66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
/// @ref gtc_integer
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/// @file glm/gtc/integer.hpp
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///
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/// @see core (dependence)
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/// @see gtc_integer (dependence)
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///
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/// @defgroup gtc_integer GLM_GTC_integer
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/// @ingroup gtc
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///
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/// Include <glm/gtc/integer.hpp> to use the features of this extension.
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///
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/// @brief Allow to perform bit operations on integer values
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#pragma once
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// Dependencies
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#include "../detail/setup.hpp"
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#include "../detail/qualifier.hpp"
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#include "../common.hpp"
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#include "../integer.hpp"
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#include "../exponential.hpp"
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#include <limits>
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#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
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# pragma message("GLM: GLM_GTC_integer extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtc_integer
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/// @{
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/// Returns the log2 of x for integer values. Can be reliably using to compute mipmap count from the texture size.
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/// @see gtc_integer
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template<typename genIUType>
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GLM_FUNC_DECL genIUType log2(genIUType x);
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/// Returns a value equal to the nearest integer to x.
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/// The fraction 0.5 will round in a direction chosen by the
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/// implementation, presumably the direction that is fastest.
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///
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/// @param x The values of the argument must be greater or equal to zero.
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/// @tparam T floating point scalar types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
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/// @see gtc_integer
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_DECL vec<L, int, Q> iround(vec<L, T, Q> const& x);
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/// Returns a value equal to the nearest integer to x.
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/// The fraction 0.5 will round in a direction chosen by the
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/// implementation, presumably the direction that is fastest.
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///
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/// @param x The values of the argument must be greater or equal to zero.
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/// @tparam T floating point scalar types.
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///
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/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
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/// @see gtc_integer
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_DECL vec<L, uint, Q> uround(vec<L, T, Q> const& x);
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/// @}
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} //namespace glm
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#include "integer.inl"
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