >= GLM_COMPILER_VC10
# define GLM_HAS_OPENMP 20
# else
# define GLM_HAS_OPENMP 0
# endif
# elif GLM_COMPILER & GLM_COMPILER_INTEL
# if GLM_COMPILER >= GLM_COMPILER_INTEL16
# define GLM_HAS_OPENMP 40
# elif GLM_COMPILER >= GLM_COMPILER_INTEL12
# define GLM_HAS_OPENMP 31
# else
# define GLM_HAS_OPENMP 0
# endif
# else
# define GLM_HAS_OPENMP 0
# endif// GLM_COMPILER & GLM_COMPILER_VC
#endif
///////////////////////////////////////////////////////////////////////////////////
// Static assert
#if GLM_HAS_STATIC_ASSERT
# define GLM_STATIC_ASSERT(x, message) static_assert(x, message)
#elif defined(BOOST_STATIC_ASSERT)
# define GLM_STATIC_ASSERT(x, message) BOOST_STATIC_ASSERT(x)
#elif GLM_COMPILER & GLM_COMPILER_VC
# define GLM_STATIC_ASSERT(x, message) typedef char __CASSERT__##__LINE__[(x) ? 1 : -1]
#else
# define GLM_STATIC_ASSERT(x, message)
# define GLM_STATIC_ASSERT_NULL
#endif//GLM_LANG
///////////////////////////////////////////////////////////////////////////////////
// Qualifiers
#if GLM_COMPILER & GLM_COMPILER_CUDA
# define GLM_CUDA_FUNC_DEF __device__ __host__
# define GLM_CUDA_FUNC_DECL __device__ __host__
#else
# define GLM_CUDA_FUNC_DEF
# define GLM_CUDA_FUNC_DECL
#endif
#if GLM_COMPILER & GLM_COMPILER_GCC
# define GLM_VAR_USED __attribute__ ((unused))
#else
# define GLM_VAR_USED
#endif
#if defined(GLM_FORCE_INLINE)
# if GLM_COMPILER & GLM_COMPILER_VC
# define GLM_INLINE __forceinline
# define GLM_NEVER_INLINE __declspec((noinline))
# elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)
# define GLM_INLINE inline __attribute__((__always_inline__))
# define GLM_NEVER_INLINE __attribute__((__noinline__))
# elif GLM_COMPILER & GLM_COMPILER_CUDA
# define GLM_INLINE __forceinline__
# define GLM_NEVER_INLINE __noinline__
# else
# define GLM_INLINE inline
# define GLM_NEVER_INLINE
# endif//GLM_COMPILER
#else
# define GLM_INLINE inline
# define GLM_NEVER_INLINE
#endif//defined(GLM_FORCE_INLINE)
#define GLM_FUNC_DECL GLM_CUDA_FUNC_DECL
#define GLM_FUNC_QUALIFIER GLM_CUDA_FUNC_DEF GLM_INLINE
///////////////////////////////////////////////////////////////////////////////////
// Swizzle operators
// User defines: GLM_FORCE_SWIZZLE
#ifdef GLM_SWIZZLE
# pragma message("GLM: GLM_SWIZZLE is deprecated, use GLM_FORCE_SWIZZLE instead")
#endif
#define GLM_SWIZZLE_ENABLED 1
#define GLM_SWIZZLE_DISABLE 0
#if defined(GLM_FORCE_SWIZZLE) || defined(GLM_SWIZZLE)
# undef GLM_SWIZZLE
# define GLM_SWIZZLE GLM_SWIZZLE_ENABLED
#else
# undef GLM_SWIZZLE
# define GLM_SWIZZLE GLM_SWIZZLE_DISABLE
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_SWIZZLE_DISPLAYED)
# define GLM_MESSAGE_SWIZZLE_DISPLAYED
# if GLM_SWIZZLE == GLM_SWIZZLE_ENABLED
# pragma message("GLM: Swizzling operators enabled")
# else
# pragma message("GLM: Swizzling operators disabled, #define GLM_SWIZZLE to enable swizzle operators")
# endif
#endif//GLM_MESSAGES
///////////////////////////////////////////////////////////////////////////////////
// Allows using not basic types as genType
// #define GLM_FORCE_UNRESTRICTED_GENTYPE
#ifdef GLM_FORCE_UNRESTRICTED_GENTYPE
# define GLM_UNRESTRICTED_GENTYPE 1
#else
# define GLM_UNRESTRICTED_GENTYPE 0
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_UNRESTRICTED_GENTYPE_DISPLAYED)
# define GLM_MESSAGE_UNRESTRICTED_GENTYPE_DISPLAYED
# ifdef GLM_FORCE_UNRESTRICTED_GENTYPE
# pragma message("GLM: Use unrestricted genType")
# endif
#endif//GLM_MESSAGES
///////////////////////////////////////////////////////////////////////////////////
// Clip control
#ifdef GLM_DEPTH_ZERO_TO_ONE // Legacy 0.9.8 development
# error Define GLM_FORCE_DEPTH_ZERO_TO_ONE instead of GLM_DEPTH_ZERO_TO_ONE to use 0 to 1 clip space.
#endif
#define GLM_DEPTH_ZERO_TO_ONE 0x00000001
#define GLM_DEPTH_NEGATIVE_ONE_TO_ONE 0x00000002
#ifdef GLM_FORCE_DEPTH_ZERO_TO_ONE
# define GLM_DEPTH_CLIP_SPACE GLM_DEPTH_ZERO_TO_ONE
#else
# define GLM_DEPTH_CLIP_SPACE GLM_DEPTH_NEGATIVE_ONE_TO_ONE
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_DEPTH_DISPLAYED)
# define GLM_MESSAGE_DEPTH_DISPLAYED
# if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE
# pragma message("GLM: Depth clip space: Zero to one")
# else
# pragma message("GLM: Depth clip space: negative one to one")
# endif
#endif//GLM_MESSAGES
///////////////////////////////////////////////////////////////////////////////////
// Coordinate system, define GLM_FORCE_LEFT_HANDED before including GLM
// to use left handed coordinate system by default.
#ifdef GLM_LEFT_HANDED // Legacy 0.9.8 development
# error Define GLM_FORCE_LEFT_HANDED instead of GLM_LEFT_HANDED left handed coordinate system by default.
#endif
#define GLM_LEFT_HANDED 0x00000001 // For DirectX, Metal, Vulkan
#define GLM_RIGHT_HANDED 0x00000002 // For OpenGL, default in GLM
#ifdef GLM_FORCE_LEFT_HANDED
# define GLM_COORDINATE_SYSTEM GLM_LEFT_HANDED
#else
# define GLM_COORDINATE_SYSTEM GLM_RIGHT_HANDED
#endif
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_HANDED_DISPLAYED)
# define GLM_MESSAGE_HANDED_DISPLAYED
# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
# pragma message("GLM: Coordinate system: left handed")
# else
# pragma message("GLM: Coordinate system: right handed")
# endif
#endif//GLM_MESSAGES
///////////////////////////////////////////////////////////////////////////////////
// Qualifiers
#if (GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))
# define GLM_DEPRECATED __declspec(deprecated)
# define GLM_ALIGN(x) __declspec(align(x))
# define GLM_ALIGNED_STRUCT(x) struct __declspec(align(x))
# define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef __declspec(align(alignment)) type name
# define GLM_RESTRICT_FUNC __declspec(restrict)
# define GLM_RESTRICT __restrict
# if GLM_COMPILER >= GLM_COMPILER_VC12
# define GLM_VECTOR_CALL __vectorcall
# else
# define GLM_VECTOR_CALL
# endif
#elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG | GLM_COMPILER_INTEL)
# define GLM_DEPRECATED __attribute__((__deprecated__))
# define GLM_ALIGN(x) __attribute__((aligned(x)))
# define GLM_ALIGNED_STRUCT(x) struct __attribute__((aligned(x)))
# define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __attribute__((aligned(alignment)))
# define GLM_RESTRICT_FUNC __restrict__
# define GLM_RESTRICT __restrict__
# if GLM_COMPILER & GLM_COMPILER_CLANG
# if GLM_COMPILER >= GLM_COMPILER_CLANG37
# define GLM_VECTOR_CALL __vectorcall
# else
# define GLM_VECTOR_CALL
# endif
# else
# define GLM_VECTOR_CALL
# endif
#elif GLM_COMPILER & GLM_COMPILER_CUDA
# define GLM_DEPRECATED
# define GLM_ALIGN(x) __align__(x)
# define GLM_ALIGNED_STRUCT(x) struct __align__(x)
# define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __align__(x)
# define GLM_RESTRICT_FUNC __restrict__
# define GLM_RESTRICT __restrict__
# define GLM_VECTOR_CALL
#else
# define GLM_DEPRECATED
# define GLM_ALIGN
# define GLM_ALIGNED_STRUCT(x) struct
# define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name
# define GLM_RESTRICT_FUNC
# define GLM_RESTRICT
# define GLM_VECTOR_CALL
#endif//GLM_COMPILER
#if GLM_HAS_DEFAULTED_FUNCTIONS
# define GLM_DEFAULT = default
# ifdef GLM_FORCE_NO_CTOR_INIT
# define GLM_DEFAULT_CTOR = default
# else
# define GLM_DEFAULT_CTOR
# endif
#else
# define GLM_DEFAULT
# define GLM_DEFAULT_CTOR
#endif
#if GLM_HAS_CONSTEXPR || GLM_HAS_CONSTEXPR_PARTIAL
# define GLM_CONSTEXPR constexpr
# if GLM_COMPILER & GLM_COMPILER_VC // Visual C++ has a bug #594 https://github.com/g-truc/glm/issues/594
# define GLM_CONSTEXPR_CTOR
# else
# define GLM_CONSTEXPR_CTOR constexpr
# endif
#else
# define GLM_CONSTEXPR
# define GLM_CONSTEXPR_CTOR
#endif
#if GLM_HAS_CONSTEXPR
# define GLM_RELAXED_CONSTEXPR constexpr
#else
# define GLM_RELAXED_CONSTEXPR const
#endif
#if GLM_ARCH == GLM_ARCH_PURE
# define GLM_CONSTEXPR_SIMD GLM_CONSTEXPR_CTOR
#else
# define GLM_CONSTEXPR_SIMD
#endif
#ifdef GLM_FORCE_EXPLICIT_CTOR
# define GLM_EXPLICIT explicit
#else
# define GLM_EXPLICIT
#endif
///////////////////////////////////////////////////////////////////////////////////
#define GLM_HAS_ALIGNED_TYPE GLM_HAS_UNRESTRICTED_UNIONS
///////////////////////////////////////////////////////////////////////////////////
// Length type
// User defines: GLM_FORCE_SIZE_T_LENGTH GLM_FORCE_SIZE_FUNC
namespace glm
{
using std::size_t;
# if defined(GLM_FORCE_SIZE_T_LENGTH)
typedef size_t length_t;
# else
typedef int length_t;
# endif
}//namespace glm
#if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_MESSAGE_FORCE_SIZE_T_LENGTH)
# define GLM_MESSAGE_FORCE_SIZE_T_LENGTH
# if defined GLM_FORCE_SIZE_T_LENGTH
# pragma message("GLM: .length() returns glm::length_t, a typedef of std::size_t")
# else
# pragma message("GLM: .length() returns glm::length_t, a typedef of int following the GLSL specification")
# endif
#endif//GLM_MESSAGES
///////////////////////////////////////////////////////////////////////////////////
// countof
#ifndef __has_feature
# define __has_feature(x) 0 // Compatibility with non-clang compilers.
#endif
#if GLM_HAS_CONSTEXPR_PARTIAL
namespace glm
{
template <typename T, std::size_t N>
constexpr std::size_t countof(T const (&)[N])
{
return N;
}
}//namespace glm
# define GLM_COUNTOF(arr) glm::countof(arr)
#elif defined(_MSC_VER)
# define GLM_COUNTOF(arr) _countof(arr)
#else
# define GLM_COUNTOF(arr) sizeof(arr) / sizeof(arr[0])
#endif
///////////////////////////////////////////////////////////////////////////////////
// Uninitialize constructors
namespace glm
{
enum ctor{uninitialize};
}//namespace glm

