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3D
mcellteam/mcell
libs/glm/gtx/extended_min_max.hpp
.hpp
5,800
183
/// @ref gtx_extended_min_max /// @file glm/gtx/extended_min_max.hpp /// /// @see core (dependence) /// /// @defgroup gtx_extended_min_max GLM_GTX_extented_min_max /// @ingroup gtx /// /// Include <glm/gtx/extented_min_max.hpp> to use the features of this extension. /// /// Min and max functions for 3 to 4 parameters. #pragma once // Dependency: #include "../glm.hpp" #ifndef GLM_ENABLE_EXPERIMENTAL # error "GLM: GLM_GTX_extented_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." #endif #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_GTX_extented_min_max extension included") #endif namespace glm { /// @addtogroup gtx_extended_min_max /// @{ /// Return the minimum component-wise values of 3 inputs /// @see gtx_extented_min_max template<typename T> GLM_FUNC_DECL T min( T const& x, T const& y, T const& z); /// Return the minimum component-wise values of 3 inputs /// @see gtx_extented_min_max template<typename T, template<typename> class C> GLM_FUNC_DECL C<T> min( C<T> const& x, typename C<T>::T const& y, typename C<T>::T const& z); /// Return the minimum component-wise values of 3 inputs /// @see gtx_extented_min_max template<typename T, template<typename> class C> GLM_FUNC_DECL C<T> min( C<T> const& x, C<T> const& y, C<T> const& z); /// Return the minimum component-wise values of 4 inputs /// @see gtx_extented_min_max template<typename T> GLM_FUNC_DECL T min( T const& x, T const& y, T const& z, T const& w); /// Return the minimum component-wise values of 4 inputs /// @see gtx_extented_min_max template<typename T, template<typename> class C> GLM_FUNC_DECL C<T> min( C<T> const& x, typename C<T>::T const& y, typename C<T>::T const& z, typename C<T>::T const& w); /// Return the minimum component-wise values of 4 inputs /// @see gtx_extented_min_max template<typename T, template<typename> class C> GLM_FUNC_DECL C<T> min( C<T> const& x, C<T> const& y, C<T> const& z, C<T> const& w); /// Return the maximum component-wise values of 3 inputs /// @see gtx_extented_min_max template<typename T> GLM_FUNC_DECL T max( T const& x, T const& y, T const& z); /// Return the maximum component-wise values of 3 inputs /// @see gtx_extented_min_max template<typename T, template<typename> class C> GLM_FUNC_DECL C<T> max( C<T> const& x, typename C<T>::T const& y, typename C<T>::T const& z); /// Return the maximum component-wise values of 3 inputs /// @see gtx_extented_min_max template<typename T, template<typename> class C> GLM_FUNC_DECL C<T> max( C<T> const& x, C<T> const& y, C<T> const& z); /// Return the maximum component-wise values of 4 inputs /// @see gtx_extented_min_max template<typename T> GLM_FUNC_DECL T max( T const& x, T const& y, T const& z, T const& w); /// Return the maximum component-wise values of 4 inputs /// @see gtx_extented_min_max template<typename T, template<typename> class C> GLM_FUNC_DECL C<T> max( C<T> const& x, typename C<T>::T const& y, typename C<T>::T const& z, typename C<T>::T const& w); /// Return the maximum component-wise values of 4 inputs /// @see gtx_extented_min_max template<typename T, template<typename> class C> GLM_FUNC_DECL C<T> max( C<T> const& x, C<T> const& y, C<T> const& z, C<T> const& w); /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam genType Floating-point or integer; scalar or vector types. /// /// @see gtx_extented_min_max template<typename genType> GLM_FUNC_DECL genType fmin(genType x, genType y); /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam genType Floating-point; scalar or vector types. /// /// @see gtx_extented_min_max /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a> template<typename genType> GLM_FUNC_DECL genType fmax(genType x, genType y); /// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam genType Floating-point scalar or vector types. /// /// @see gtx_extented_min_max template<typename genType> GLM_FUNC_DECL genType fclamp(genType x, genType minVal, genType maxVal); /// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see gtx_extented_min_max template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, T minVal, T maxVal); /// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see gtx_extented_min_max template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fclamp(vec<L, T, Q> const& x, vec<L, T, Q> const& minVal, vec<L, T, Q> const& maxVal); /// @} }//namespace glm #include "extended_min_max.inl"
Unknown
3D
mcellteam/mcell
libs/glm/gtx/scalar_multiplication.hpp
.hpp
2,330
76
/// @ref gtx /// @file glm/gtx/scalar_multiplication.hpp /// @author Joshua Moerman /// /// Include <glm/gtx/scalar_multiplication.hpp> to use the features of this extension. /// /// Enables scalar multiplication for all types /// /// Since GLSL is very strict about types, the following (often used) combinations do not work: /// double * vec4 /// int * vec4 /// vec4 / int /// So we'll fix that! Of course "float * vec4" should remain the same (hence the enable_if magic) #pragma once #include "../detail/setup.hpp" #ifndef GLM_ENABLE_EXPERIMENTAL # error "GLM: GLM_GTX_scalar_multiplication is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." #endif #if !GLM_HAS_TEMPLATE_ALIASES && !(GLM_COMPILER & GLM_COMPILER_GCC) # error "GLM_GTX_scalar_multiplication requires C++11 support or alias templates and if not support for GCC" #endif #include "../vec2.hpp" #include "../vec3.hpp" #include "../vec4.hpp" #include "../mat2x2.hpp" #include <type_traits> namespace glm { template<typename T, typename Vec> using return_type_scalar_multiplication = typename std::enable_if< !std::is_same<T, float>::value // T may not be a float && std::is_arithmetic<T>::value, Vec // But it may be an int or double (no vec3 or mat3, ...) >::type; #define GLM_IMPLEMENT_SCAL_MULT(Vec) \ template<typename T> \ return_type_scalar_multiplication<T, Vec> \ operator*(T const& s, Vec rh){ \ return rh *= static_cast<float>(s); \ } \ \ template<typename T> \ return_type_scalar_multiplication<T, Vec> \ operator*(Vec lh, T const& s){ \ return lh *= static_cast<float>(s); \ } \ \ template<typename T> \ return_type_scalar_multiplication<T, Vec> \ operator/(Vec lh, T const& s){ \ return lh *= 1.0f / s; \ } GLM_IMPLEMENT_SCAL_MULT(vec2) GLM_IMPLEMENT_SCAL_MULT(vec3) GLM_IMPLEMENT_SCAL_MULT(vec4) GLM_IMPLEMENT_SCAL_MULT(mat2) GLM_IMPLEMENT_SCAL_MULT(mat2x3) GLM_IMPLEMENT_SCAL_MULT(mat2x4) GLM_IMPLEMENT_SCAL_MULT(mat3x2) GLM_IMPLEMENT_SCAL_MULT(mat3) GLM_IMPLEMENT_SCAL_MULT(mat3x4) GLM_IMPLEMENT_SCAL_MULT(mat4x2) GLM_IMPLEMENT_SCAL_MULT(mat4x3) GLM_IMPLEMENT_SCAL_MULT(mat4) #undef GLM_IMPLEMENT_SCAL_MULT } // namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/gtx/vec_swizzle.hpp
.hpp
78,881
2,779
