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