67
dependencies/glm/detail/type_float.hpp vendored Normal file
View File

@ -0,0 +1,67 @@
/// @ref core
/// @file glm/detail/type_float.hpp
#pragma once
#include "setup.hpp"
namespace glm{
namespace detail
{
typedef float float32;
typedef double float64;
}//namespace detail
typedef float lowp_float_t;
typedef float mediump_float_t;
typedef double highp_float_t;
/// @addtogroup core_precision
/// @{
/// Low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.4 Floats</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef lowp_float_t lowp_float;
/// Medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.4 Floats</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef mediump_float_t mediump_float;
/// High precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.4 Floats</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef highp_float_t highp_float;
#if(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))
typedef mediump_float float_t;
#elif(defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))
typedef highp_float float_t;
#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT))
typedef mediump_float float_t;
#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && defined(GLM_PRECISION_LOWP_FLOAT))
typedef lowp_float float_t;
#else
# error "GLM error: multiple default precision requested for floating-point types"
#endif
typedef float float32;
typedef double float64;
////////////////////
// check type sizes
#ifndef GLM_STATIC_ASSERT_NULL
GLM_STATIC_ASSERT(sizeof(glm::float32) == 4, "float32 size isn't 4 bytes on this platform");
GLM_STATIC_ASSERT(sizeof(glm::float64) == 8, "float64 size isn't 8 bytes on this platform");
#endif//GLM_STATIC_ASSERT_NULL
/// @}
}//namespace glm

195
dependencies/glm/detail/type_gentype.hpp vendored Normal file
View File

@ -0,0 +1,195 @@
/// @ref core
/// @file glm/detail/type_gentype.hpp
#pragma once
namespace glm
{
enum profile
{
nice,
fast,
simd
};
typedef std::size_t sizeType;
namespace detail
{
template
<
typename VALTYPE,
template <typename> class TYPE
>
struct genType
{
public:
enum ctor{null};
typedef VALTYPE value_type;
typedef VALTYPE & value_reference;
typedef VALTYPE * value_pointer;
typedef VALTYPE const * value_const_pointer;
typedef TYPE<bool> bool_type;
typedef sizeType size_type;
static bool is_vector();
static bool is_matrix();
typedef TYPE<VALTYPE> type;
typedef TYPE<VALTYPE> * pointer;
typedef TYPE<VALTYPE> const * const_pointer;
typedef TYPE<VALTYPE> const * const const_pointer_const;
typedef TYPE<VALTYPE> * const pointer_const;
typedef TYPE<VALTYPE> & reference;
typedef TYPE<VALTYPE> const & const_reference;
typedef TYPE<VALTYPE> const & param_type;
//////////////////////////////////////
// Address (Implementation details)
value_const_pointer value_address() const{return value_pointer(this);}
value_pointer value_address(){return value_pointer(this);}
//protected:
// enum kind
// {
// GEN_TYPE,
// VEC_TYPE,
// MAT_TYPE
// };
// typedef typename TYPE::kind kind;
};
template
<
typename VALTYPE,
template <typename> class TYPE
>
bool genType<VALTYPE, TYPE>::is_vector()
{
return true;
}
/*
template <typename valTypeT, unsigned int colT, unsigned int rowT, profile proT = nice>
class base
{
public:
//////////////////////////////////////
// Traits
typedef sizeType size_type;
typedef valTypeT value_type;
typedef base<value_type, colT, rowT> class_type;
typedef base<bool, colT, rowT> bool_type;
typedef base<value_type, rowT, 1> col_type;
typedef base<value_type, colT, 1> row_type;
typedef base<value_type, rowT, colT> transpose_type;
static size_type col_size();
static size_type row_size();
static size_type value_size();
static bool is_scalar();
static bool is_vector();
static bool is_matrix();
private:
// Data
col_type value[colT];
public:
//////////////////////////////////////
// Constructors
base();
base(class_type const & m);
explicit base(T const & x);
explicit base(value_type const * const x);
explicit base(col_type const * const x);
//////////////////////////////////////
// Conversions
template <typename vU, uint cU, uint rU, profile pU>
explicit base(base<vU, cU, rU, pU> const & m);
//////////////////////////////////////
// Accesses
col_type& operator[](size_type i);
col_type const & operator[](size_type i) const;
//////////////////////////////////////
// Unary updatable operators
class_type& operator= (class_type const & x);
class_type& operator+= (T const & x);
class_type& operator+= (class_type const & x);
class_type& operator-= (T const & x);
class_type& operator-= (class_type const & x);
class_type& operator*= (T const & x);
class_type& operator*= (class_type const & x);
class_type& operator/= (T const & x);
class_type& operator/= (class_type const & x);
class_type& operator++ ();
class_type& operator-- ();
};
*/
//template <typename T>
//struct traits
//{
// static const bool is_signed = false;
// static const bool is_float = false;
// static const bool is_vector = false;
// static const bool is_matrix = false;
// static const bool is_genType = false;
// static const bool is_genIType = false;
// static const bool is_genUType = false;
//};
//template <>
//struct traits<half>
//{
// static const bool is_float = true;
// static const bool is_genType = true;
//};
//template <>
//struct traits<float>
//{
// static const bool is_float = true;
// static const bool is_genType = true;
//};
//template <>
//struct traits<double>
//{
// static const bool is_float = true;
// static const bool is_genType = true;
//};
//template <typename genType>
//struct desc
//{
// typedef genType type;
// typedef genType * pointer;
// typedef genType const* const_pointer;
// typedef genType const *const const_pointer_const;
// typedef genType *const pointer_const;
// typedef genType & reference;
// typedef genType const& const_reference;
// typedef genType const& param_type;
// typedef typename genType::value_type value_type;
// typedef typename genType::size_type size_type;
// static const typename size_type value_size;
//};
//template <typename genType>
//const typename desc<genType>::size_type desc<genType>::value_size = genType::value_size();
}//namespace detail
}//namespace glm
//#include "type_gentype.inl"