/// @ref gtx_vec_swizzle /// @file glm/gtx/vec_swizzle.hpp /// /// @see core (dependence) /// /// @defgroup gtx_vec_swizzle GLM_GTX_vec_swizzle /// @ingroup gtx /// /// Include <glm/gtx/vec_swizzle.hpp> to use the features of this extension. /// /// Functions to perform swizzle operation. #pragma once #include "../glm.hpp" #ifndef GLM_ENABLE_EXPERIMENTAL # error "GLM: GLM_GTX_vec_swizzle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." #endif namespace glm { // xx template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<1, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<2, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.x); } // xy template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<2, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.y); } // xz template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.z); } // xw template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> xw(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.x, v.w); } // yx template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<2, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.x); } // yy template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<2, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.y); } // yz template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.z); } // yw template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> yw(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.y, v.w); } // zx template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.x); } // zy template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.y); } // zz template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<3, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.z); } // zw template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> zw(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.z, v.w); } // wx template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> wx(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.w, v.x); } // wy template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> wy(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.w, v.y); } // wz template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> wz(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.w, v.z); } // ww template<typename T, qualifier Q> GLM_INLINE glm::vec<2, T, Q> ww(const glm::vec<4, T, Q> &v) { return glm::vec<2, T, Q>(v.w, v.w); } // xxx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<1, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.x); } // xxy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.y); } // xxz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.z); } // xxw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xxw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.x, v.w); } // xyx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.x); } // xyy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.y); } // xyz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.z); } // xyw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xyw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.y, v.w); } // xzx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.x); } // xzy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.y); } // xzz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.z); } // xzw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xzw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.z, v.w); } // xwx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xwx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.w, v.x); } // xwy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xwy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.w, v.y); } // xwz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xwz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.w, v.z); } // xww template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> xww(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.x, v.w, v.w); } // yxx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.x); } // yxy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.y); } // yxz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.z); } // yxw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yxw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.x, v.w); } // yyx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.x); } // yyy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<2, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.y); } // yyz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.z); } // yyw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yyw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.y, v.w); } // yzx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.x); } // yzy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.y); } // yzz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.z); } // yzw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yzw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.z, v.w); } // ywx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> ywx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.w, v.x); } // ywy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> ywy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.w, v.y); } // ywz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> ywz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.w, v.z); } // yww template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> yww(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.y, v.w, v.w); } // zxx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.x); } // zxy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.y); } // zxz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.z); } // zxw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zxw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.x, v.w); } // zyx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.x); } // zyy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.y); } // zyz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.z); } // zyw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zyw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.y, v.w); } // zzx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.x); } // zzy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.y); } // zzz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<3, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.z); } // zzw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zzw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.z, v.w); } // zwx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zwx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.w, v.x); } // zwy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zwy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.w, v.y); } // zwz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zwz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.w, v.z); } // zww template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> zww(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.z, v.w, v.w); } // wxx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wxx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.x, v.x); } // wxy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wxy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.x, v.y); } // wxz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wxz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.x, v.z); } // wxw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wxw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.x, v.w); } // wyx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wyx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.y, v.x); } // wyy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wyy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.y, v.y); } // wyz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wyz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.y, v.z); } // wyw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wyw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.y, v.w); } // wzx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wzx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.z, v.x); } // wzy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wzy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.z, v.y); } // wzz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wzz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.z, v.z); } // wzw template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wzw(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.z, v.w); } // wwx template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wwx(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.w, v.x); } // wwy