341
dependencies/glm/detail/type_gentype.inl vendored Normal file
View File

@ -0,0 +1,341 @@
/// @ref core
/// @file glm/detail/type_gentype.inl
namespace glm{
namespace detail{
/////////////////////////////////
// Static functions
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::size_type base<vT, cT, rT, pT>::col_size()
{
return cT;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::size_type base<vT, cT, rT, pT>::row_size()
{
return rT;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::size_type base<vT, cT, rT, pT>::value_size()
{
return rT * cT;
}
template <typename vT, uint cT, uint rT, profile pT>
bool base<vT, cT, rT, pT>::is_scalar()
{
return rT == 1 && cT == 1;
}
template <typename vT, uint cT, uint rT, profile pT>
bool base<vT, cT, rT, pT>::is_vector()
{
return rT == 1;
}
template <typename vT, uint cT, uint rT, profile pT>
bool base<vT, cT, rT, pT>::is_matrix()
{
return rT != 1;
}
/////////////////////////////////
// Constructor
template <typename vT, uint cT, uint rT, profile pT>
base<vT, cT, rT, pT>::base()
{
memset(&this->value, 0, cT * rT * sizeof(vT));
}
template <typename vT, uint cT, uint rT, profile pT>
base<vT, cT, rT, pT>::base
(
typename base<vT, cT, rT, pT>::class_type const & m
)
{
for
(
typename genType<vT, cT, rT, pT>::size_type i = typename base<vT, cT, rT, pT>::size_type(0);
i < base<vT, cT, rT, pT>::col_size();
++i
)
{
this->value[i] = m[i];
}
}
template <typename vT, uint cT, uint rT, profile pT>
base<vT, cT, rT, pT>::base
(
typename base<vT, cT, rT, pT>::T const & x
)
{
if(rT == 1) // vector
{
for
(
typename base<vT, cT, rT, pT>::size_type i = typename base<vT, cT, rT, pT>::size_type(0);
i < base<vT, cT, rT, pT>::col_size();
++i
)
{
this->value[i][rT] = x;
}
}
else // matrix
{
memset(&this->value, 0, cT * rT * sizeof(vT));
typename base<vT, cT, rT, pT>::size_type stop = cT < rT ? cT : rT;
for
(
typename base<vT, cT, rT, pT>::size_type i = typename base<vT, cT, rT, pT>::size_type(0);
i < stop;
++i
)
{
this->value[i][i] = x;
}
}
}
template <typename vT, uint cT, uint rT, profile pT>
base<vT, cT, rT, pT>::base
(
typename base<vT, cT, rT, pT>::value_type const * const x
)
{
memcpy(&this->value, &x.value, cT * rT * sizeof(vT));
}
template <typename vT, uint cT, uint rT, profile pT>
base<vT, cT, rT, pT>::base
(
typename base<vT, cT, rT, pT>::col_type const * const x
)
{
for
(
typename base<vT, cT, rT, pT>::size_type i = typename base<vT, cT, rT, pT>::size_type(0);
i < base<vT, cT, rT, pT>::col_size();
++i
)
{
this->value[i] = x[i];
}
}
template <typename vT, uint cT, uint rT, profile pT>
template <typename vU, uint cU, uint rU, profile pU>
base<vT, cT, rT, pT>::base
(
base<vU, cU, rU, pU> const & m
)
{
for
(
typename base<vT, cT, rT, pT>::size_type i = typename base<vT, cT, rT, pT>::size_type(0);
i < base<vT, cT, rT, pT>::col_size();
++i
)
{
this->value[i] = base<vT, cT, rT, pT>(m[i]);
}
}
//////////////////////////////////////
// Accesses
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::col_type& base<vT, cT, rT, pT>::operator[]
(
typename base<vT, cT, rT, pT>::size_type i
)
{
return this->value[i];
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::col_type const & base<vT, cT, rT, pT>::operator[]
(
typename base<vT, cT, rT, pT>::size_type i
) const
{
return this->value[i];
}
//////////////////////////////////////
// Unary updatable operators
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator=
(
typename base<vT, cT, rT, pT>::class_type const & x
)
{
memcpy(&this->value, &x.value, cT * rT * sizeof(vT));
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator+=
(
typename base<vT, cT, rT, pT>::T const & x
)
{
typename base<vT, cT, rT, pT>::size_type stop_col = x.col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = x.row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
this->value[j][i] += x;
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator+=
(
typename base<vT, cT, rT, pT>::class_type const & x
)
{
typename base<vT, cT, rT, pT>::size_type stop_col = x.col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = x.row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
this->value[j][i] += x[j][i];
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator-=
(
typename base<vT, cT, rT, pT>::T const & x
)
{
typename base<vT, cT, rT, pT>::size_type stop_col = x.col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = x.row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
this->value[j][i] -= x;
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator-=
(
typename base<vT, cT, rT, pT>::class_type const & x
)
{
typename base<vT, cT, rT, pT>::size_type stop_col = x.col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = x.row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
this->value[j][i] -= x[j][i];
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator*=
(
typename base<vT, cT, rT, pT>::T const & x
)
{
typename base<vT, cT, rT, pT>::size_type stop_col = x.col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = x.row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
this->value[j][i] *= x;
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator*=
(
typename base<vT, cT, rT, pT>::class_type const & x
)
{
typename base<vT, cT, rT, pT>::size_type stop_col = x.col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = x.row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
this->value[j][i] *= x[j][i];
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator/=
(
typename base<vT, cT, rT, pT>::T const & x
)
{
typename base<vT, cT, rT, pT>::size_type stop_col = x.col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = x.row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
this->value[j][i] /= x;
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator/=
(
typename base<vT, cT, rT, pT>::class_type const & x
)
{
typename base<vT, cT, rT, pT>::size_type stop_col = x.col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = x.row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
this->value[j][i] /= x[j][i];
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator++ ()
{
typename base<vT, cT, rT, pT>::size_type stop_col = col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
++this->value[j][i];
return *this;
}
template <typename vT, uint cT, uint rT, profile pT>
typename base<vT, cT, rT, pT>::class_type& base<vT, cT, rT, pT>::operator-- ()
{
typename base<vT, cT, rT, pT>::size_type stop_col = col_size();
typename base<vT, cT, rT, pT>::size_type stop_row = row_size();
for(typename base<vT, cT, rT, pT>::size_type j = 0; j < stop_col; ++j)
for(typename base<vT, cT, rT, pT>::size_type i = 0; i < stop_row; ++i)
--this->value[j][i];
return *this;
}
} //namespace detail
} //namespace glm

19
dependencies/glm/detail/type_half.hpp vendored Normal file
View File

@ -0,0 +1,19 @@
/// @ref core
/// @file glm/detail/type_half.hpp
#pragma once
#include "setup.hpp"
namespace glm{
namespace detail
{
typedef short hdata;
GLM_FUNC_DECL float toFloat32(hdata value);
GLM_FUNC_DECL hdata toFloat16(float const & value);
}//namespace detail
}//namespace glm
#include "type_half.inl"

244
dependencies/glm/detail/type_half.inl vendored Normal file
View File

@ -0,0 +1,244 @@
/// @ref core
/// @file glm/detail/type_half.inl
namespace glm{
namespace detail
{
GLM_FUNC_QUALIFIER float overflow()
{
volatile float f = 1e10;
for(int i = 0; i < 10; ++i)
f *= f; // this will overflow before the for loop terminates
return f;
}
union uif32
{
GLM_FUNC_QUALIFIER uif32() :
i(0)
{}
GLM_FUNC_QUALIFIER uif32(float f_) :
f(f_)
{}
GLM_FUNC_QUALIFIER uif32(uint32 i_) :
i(i_)
{}
float f;
uint32 i;
};
GLM_FUNC_QUALIFIER float toFloat32(hdata value)
{
int s = (value >> 15) & 0x00000001;
int e = (value >> 10) & 0x0000001f;
int m = value & 0x000003ff;
if(e == 0)
{
if(m == 0)
{
//
// Plus or minus zero
//
detail::uif32 result;
result.i = (unsigned int)(s << 31);
return result.f;
}
else
{
//
// Denormalized number -- renormalize it
//
while(!(m & 0x00000400))
{
m <<= 1;
e -= 1;
}
e += 1;
m &= ~0x00000400;
}
}
else if(e == 31)
{
if(m == 0)
{
//
// Positive or negative infinity
//
uif32 result;
result.i = (unsigned int)((s << 31) | 0x7f800000);
return result.f;
}
else
{
//
// Nan -- preserve sign and significand bits
//
uif32 result;
result.i = (unsigned int)((s << 31) | 0x7f800000 | (m << 13));
return result.f;
}
}
//
// Normalized number
//
e = e + (127 - 15);
m = m << 13;
//
// Assemble s, e and m.
//
uif32 Result;
Result.i = (unsigned int)((s << 31) | (e << 23) | m);
return Result.f;
}
GLM_FUNC_QUALIFIER hdata toFloat16(float const & f)
{
uif32 Entry;
Entry.f = f;
int i = (int)Entry.i;
//
// Our floating point number, f, is represented by the bit
// pattern in integer i. Disassemble that bit pattern into
// the sign, s, the exponent, e, and the significand, m.
// Shift s into the position where it will go in in the
// resulting half number.
// Adjust e, accounting for the different exponent bias
// of float and half (127 versus 15).
//
int s = (i >> 16) & 0x00008000;
int e = ((i >> 23) & 0x000000ff) - (127 - 15);
int m = i & 0x007fffff;
//
// Now reassemble s, e and m into a half:
//
if(e <= 0)
{
if(e < -10)
{
//
// E is less than -10. The absolute value of f is
// less than half_MIN (f may be a small normalized
// float, a denormalized float or a zero).
//
// We convert f to a half zero.
//
return hdata(s);
}
//
// E is between -10 and 0. F is a normalized float,
// whose magnitude is less than __half_NRM_MIN.
//
// We convert f to a denormalized half.
//
m = (m | 0x00800000) >> (1 - e);
//
// Round to nearest, round "0.5" up.
//
// Rounding may cause the significand to overflow and make
// our number normalized. Because of the way a half's bits
// are laid out, we don't have to treat this case separately;
// the code below will handle it correctly.
//
if(m & 0x00001000)
m += 0x00002000;
//
// Assemble the half from s, e (zero) and m.
//
return hdata(s | (m >> 13));
}
else if(e == 0xff - (127 - 15))
{
if(m == 0)
{
//
// F is an infinity; convert f to a half
// infinity with the same sign as f.
//
return hdata(s | 0x7c00);
}
else
{
//
// F is a NAN; we produce a half NAN that preserves
// the sign bit and the 10 leftmost bits of the
// significand of f, with one exception: If the 10
// leftmost bits are all zero, the NAN would turn
// into an infinity, so we have to set at least one
// bit in the significand.
//
m >>= 13;
return hdata(s | 0x7c00 | m | (m == 0));
}
}
else
{
//
// E is greater than zero. F is a normalized float.
// We try to convert f to a normalized half.
//
//
// Round to nearest, round "0.5" up
//
if(m & 0x00001000)
{
m += 0x00002000;
if(m & 0x00800000)
{
m = 0; // overflow in significand,
e += 1; // adjust exponent
}
}
//
// Handle exponent overflow
//
if (e > 30)
{
overflow(); // Cause a hardware floating point overflow;
return hdata(s | 0x7c00);
// if this returns, the half becomes an
} // infinity with the same sign as f.
//
// Assemble the half from s, e and m.
//
return hdata(s | (e << 10) | (m >> 13));
}
}
}//namespace detail
}//namespace glm

306
dependencies/glm/detail/type_int.hpp vendored Normal file
View File

@ -0,0 +1,306 @@
/// @ref core
/// @file glm/detail/type_int.hpp
#pragma once
#include "setup.hpp"
#if GLM_HAS_MAKE_SIGNED
# include <type_traits>
#endif
#if GLM_HAS_EXTENDED_INTEGER_TYPE
# include <cstdint>
#endif
namespace glm{
namespace detail
{
# if GLM_HAS_EXTENDED_INTEGER_TYPE
typedef std::int8_t int8;
typedef std::int16_t int16;
typedef std::int32_t int32;
typedef std::int64_t int64;
typedef std::uint8_t uint8;
typedef std::uint16_t uint16;
typedef std::uint32_t uint32;
typedef std::uint64_t uint64;
# else
# if(defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L)) // C99 detected, 64 bit types available
typedef int64_t sint64;
typedef uint64_t uint64;
# elif GLM_COMPILER & GLM_COMPILER_VC
typedef signed __int64 sint64;
typedef unsigned __int64 uint64;
# elif GLM_COMPILER & GLM_COMPILER_GCC
# pragma GCC diagnostic ignored "-Wlong-long"
__extension__ typedef signed long long sint64;
__extension__ typedef unsigned long long uint64;
# elif (GLM_COMPILER & GLM_COMPILER_CLANG)
# pragma clang diagnostic ignored "-Wc++11-long-long"
typedef signed long long sint64;
typedef unsigned long long uint64;
# else//unknown compiler
typedef signed long long sint64;
typedef unsigned long long uint64;
# endif//GLM_COMPILER
typedef signed char int8;
typedef signed short int16;
typedef signed int int32;
typedef sint64 int64;
typedef unsigned char uint8;
typedef unsigned short uint16;
typedef unsigned int uint32;
typedef uint64 uint64;
#endif//
typedef signed int lowp_int_t;
typedef signed int mediump_int_t;
typedef signed int highp_int_t;
typedef unsigned int lowp_uint_t;
typedef unsigned int mediump_uint_t;
typedef unsigned int highp_uint_t;
# if GLM_HAS_MAKE_SIGNED
using std::make_signed;
using std::make_unsigned;
# else//GLM_HAS_MAKE_SIGNED
template <typename genType>
struct make_signed
{};
template <>
struct make_signed<char>
{
typedef char type;
};
template <>
struct make_signed<short>
{
typedef short type;
};
template <>
struct make_signed<int>
{
typedef int type;
};
template <>
struct make_signed<long>
{
typedef long type;
};
template <>
struct make_signed<unsigned char>
{
typedef char type;
};
template <>
struct make_signed<unsigned short>
{
typedef short type;
};
template <>
struct make_signed<unsigned int>
{
typedef int type;
};
template <>
struct make_signed<unsigned long>
{
typedef long type;
};
template <typename genType>
struct make_unsigned
{};
template <>
struct make_unsigned<char>
{
typedef unsigned char type;
};
template <>
struct make_unsigned<short>
{
typedef unsigned short type;
};
template <>
struct make_unsigned<int>
{
typedef unsigned int type;
};
template <>
struct make_unsigned<long>
{
typedef unsigned long type;
};
template <>
struct make_unsigned<unsigned char>
{
typedef unsigned char type;
};
template <>
struct make_unsigned<unsigned short>
{
typedef unsigned short type;
};
template <>
struct make_unsigned<unsigned int>
{
typedef unsigned int type;
};
template <>
struct make_unsigned<unsigned long>
{
typedef unsigned long type;
};
template <>
struct make_signed<long long>
{
typedef long long type;
};
template <>
struct make_signed<unsigned long long>
{
typedef long long type;
};
template <>
struct make_unsigned<long long>
{
typedef unsigned long long type;
};
template <>
struct make_unsigned<unsigned long long>
{
typedef unsigned long long type;
};
# endif//GLM_HAS_MAKE_SIGNED
}//namespace detail
typedef detail::int8 int8;
typedef detail::int16 int16;
typedef detail::int32 int32;
typedef detail::int64 int64;
typedef detail::uint8 uint8;
typedef detail::uint16 uint16;
typedef detail::uint32 uint32;
typedef detail::uint64 uint64;
/// @addtogroup core_precision
/// @{
/// Low precision signed integer.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.3 Integers</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef detail::lowp_int_t lowp_int;
/// Medium precision signed integer.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.3 Integers</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef detail::mediump_int_t mediump_int;
/// High precision signed integer.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.3 Integers</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef detail::highp_int_t highp_int;
/// Low precision unsigned integer.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.3 Integers</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef detail::lowp_uint_t lowp_uint;
/// Medium precision unsigned integer.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.3 Integers</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef detail::mediump_uint_t mediump_uint;
/// High precision unsigned integer.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.3 Integers</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef detail::highp_uint_t highp_uint;
#if(!defined(GLM_PRECISION_HIGHP_INT) && !defined(GLM_PRECISION_MEDIUMP_INT) && !defined(GLM_PRECISION_LOWP_INT))
typedef mediump_int int_t;
#elif(defined(GLM_PRECISION_HIGHP_INT) && !defined(GLM_PRECISION_MEDIUMP_INT) && !defined(GLM_PRECISION_LOWP_INT))
typedef highp_int int_t;
#elif(!defined(GLM_PRECISION_HIGHP_INT) && defined(GLM_PRECISION_MEDIUMP_INT) && !defined(GLM_PRECISION_LOWP_INT))
typedef mediump_int int_t;
#elif(!defined(GLM_PRECISION_HIGHP_INT) && !defined(GLM_PRECISION_MEDIUMP_INT) && defined(GLM_PRECISION_LOWP_INT))
typedef lowp_int int_t;
#else
# error "GLM error: multiple default precision requested for signed integer types"
#endif
#if(!defined(GLM_PRECISION_HIGHP_UINT) && !defined(GLM_PRECISION_MEDIUMP_UINT) && !defined(GLM_PRECISION_LOWP_UINT))
typedef mediump_uint uint_t;
#elif(defined(GLM_PRECISION_HIGHP_UINT) && !defined(GLM_PRECISION_MEDIUMP_UINT) && !defined(GLM_PRECISION_LOWP_UINT))
typedef highp_uint uint_t;
#elif(!defined(GLM_PRECISION_HIGHP_UINT) && defined(GLM_PRECISION_MEDIUMP_UINT) && !defined(GLM_PRECISION_LOWP_UINT))
typedef mediump_uint uint_t;
#elif(!defined(GLM_PRECISION_HIGHP_UINT) && !defined(GLM_PRECISION_MEDIUMP_UINT) && defined(GLM_PRECISION_LOWP_UINT))
typedef lowp_uint uint_t;
#else
# error "GLM error: multiple default precision requested for unsigned integer types"
#endif
/// Unsigned integer type.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.3 Integers</a>
typedef unsigned int uint;
/// @}
////////////////////
// check type sizes
#ifndef GLM_STATIC_ASSERT_NULL
GLM_STATIC_ASSERT(sizeof(glm::int8) == 1, "int8 size isn't 1 byte on this platform");
GLM_STATIC_ASSERT(sizeof(glm::int16) == 2, "int16 size isn't 2 bytes on this platform");
GLM_STATIC_ASSERT(sizeof(glm::int32) == 4, "int32 size isn't 4 bytes on this platform");
GLM_STATIC_ASSERT(sizeof(glm::int64) == 8, "int64 size isn't 8 bytes on this platform");
GLM_STATIC_ASSERT(sizeof(glm::uint8) == 1, "uint8 size isn't 1 byte on this platform");
GLM_STATIC_ASSERT(sizeof(glm::uint16) == 2, "uint16 size isn't 2 bytes on this platform");
GLM_STATIC_ASSERT(sizeof(glm::uint32) == 4, "uint32 size isn't 4 bytes on this platform");
GLM_STATIC_ASSERT(sizeof(glm::uint64) == 8, "uint64 size isn't 8 bytes on this platform");
#endif//GLM_STATIC_ASSERT_NULL
}//namespace glm