template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wwy(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.w, v.y); } // wwz template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> wwz(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.w, v.z); } // www template<typename T, qualifier Q> GLM_INLINE glm::vec<3, T, Q> www(const glm::vec<4, T, Q> &v) { return glm::vec<3, T, Q>(v.w, v.w, v.w); } // xxxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<1, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); } // xxxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y); } // xxxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.z); } // xxxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.x, v.w); } // xxyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x); } // xxyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y); } // xxyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.z); } // xxyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.y, v.w); } // xxzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.x); } // xxzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.y); } // xxzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.z); } // xxzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.z, v.w); } // xxwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.w, v.x); } // xxwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.w, v.y); } // xxwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.w, v.z); } // xxww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xxww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.x, v.w, v.w); } // xyxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x); } // xyxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y); } // xyxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.z); } // xyxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.x, v.w); } // xyyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x); } // xyyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y); } // xyyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.z); } // xyyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.y, v.w); } // xyzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.x); } // xyzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.y); } // xyzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.z); } // xyzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.z, v.w); } // xywx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xywx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.w, v.x); } // xywy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xywy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.w, v.y); } // xywz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xywz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.w, v.z); } // xyww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xyww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.y, v.w, v.w); } // xzxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.x); } // xzxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.y); } // xzxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.z); } // xzxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.x, v.w); } // xzyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.x); } // xzyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.y); } // xzyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.z); } // xzyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.y, v.w); } // xzzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.x); } // xzzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.y); } // xzzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.z); } // xzzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.z, v.w); } // xzwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.w, v.x); } // xzwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.w, v.y); } // xzwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.w, v.z); } // xzww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xzww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.z, v.w, v.w); } // xwxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.x, v.x); } // xwxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.x, v.y); } // xwxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.x, v.z); } // xwxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.x, v.w); } // xwyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.y, v.x); } // xwyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.y, v.y); } // xwyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.y, v.z); } // xwyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.y, v.w); } // xwzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.z, v.x); } // xwzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.z, v.y); } // xwzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.z, v.z); } // xwzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.z, v.w); } // xwwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.w, v.x); } // xwwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.w, v.y); } // xwwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.w, v.z); } // xwww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> xwww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.x, v.w, v.w, v.w); } // yxxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x); } // yxxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y); } // yxxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.z); } // yxxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.x, v.w); } // yxyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x); } // yxyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y); } // yxyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.z); } // yxyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.y, v.w); } // yxzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.x); } // yxzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.y); } // yxzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.z); } // yxzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.z, v.w); } // yxwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.w, v.x); } // yxwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.w, v.y); } // yxwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.w, v.z); } // yxww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yxww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.x, v.w, v.w); } // yyxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x); } // yyxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y); } // yyxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.z); } // yyxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.x, v.w); } // yyyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x); } // yyyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<2, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y); } // yyyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.z); } // yyyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.y, v.w); } // yyzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.x); } // yyzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.y); } // yyzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.z); } // yyzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.z, v.w); } // yywx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yywx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.w, v.x); } // yywy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yywy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.w, v.y); } // yywz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yywz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