767
dependencies/glm/detail/type_mat.hpp vendored Normal file
View File

@ -0,0 +1,767 @@
/// @ref core
/// @file glm/detail/type_mat.hpp
#pragma once
#include "precision.hpp"
namespace glm{
namespace detail
{
template <typename T, precision P, template <class, precision> class colType, template <class, precision> class rowType>
struct outerProduct_trait{};
}//namespace detail
template <typename T, precision P> struct tvec2;
template <typename T, precision P> struct tvec3;
template <typename T, precision P> struct tvec4;
template <typename T, precision P> struct tmat2x2;
template <typename T, precision P> struct tmat2x3;
template <typename T, precision P> struct tmat2x4;
template <typename T, precision P> struct tmat3x2;
template <typename T, precision P> struct tmat3x3;
template <typename T, precision P> struct tmat3x4;
template <typename T, precision P> struct tmat4x2;
template <typename T, precision P> struct tmat4x3;
template <typename T, precision P> struct tmat4x4;
template <typename T, precision P, template <typename, precision> class matType>
GLM_FUNC_DECL matType<T, P> inverse(matType<T, P> const & m);
/// @addtogroup core_precision
/// @{
/// 2 columns of 2 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<float, lowp> lowp_mat2;
/// 2 columns of 2 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<float, mediump> mediump_mat2;
/// 2 columns of 2 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<float, highp> highp_mat2;
/// 2 columns of 2 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<float, lowp> lowp_mat2x2;
/// 2 columns of 2 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<float, mediump> mediump_mat2x2;
/// 2 columns of 2 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<float, highp> highp_mat2x2;
/// @}
/// @addtogroup core_precision
/// @{
/// 2 columns of 3 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x3<float, lowp> lowp_mat2x3;
/// 2 columns of 3 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x3<float, mediump> mediump_mat2x3;
/// 2 columns of 3 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x3<float, highp> highp_mat2x3;
/// @}
/// @addtogroup core_precision
/// @{
/// 2 columns of 4 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x4<float, lowp> lowp_mat2x4;
/// 2 columns of 4 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x4<float, mediump> mediump_mat2x4;
/// 2 columns of 4 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x4<float, highp> highp_mat2x4;
/// @}
/// @addtogroup core_precision
/// @{
/// 3 columns of 2 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x2<float, lowp> lowp_mat3x2;
/// 3 columns of 2 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x2<float, mediump> mediump_mat3x2;
/// 3 columns of 2 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x2<float, highp> highp_mat3x2;
/// @}
/// @addtogroup core_precision
/// @{
/// 3 columns of 3 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<float, lowp> lowp_mat3;
/// 3 columns of 3 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<float, mediump> mediump_mat3;
/// 3 columns of 3 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<float, highp> highp_mat3;
/// 3 columns of 3 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<float, lowp> lowp_mat3x3;
/// 3 columns of 3 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<float, mediump> mediump_mat3x3;
/// 3 columns of 3 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<float, highp> highp_mat3x3;
/// @}
/// @addtogroup core_precision
/// @{
/// 3 columns of 4 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x4<float, lowp> lowp_mat3x4;
/// 3 columns of 4 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x4<float, mediump> mediump_mat3x4;
/// 3 columns of 4 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x4<float, highp> highp_mat3x4;
/// @}
/// @addtogroup core_precision
/// @{
/// 4 columns of 2 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x2<float, lowp> lowp_mat4x2;
/// 4 columns of 2 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x2<float, mediump> mediump_mat4x2;
/// 4 columns of 2 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x2<float, highp> highp_mat4x2;
/// @}
/// @addtogroup core_precision
/// @{
/// 4 columns of 3 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x3<float, lowp> lowp_mat4x3;
/// 4 columns of 3 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x3<float, mediump> mediump_mat4x3;
/// 4 columns of 3 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x3<float, highp> highp_mat4x3;
/// @}
/// @addtogroup core_precision
/// @{
/// 4 columns of 4 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<float, lowp> lowp_mat4;
/// 4 columns of 4 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<float, mediump> mediump_mat4;
/// 4 columns of 4 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<float, highp> highp_mat4;
/// 4 columns of 4 components matrix of low precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<float, lowp> lowp_mat4x4;
/// 4 columns of 4 components matrix of medium precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<float, mediump> mediump_mat4x4;
/// 4 columns of 4 components matrix of high precision floating-point numbers.
/// There is no guarantee on the actual precision.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<float, highp> highp_mat4x4;
/// @}
/// @addtogroup core_types
/// @{
//////////////////////////
// Float definition
#if(defined(GLM_PRECISION_LOWP_FLOAT))
typedef lowp_mat2x2 mat2x2;
typedef lowp_mat2x3 mat2x3;
typedef lowp_mat2x4 mat2x4;
typedef lowp_mat3x2 mat3x2;
typedef lowp_mat3x3 mat3x3;
typedef lowp_mat3x4 mat3x4;
typedef lowp_mat4x2 mat4x2;
typedef lowp_mat4x3 mat4x3;
typedef lowp_mat4x4 mat4x4;
#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT))
typedef mediump_mat2x2 mat2x2;
typedef mediump_mat2x3 mat2x3;
typedef mediump_mat2x4 mat2x4;
typedef mediump_mat3x2 mat3x2;
typedef mediump_mat3x3 mat3x3;
typedef mediump_mat3x4 mat3x4;
typedef mediump_mat4x2 mat4x2;
typedef mediump_mat4x3 mat4x3;
typedef mediump_mat4x4 mat4x4;
#else
//! 2 columns of 2 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_mat2x2 mat2x2;
//! 2 columns of 3 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_mat2x3 mat2x3;
//! 2 columns of 4 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_mat2x4 mat2x4;
//! 3 columns of 2 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_mat3x2 mat3x2;
//! 3 columns of 3 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_mat3x3 mat3x3;
//! 3 columns of 4 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_mat3x4 mat3x4;
//! 4 columns of 2 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_mat4x2 mat4x2;
//! 4 columns of 3 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_mat4x3 mat4x3;
//! 4 columns of 4 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_mat4x4 mat4x4;
#endif//GLM_PRECISION
//! 2 columns of 2 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef mat2x2 mat2;
//! 3 columns of 3 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef mat3x3 mat3;
//! 4 columns of 4 components matrix of floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef mat4x4 mat4;
//////////////////////////
// Double definition
/// @addtogroup core_precision
/// @{
/// 2 columns of 2 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<double, lowp> lowp_dmat2;
/// 2 columns of 2 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<double, mediump> mediump_dmat2;
/// 2 columns of 2 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<double, highp> highp_dmat2;
/// 2 columns of 2 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<double, lowp> lowp_dmat2x2;
/// 2 columns of 2 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<double, mediump> mediump_dmat2x2;
/// 2 columns of 2 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x2<double, highp> highp_dmat2x2;
/// @}
/// @addtogroup core_precision
/// @{
/// 2 columns of 3 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x3<double, lowp> lowp_dmat2x3;
/// 2 columns of 3 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x3<double, mediump> mediump_dmat2x3;
/// 2 columns of 3 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x3<double, highp> highp_dmat2x3;
/// @}
/// @addtogroup core_precision
/// @{
/// 2 columns of 4 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x4<double, lowp> lowp_dmat2x4;
/// 2 columns of 4 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x4<double, mediump> mediump_dmat2x4;
/// 2 columns of 4 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat2x4<double, highp> highp_dmat2x4;
/// @}
/// @addtogroup core_precision
/// @{
/// 3 columns of 2 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x2<double, lowp> lowp_dmat3x2;
/// 3 columns of 2 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x2<double, mediump> mediump_dmat3x2;
/// 3 columns of 2 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x2<double, highp> highp_dmat3x2;
/// @}
/// @addtogroup core_precision
/// @{
/// 3 columns of 3 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<float, lowp> lowp_dmat3;
/// 3 columns of 3 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<double, mediump> mediump_dmat3;
/// 3 columns of 3 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<double, highp> highp_dmat3;
/// 3 columns of 3 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<double, lowp> lowp_dmat3x3;
/// 3 columns of 3 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<double, mediump> mediump_dmat3x3;
/// 3 columns of 3 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x3<double, highp> highp_dmat3x3;
/// @}
/// @addtogroup core_precision
/// @{
/// 3 columns of 4 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x4<double, lowp> lowp_dmat3x4;
/// 3 columns of 4 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x4<double, mediump> mediump_dmat3x4;
/// 3 columns of 4 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat3x4<double, highp> highp_dmat3x4;
/// @}
/// @addtogroup core_precision
/// @{
/// 4 columns of 2 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x2<double, lowp> lowp_dmat4x2;
/// 4 columns of 2 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x2<double, mediump> mediump_dmat4x2;
/// 4 columns of 2 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x2<double, highp> highp_dmat4x2;
/// @}
/// @addtogroup core_precision
/// @{
/// 4 columns of 3 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x3<double, lowp> lowp_dmat4x3;
/// 4 columns of 3 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x3<double, mediump> mediump_dmat4x3;
/// 4 columns of 3 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x3<double, highp> highp_dmat4x3;
/// @}
/// @addtogroup core_precision
/// @{
/// 4 columns of 4 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<double, lowp> lowp_dmat4;
/// 4 columns of 4 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<double, mediump> mediump_dmat4;
/// 4 columns of 4 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<double, highp> highp_dmat4;
/// 4 columns of 4 components matrix of low precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<double, lowp> lowp_dmat4x4;
/// 4 columns of 4 components matrix of medium precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<double, mediump> mediump_dmat4x4;
/// 4 columns of 4 components matrix of high precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
typedef tmat4x4<double, highp> highp_dmat4x4;
/// @}
#if(defined(GLM_PRECISION_LOWP_DOUBLE))
typedef lowp_dmat2x2 dmat2x2;
typedef lowp_dmat2x3 dmat2x3;
typedef lowp_dmat2x4 dmat2x4;
typedef lowp_dmat3x2 dmat3x2;
typedef lowp_dmat3x3 dmat3x3;
typedef lowp_dmat3x4 dmat3x4;
typedef lowp_dmat4x2 dmat4x2;
typedef lowp_dmat4x3 dmat4x3;
typedef lowp_dmat4x4 dmat4x4;
#elif(defined(GLM_PRECISION_MEDIUMP_DOUBLE))
typedef mediump_dmat2x2 dmat2x2;
typedef mediump_dmat2x3 dmat2x3;
typedef mediump_dmat2x4 dmat2x4;
typedef mediump_dmat3x2 dmat3x2;
typedef mediump_dmat3x3 dmat3x3;
typedef mediump_dmat3x4 dmat3x4;
typedef mediump_dmat4x2 dmat4x2;
typedef mediump_dmat4x3 dmat4x3;
typedef mediump_dmat4x4 dmat4x4;
#else //defined(GLM_PRECISION_HIGHP_DOUBLE)
//! 2 * 2 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat2x2 dmat2;
//! 3 * 3 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat3x3 dmat3;
//! 4 * 4 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat4x4 dmat4;
//! 2 * 2 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat2x2 dmat2x2;
//! 2 * 3 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat2x3 dmat2x3;
//! 2 * 4 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat2x4 dmat2x4;
//! 3 * 2 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat3x2 dmat3x2;
/// 3 * 3 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat3x3 dmat3x3;
/// 3 * 4 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat3x4 dmat3x4;
/// 4 * 2 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat4x2 dmat4x2;
/// 4 * 3 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat4x3 dmat4x3;
/// 4 * 4 matrix of double-precision floating-point numbers.
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
typedef highp_dmat4x4 dmat4x4;
#endif//GLM_PRECISION
/// @}
}//namespace glm

3
dependencies/glm/detail/type_mat.inl vendored Normal file
View File

@ -0,0 +1,3 @@
/// @ref core
/// @file glm/detail/type_mat.inl

183
dependencies/glm/detail/type_mat2x2.hpp vendored Normal file
View File

@ -0,0 +1,183 @@
/// @ref core
/// @file glm/detail/type_mat2x2.hpp
#pragma once
#include "../fwd.hpp"
#include "type_vec2.hpp"
#include "type_mat.hpp"
#include <limits>
#include <cstddef>
namespace glm
{
template <typename T, precision P = defaultp>
struct tmat2x2
{
typedef tvec2<T, P> col_type;
typedef tvec2<T, P> row_type;
typedef tmat2x2<T, P> type;
typedef tmat2x2<T, P> transpose_type;
typedef T value_type;
private:
col_type value[2];
public:
// -- Constructors --
GLM_FUNC_DECL tmat2x2() GLM_DEFAULT_CTOR;
GLM_FUNC_DECL tmat2x2(tmat2x2<T, P> const & m) GLM_DEFAULT;
template <precision Q>
GLM_FUNC_DECL tmat2x2(tmat2x2<T, Q> const & m);
GLM_FUNC_DECL GLM_CONSTEXPR_CTOR explicit tmat2x2(ctor);
GLM_FUNC_DECL explicit tmat2x2(T scalar);
GLM_FUNC_DECL tmat2x2(
T const & x1, T const & y1,
T const & x2, T const & y2);
GLM_FUNC_DECL tmat2x2(
col_type const & v1,
col_type const & v2);
// -- Conversions --
template <typename U, typename V, typename M, typename N>
GLM_FUNC_DECL tmat2x2(
U const & x1, V const & y1,
M const & x2, N const & y2);
template <typename U, typename V>
GLM_FUNC_DECL tmat2x2(
tvec2<U, P> const & v1,
tvec2<V, P> const & v2);
// -- Matrix conversions --
template <typename U, precision Q>
GLM_FUNC_DECL GLM_EXPLICIT tmat2x2(tmat2x2<U, Q> const & m);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x2(tmat3x3<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x2(tmat4x4<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x2(tmat2x3<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x2(tmat3x2<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x2(tmat2x4<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x2(tmat4x2<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x2(tmat3x4<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x2(tmat4x3<T, P> const & x);
// -- Accesses --
typedef length_t length_type;
GLM_FUNC_DECL static length_type length(){return 2;}
GLM_FUNC_DECL col_type & operator[](length_type i);
GLM_FUNC_DECL col_type const & operator[](length_type i) const;
// -- Unary arithmetic operators --
GLM_FUNC_DECL tmat2x2<T, P> & operator=(tmat2x2<T, P> const & v) GLM_DEFAULT;
template <typename U>
GLM_FUNC_DECL tmat2x2<T, P> & operator=(tmat2x2<U, P> const & m);
template <typename U>
GLM_FUNC_DECL tmat2x2<T, P> & operator+=(U s);
template <typename U>
GLM_FUNC_DECL tmat2x2<T, P> & operator+=(tmat2x2<U, P> const & m);
template <typename U>
GLM_FUNC_DECL tmat2x2<T, P> & operator-=(U s);
template <typename U>
GLM_FUNC_DECL tmat2x2<T, P> & operator-=(tmat2x2<U, P> const & m);
template <typename U>
GLM_FUNC_DECL tmat2x2<T, P> & operator*=(U s);
template <typename U>
GLM_FUNC_DECL tmat2x2<T, P> & operator*=(tmat2x2<U, P> const & m);
template <typename U>
GLM_FUNC_DECL tmat2x2<T, P> & operator/=(U s);
template <typename U>
GLM_FUNC_DECL tmat2x2<T, P> & operator/=(tmat2x2<U, P> const & m);
// -- Increment and decrement operators --
GLM_FUNC_DECL tmat2x2<T, P> & operator++ ();
GLM_FUNC_DECL tmat2x2<T, P> & operator-- ();
GLM_FUNC_DECL tmat2x2<T, P> operator++(int);
GLM_FUNC_DECL tmat2x2<T, P> operator--(int);
};
// -- Unary operators --
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator+(tmat2x2<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator-(tmat2x2<T, P> const & m);
// -- Binary operators --
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator+(tmat2x2<T, P> const & m, T scalar);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator+(T scalar, tmat2x2<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator+(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator-(tmat2x2<T, P> const & m, T scalar);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator-(T scalar, tmat2x2<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator-(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator*(tmat2x2<T, P> const & m, T scalar);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator*(T scalar, tmat2x2<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL typename tmat2x2<T, P>::col_type operator*(tmat2x2<T, P> const & m, typename tmat2x2<T, P>::row_type const & v);
template <typename T, precision P>
GLM_FUNC_DECL typename tmat2x2<T, P>::row_type operator*(typename tmat2x2<T, P>::col_type const & v, tmat2x2<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator*(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat3x2<T, P> operator*(tmat2x2<T, P> const & m1, tmat3x2<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat4x2<T, P> operator*(tmat2x2<T, P> const & m1, tmat4x2<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator/(tmat2x2<T, P> const & m, T scalar);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator/(T scalar, tmat2x2<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL typename tmat2x2<T, P>::col_type operator/(tmat2x2<T, P> const & m, typename tmat2x2<T, P>::row_type const & v);
template <typename T, precision P>
GLM_FUNC_DECL typename tmat2x2<T, P>::row_type operator/(typename tmat2x2<T, P>::col_type const & v, tmat2x2<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x2<T, P> operator/(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2);
// -- Boolean operators --
template <typename T, precision P>
GLM_FUNC_DECL bool operator==(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL bool operator!=(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2);
} //namespace glm
#ifndef GLM_EXTERNAL_TEMPLATE
#include "type_mat2x2.inl"
#endif

484
dependencies/glm/detail/type_mat2x2.inl vendored Normal file
View File

@ -0,0 +1,484 @@
/// @ref core
/// @file glm/detail/type_mat2x2.inl
#include "func_matrix.hpp"
namespace glm
{
// -- Constructors --
# if !GLM_HAS_DEFAULTED_FUNCTIONS || !defined(GLM_FORCE_NO_CTOR_INIT)
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2()
{
# ifndef GLM_FORCE_NO_CTOR_INIT
this->value[0] = col_type(1, 0);
this->value[1] = col_type(0, 1);
# endif
}
# endif
# if !GLM_HAS_DEFAULTED_FUNCTIONS
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat2x2<T, P> const & m)
{
this->value[0] = m.value[0];
this->value[1] = m.value[1];
}
# endif//!GLM_HAS_DEFAULTED_FUNCTIONS
template <typename T, precision P>
template <precision Q>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat2x2<T, Q> const & m)
{
this->value[0] = m.value[0];
this->value[1] = m.value[1];
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR_CTOR tmat2x2<T, P>::tmat2x2(ctor)
{}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(T scalar)
{
this->value[0] = col_type(scalar, 0);
this->value[1] = col_type(0, scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2
(
T const & x0, T const & y0,
T const & x1, T const & y1
)
{
this->value[0] = col_type(x0, y0);
this->value[1] = col_type(x1, y1);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(col_type const & v0, col_type const & v1)
{
this->value[0] = v0;
this->value[1] = v1;
}
// -- Conversion constructors --
template <typename T, precision P>
template <typename X1, typename Y1, typename X2, typename Y2>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2
(
X1 const & x1, Y1 const & y1,
X2 const & x2, Y2 const & y2
)
{
this->value[0] = col_type(static_cast<T>(x1), value_type(y1));
this->value[1] = col_type(static_cast<T>(x2), value_type(y2));
}
template <typename T, precision P>
template <typename V1, typename V2>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tvec2<V1, P> const & v1, tvec2<V2, P> const & v2)
{
this->value[0] = col_type(v1);
this->value[1] = col_type(v2);
}
// -- mat2x2 matrix conversions --
template <typename T, precision P>
template <typename U, precision Q>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat2x2<U, Q> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat3x3<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat4x4<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat2x3<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat3x2<T, P> const & m)
{
this->value[0] = m[0];
this->value[1] = m[1];
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat2x4<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat4x2<T, P> const & m)
{
this->value[0] = m[0];
this->value[1] = m[1];
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat3x4<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>::tmat2x2(tmat4x3<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
// -- Accesses --
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x2<T, P>::col_type & tmat2x2<T, P>::operator[](typename tmat2x2<T, P>::length_type i)
{
assert(i < this->length());
return this->value[i];
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x2<T, P>::col_type const & tmat2x2<T, P>::operator[](typename tmat2x2<T, P>::length_type i) const
{
assert(i < this->length());
return this->value[i];
}
// -- Unary updatable operators --
# if !GLM_HAS_DEFAULTED_FUNCTIONS
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator=(tmat2x2<T, P> const & m)
{
this->value[0] = m[0];
this->value[1] = m[1];
return *this;
}
# endif//!GLM_HAS_DEFAULTED_FUNCTIONS
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator=(tmat2x2<U, P> const & m)
{
this->value[0] = m[0];
this->value[1] = m[1];
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator+=(U scalar)
{
this->value[0] += scalar;
this->value[1] += scalar;
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator+=(tmat2x2<U, P> const & m)
{
this->value[0] += m[0];
this->value[1] += m[1];
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator-=(U scalar)
{
this->value[0] -= scalar;
this->value[1] -= scalar;
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator-=(tmat2x2<U, P> const & m)
{
this->value[0] -= m[0];
this->value[1] -= m[1];
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator*=(U scalar)
{
this->value[0] *= scalar;
this->value[1] *= scalar;
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator*=(tmat2x2<U, P> const & m)
{
return (*this = *this * m);
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator/=(U scalar)
{
this->value[0] /= scalar;
this->value[1] /= scalar;
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator/=(tmat2x2<U, P> const & m)
{
return *this *= inverse(m);
}
// -- Increment and decrement operators --
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator++()
{
++this->value[0];
++this->value[1];
return *this;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P>& tmat2x2<T, P>::operator--()
{
--this->value[0];
--this->value[1];
return *this;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> tmat2x2<T, P>::operator++(int)
{
tmat2x2<T, P> Result(*this);
++*this;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> tmat2x2<T, P>::operator--(int)
{
tmat2x2<T, P> Result(*this);
--*this;
return Result;
}
// -- Unary arithmetic operators --
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator+(tmat2x2<T, P> const & m)
{
return m;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator-(tmat2x2<T, P> const & m)
{
return tmat2x2<T, P>(
-m[0],
-m[1]);
}
// -- Binary arithmetic operators --
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator+(tmat2x2<T, P> const & m, T scalar)
{
return tmat2x2<T, P>(
m[0] + scalar,
m[1] + scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator+(T scalar, tmat2x2<T, P> const & m)
{
return tmat2x2<T, P>(
m[0] + scalar,
m[1] + scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator+(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2)
{
return tmat2x2<T, P>(
m1[0] + m2[0],
m1[1] + m2[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator-(tmat2x2<T, P> const & m, T scalar)
{
return tmat2x2<T, P>(
m[0] - scalar,
m[1] - scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator-(T scalar, tmat2x2<T, P> const & m)
{
return tmat2x2<T, P>(
scalar - m[0],
scalar - m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator-(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2)
{
return tmat2x2<T, P>(
m1[0] - m2[0],
m1[1] - m2[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator*(tmat2x2<T, P> const & m, T scalar)
{
return tmat2x2<T, P>(
m[0] * scalar,
m[1] * scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator*(T scalar, tmat2x2<T, P> const & m)
{
return tmat2x2<T, P>(
m[0] * scalar,
m[1] * scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x2<T, P>::col_type operator*
(
tmat2x2<T, P> const & m,
typename tmat2x2<T, P>::row_type const & v
)
{
return tvec2<T, P>(
m[0][0] * v.x + m[1][0] * v.y,
m[0][1] * v.x + m[1][1] * v.y);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x2<T, P>::row_type operator*
(
typename tmat2x2<T, P>::col_type const & v,
tmat2x2<T, P> const & m
)
{
return tvec2<T, P>(
v.x * m[0][0] + v.y * m[0][1],
v.x * m[1][0] + v.y * m[1][1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator*(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2)
{
return tmat2x2<T, P>(
m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat3x2<T, P> operator*(tmat2x2<T, P> const & m1, tmat3x2<T, P> const & m2)
{
return tmat3x2<T, P>(
m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],
m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x2<T, P> operator*(tmat2x2<T, P> const & m1, tmat4x2<T, P> const & m2)
{
return tmat4x2<T, P>(
m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],
m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],
m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1],
m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator/(tmat2x2<T, P> const & m, T scalar)
{
return tmat2x2<T, P>(
m[0] / scalar,
m[1] / scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator/(T scalar, tmat2x2<T, P> const & m)
{
return tmat2x2<T, P>(
scalar / m[0],
scalar / m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x2<T, P>::col_type operator/(tmat2x2<T, P> const & m, typename tmat2x2<T, P>::row_type const & v)
{
return inverse(m) * v;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x2<T, P>::row_type operator/(typename tmat2x2<T, P>::col_type const & v, tmat2x2<T, P> const & m)
{
return v * inverse(m);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x2<T, P> operator/(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2)
{
tmat2x2<T, P> m1_copy(m1);
return m1_copy /= m2;
}
// -- Boolean operators --
template <typename T, precision P>
GLM_FUNC_QUALIFIER bool operator==(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2)
{
return (m1[0] == m2[0]) && (m1[1] == m2[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER bool operator!=(tmat2x2<T, P> const & m1, tmat2x2<T, P> const & m2)
{
return (m1[0] != m2[0]) || (m1[1] != m2[1]);
}
} //namespace glm

165
dependencies/glm/detail/type_mat2x3.hpp vendored Normal file
View File

@ -0,0 +1,165 @@
/// @ref core
/// @file glm/detail/type_mat2x3.hpp
#pragma once
#include "../fwd.hpp"
#include "type_vec2.hpp"
#include "type_vec3.hpp"
#include "type_mat.hpp"
#include <limits>
#include <cstddef>
namespace glm
{
template <typename T, precision P = defaultp>
struct tmat2x3
{
typedef tvec3<T, P> col_type;
typedef tvec2<T, P> row_type;
typedef tmat2x3<T, P> type;
typedef tmat3x2<T, P> transpose_type;
typedef T value_type;
private:
col_type value[2];
public:
// -- Constructors --
GLM_FUNC_DECL tmat2x3() GLM_DEFAULT_CTOR;
GLM_FUNC_DECL tmat2x3(tmat2x3<T, P> const & m) GLM_DEFAULT;
template <precision Q>
GLM_FUNC_DECL tmat2x3(tmat2x3<T, Q> const & m);
GLM_FUNC_DECL GLM_CONSTEXPR_CTOR explicit tmat2x3(ctor);
GLM_FUNC_DECL explicit tmat2x3(T scalar);
GLM_FUNC_DECL tmat2x3(
T x0, T y0, T z0,
T x1, T y1, T z1);
GLM_FUNC_DECL tmat2x3(
col_type const & v0,
col_type const & v1);
// -- Conversions --
template <typename X1, typename Y1, typename Z1, typename X2, typename Y2, typename Z2>
GLM_FUNC_DECL tmat2x3(
X1 x1, Y1 y1, Z1 z1,
X2 x2, Y2 y2, Z2 z2);
template <typename U, typename V>
GLM_FUNC_DECL tmat2x3(
tvec3<U, P> const & v1,
tvec3<V, P> const & v2);
// -- Matrix conversions --
template <typename U, precision Q>
GLM_FUNC_DECL GLM_EXPLICIT tmat2x3(tmat2x3<U, Q> const & m);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x3(tmat2x2<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x3(tmat3x3<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x3(tmat4x4<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x3(tmat2x4<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x3(tmat3x2<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x3(tmat3x4<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x3(tmat4x2<T, P> const & x);
GLM_FUNC_DECL GLM_EXPLICIT tmat2x3(tmat4x3<T, P> const & x);
// -- Accesses --
typedef length_t length_type;
GLM_FUNC_DECL static length_type length(){return 2;}
GLM_FUNC_DECL col_type & operator[](length_type i);
GLM_FUNC_DECL col_type const & operator[](length_type i) const;
// -- Unary arithmetic operators --
GLM_FUNC_DECL tmat2x3<T, P> & operator=(tmat2x3<T, P> const & m) GLM_DEFAULT;
template <typename U>
GLM_FUNC_DECL tmat2x3<T, P> & operator=(tmat2x3<U, P> const & m);
template <typename U>
GLM_FUNC_DECL tmat2x3<T, P> & operator+=(U s);
template <typename U>
GLM_FUNC_DECL tmat2x3<T, P> & operator+=(tmat2x3<U, P> const & m);
template <typename U>
GLM_FUNC_DECL tmat2x3<T, P> & operator-=(U s);
template <typename U>
GLM_FUNC_DECL tmat2x3<T, P> & operator-=(tmat2x3<U, P> const & m);
template <typename U>
GLM_FUNC_DECL tmat2x3<T, P> & operator*=(U s);
template <typename U>
GLM_FUNC_DECL tmat2x3<T, P> & operator/=(U s);
// -- Increment and decrement operators --
GLM_FUNC_DECL tmat2x3<T, P> & operator++ ();
GLM_FUNC_DECL tmat2x3<T, P> & operator-- ();
GLM_FUNC_DECL tmat2x3<T, P> operator++(int);
GLM_FUNC_DECL tmat2x3<T, P> operator--(int);
};
// -- Unary operators --
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator+(tmat2x3<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator-(tmat2x3<T, P> const & m);
// -- Binary operators --
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator+(tmat2x3<T, P> const & m, T scalar);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator+(tmat2x3<T, P> const & m1, tmat2x3<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator-(tmat2x3<T, P> const & m, T scalar);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator-(tmat2x3<T, P> const & m1, tmat2x3<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator*(tmat2x3<T, P> const & m, T scalar);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator*(T scalar, tmat2x3<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL typename tmat2x3<T, P>::col_type operator*(tmat2x3<T, P> const & m, typename tmat2x3<T, P>::row_type const & v);
template <typename T, precision P>
GLM_FUNC_DECL typename tmat2x3<T, P>::row_type operator*(typename tmat2x3<T, P>::col_type const & v, tmat2x3<T, P> const & m);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator*(tmat2x3<T, P> const & m1, tmat2x2<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat3x3<T, P> operator*(tmat2x3<T, P> const & m1, tmat3x2<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat4x3<T, P> operator*(tmat2x3<T, P> const & m1, tmat4x2<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator/(tmat2x3<T, P> const & m, T scalar);
template <typename T, precision P>
GLM_FUNC_DECL tmat2x3<T, P> operator/(T scalar, tmat2x3<T, P> const & m);
// -- Boolean operators --
template <typename T, precision P>
GLM_FUNC_DECL bool operator==(tmat2x3<T, P> const & m1, tmat2x3<T, P> const & m2);
template <typename T, precision P>
GLM_FUNC_DECL bool operator!=(tmat2x3<T, P> const & m1, tmat2x3<T, P> const & m2);
}//namespace glm
#ifndef GLM_EXTERNAL_TEMPLATE
#include "type_mat2x3.inl"
#endif

458
dependencies/glm/detail/type_mat2x3.inl vendored Normal file
View File

@ -0,0 +1,458 @@
/// @ref core
/// @file glm/detail/type_mat2x3.inl
namespace glm
{
// -- Constructors --
# if !GLM_HAS_DEFAULTED_FUNCTIONS || !defined(GLM_FORCE_NO_CTOR_INIT)
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3()
{
# ifndef GLM_FORCE_NO_CTOR_INIT
this->value[0] = col_type(1, 0, 0);
this->value[1] = col_type(0, 1, 0);
# endif
}
# endif
# if !GLM_HAS_DEFAULTED_FUNCTIONS
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat2x3<T, P> const & m)
{
this->value[0] = m.value[0];
this->value[1] = m.value[1];
}
# endif//!GLM_HAS_DEFAULTED_FUNCTIONS
template <typename T, precision P>
template <precision Q>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat2x3<T, Q> const & m)
{
this->value[0] = m.value[0];
this->value[1] = m.value[1];
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER GLM_CONSTEXPR_CTOR tmat2x3<T, P>::tmat2x3(ctor)
{}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(T scalar)
{
this->value[0] = col_type(scalar, 0, 0);
this->value[1] = col_type(0, scalar, 0);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3
(
T x0, T y0, T z0,
T x1, T y1, T z1
)
{
this->value[0] = col_type(x0, y0, z0);
this->value[1] = col_type(x1, y1, z1);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(col_type const & v0, col_type const & v1)
{
this->value[0] = v0;
this->value[1] = v1;
}
// -- Conversion constructors --
template <typename T, precision P>
template <
typename X1, typename Y1, typename Z1,
typename X2, typename Y2, typename Z2>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3
(
X1 x1, Y1 y1, Z1 z1,
X2 x2, Y2 y2, Z2 z2
)
{
this->value[0] = col_type(static_cast<T>(x1), value_type(y1), value_type(z1));
this->value[1] = col_type(static_cast<T>(x2), value_type(y2), value_type(z2));
}
template <typename T, precision P>
template <typename V1, typename V2>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tvec3<V1, P> const & v1, tvec3<V2, P> const & v2)
{
this->value[0] = col_type(v1);
this->value[1] = col_type(v2);
}
// -- Matrix conversions --
template <typename T, precision P>
template <typename U, precision Q>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat2x3<U, Q> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat2x2<T, P> const & m)
{
this->value[0] = col_type(m[0], 0);
this->value[1] = col_type(m[1], 0);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat3x3<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat4x4<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat2x4<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat3x2<T, P> const & m)
{
this->value[0] = col_type(m[0], 0);
this->value[1] = col_type(m[1], 0);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat3x4<T, P> const & m)
{
this->value[0] = col_type(m[0]);
this->value[1] = col_type(m[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat4x2<T, P> const & m)
{
this->value[0] = col_type(m[0], 0);
this->value[1] = col_type(m[1], 0);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>::tmat2x3(tmat4x3<T, P> const & m)
{
this->value[0] = m[0];
this->value[1] = m[1];
}
// -- Accesses --
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x3<T, P>::col_type & tmat2x3<T, P>::operator[](typename tmat2x3<T, P>::length_type i)
{
assert(i < this->length());
return this->value[i];
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x3<T, P>::col_type const & tmat2x3<T, P>::operator[](typename tmat2x3<T, P>::length_type i) const
{
assert(i < this->length());
return this->value[i];
}
// -- Unary updatable operators --
# if !GLM_HAS_DEFAULTED_FUNCTIONS
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P>& tmat2x3<T, P>::operator=(tmat2x3<T, P> const & m)
{
this->value[0] = m[0];
this->value[1] = m[1];
return *this;
}
# endif//!GLM_HAS_DEFAULTED_FUNCTIONS
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x3<T, P>& tmat2x3<T, P>::operator=(tmat2x3<U, P> const & m)
{
this->value[0] = m[0];
this->value[1] = m[1];
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x3<T, P> & tmat2x3<T, P>::operator+=(U s)
{
this->value[0] += s;
this->value[1] += s;
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x3<T, P>& tmat2x3<T, P>::operator+=(tmat2x3<U, P> const & m)
{
this->value[0] += m[0];
this->value[1] += m[1];
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x3<T, P>& tmat2x3<T, P>::operator-=(U s)
{
this->value[0] -= s;
this->value[1] -= s;
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x3<T, P>& tmat2x3<T, P>::operator-=(tmat2x3<U, P> const & m)
{
this->value[0] -= m[0];
this->value[1] -= m[1];
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x3<T, P>& tmat2x3<T, P>::operator*=(U s)
{
this->value[0] *= s;
this->value[1] *= s;
return *this;
}
template <typename T, precision P>
template <typename U>
GLM_FUNC_QUALIFIER tmat2x3<T, P> & tmat2x3<T, P>::operator/=(U s)
{
this->value[0] /= s;
this->value[1] /= s;
return *this;
}
// -- Increment and decrement operators --
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> & tmat2x3<T, P>::operator++()
{
++this->value[0];
++this->value[1];
return *this;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> & tmat2x3<T, P>::operator--()
{
--this->value[0];
--this->value[1];
return *this;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> tmat2x3<T, P>::operator++(int)
{
tmat2x3<T, P> Result(*this);
++*this;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> tmat2x3<T, P>::operator--(int)
{
tmat2x3<T, P> Result(*this);
--*this;
return Result;
}
// -- Unary arithmetic operators --
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator+(tmat2x3<T, P> const & m)
{
return m;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator-(tmat2x3<T, P> const & m)
{
return tmat2x3<T, P>(
-m[0],
-m[1]);
}
// -- Binary arithmetic operators --
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator+(tmat2x3<T, P> const & m, T scalar)
{
return tmat2x3<T, P>(
m[0] + scalar,
m[1] + scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator+(tmat2x3<T, P> const & m1, tmat2x3<T, P> const & m2)
{
return tmat2x3<T, P>(
m1[0] + m2[0],
m1[1] + m2[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator-(tmat2x3<T, P> const & m, T scalar)
{
return tmat2x3<T, P>(
m[0] - scalar,
m[1] - scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator-(tmat2x3<T, P> const & m1, tmat2x3<T, P> const & m2)
{
return tmat2x3<T, P>(
m1[0] - m2[0],
m1[1] - m2[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator*(tmat2x3<T, P> const & m, T scalar)
{
return tmat2x3<T, P>(
m[0] * scalar,
m[1] * scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator*(T scalar, tmat2x3<T, P> const & m)
{
return tmat2x3<T, P>(
m[0] * scalar,
m[1] * scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x3<T, P>::col_type operator*
(
tmat2x3<T, P> const & m,
typename tmat2x3<T, P>::row_type const & v)
{
return typename tmat2x3<T, P>::col_type(
m[0][0] * v.x + m[1][0] * v.y,
m[0][1] * v.x + m[1][1] * v.y,
m[0][2] * v.x + m[1][2] * v.y);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER typename tmat2x3<T, P>::row_type operator*
(
typename tmat2x3<T, P>::col_type const & v,
tmat2x3<T, P> const & m)
{
return typename tmat2x3<T, P>::row_type(
v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2],
v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator*(tmat2x3<T, P> const & m1, tmat2x2<T, P> const & m2)
{
return tmat2x3<T, P>(
m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],
m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat3x3<T, P> operator*(tmat2x3<T, P> const & m1, tmat3x2<T, P> const & m2)
{
T SrcA00 = m1[0][0];
T SrcA01 = m1[0][1];
T SrcA02 = m1[0][2];
T SrcA10 = m1[1][0];
T SrcA11 = m1[1][1];
T SrcA12 = m1[1][2];
T SrcB00 = m2[0][0];
T SrcB01 = m2[0][1];
T SrcB10 = m2[1][0];
T SrcB11 = m2[1][1];
T SrcB20 = m2[2][0];
T SrcB21 = m2[2][1];
tmat3x3<T, P> Result(uninitialize);
Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01;
Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01;
Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01;
Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11;
Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11;
Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11;
Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21;
Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21;
Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21;
return Result;
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat4x3<T, P> operator*(tmat2x3<T, P> const & m1, tmat4x2<T, P> const & m2)
{
return tmat4x3<T, P>(
m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1],
m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1],
m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1],
m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1],
m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1],
m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1],
m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1],
m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1],
m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1],
m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1],
m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1],
m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator/(tmat2x3<T, P> const & m, T scalar)
{
return tmat2x3<T, P>(
m[0] / scalar,
m[1] / scalar);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER tmat2x3<T, P> operator/(T scalar, tmat2x3<T, P> const & m)
{
return tmat2x3<T, P>(
scalar / m[0],
scalar / m[1]);
}
// -- Boolean operators --
template <typename T, precision P>
GLM_FUNC_QUALIFIER bool operator==(tmat2x3<T, P> const & m1, tmat2x3<T, P> const & m2)
{
return (m1[0] == m2[0]) && (m1[1] == m2[1]);
}
template <typename T, precision P>
GLM_FUNC_QUALIFIER bool operator!=(tmat2x3<T, P> const & m1, tmat2x3<T, P> const & m2)
{
return (m1[0] != m2[0]) || (m1[1] != m2[1]);
}
} //namespace glm

Some files were not shown because too many files have changed in this diff Show More