.w, v.z); } // yyww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yyww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.y, v.w, v.w); } // yzxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.x); } // yzxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.y); } // yzxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.z); } // yzxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.x, v.w); } // yzyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.x); } // yzyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.y); } // yzyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.z); } // yzyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.y, v.w); } // yzzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.x); } // yzzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.y); } // yzzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.z); } // yzzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.z, v.w); } // yzwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.w, v.x); } // yzwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.w, v.y); } // yzwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.w, v.z); } // yzww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> yzww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.z, v.w, v.w); } // ywxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.x, v.x); } // ywxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.x, v.y); } // ywxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.x, v.z); } // ywxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.x, v.w); } // ywyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.y, v.x); } // ywyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.y, v.y); } // ywyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.y, v.z); } // ywyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.y, v.w); } // ywzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.z, v.x); } // ywzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.z, v.y); } // ywzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.z, v.z); } // ywzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.z, v.w); } // ywwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.w, v.x); } // ywwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.w, v.y); } // ywwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.w, v.z); } // ywww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> ywww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.y, v.w, v.w, v.w); } // zxxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.x); } // zxxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.y); } // zxxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.z); } // zxxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.x, v.w); } // zxyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.x); } // zxyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.y); } // zxyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.z); } // zxyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.y, v.w); } // zxzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.x); } // zxzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.y); } // zxzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.z); } // zxzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.z, v.w); } // zxwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.w, v.x); } // zxwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.w, v.y); } // zxwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.w, v.z); } // zxww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zxww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.x, v.w, v.w); } // zyxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.x); } // zyxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.y); } // zyxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.z); } // zyxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.x, v.w); } // zyyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.x); } // zyyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.y); } // zyyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.z); } // zyyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.y, v.w); } // zyzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.x); } // zyzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.y); } // zyzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.z); } // zyzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.z, v.w); } // zywx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zywx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.w, v.x); } // zywy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zywy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.w, v.y); } // zywz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zywz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.w, v.z); } // zyww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zyww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.y, v.w, v.w); } // zzxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.x); } // zzxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.y); } // zzxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.z); } // zzxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.x, v.w); } // zzyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.x); } // zzyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.y); } // zzyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.z); } // zzyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.y, v.w); } // zzzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.x); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.x); } // zzzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.y); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.y); } // zzzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<3, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.z); } template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.z); } // zzzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.z, v.w); } // zzwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.w, v.x); } // zzwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.w, v.y); } // zzwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.w, v.z); } // zzww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zzww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.z, v.w, v.w); } // zwxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.x, v.x); } // zwxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.x, v.y); } // zwxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.x, v.z); } // zwxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.x, v.w); } // zwyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.y, v.x); } // zwyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.y, v.y); } // zwyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.y, v.z); } // zwyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.y, v.w); } // zwzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.z, v.x); } // zwzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.z, v.y); } // zwzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.z, v.z); } // zwzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.z, v.w); } // zwwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.w, v.x); } // zwwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.w, v.y); } // zwwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.w, v.z); } // zwww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> zwww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.z, v.w, v.w, v.w); } // wxxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.x, v.x); } // wxxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.x, v.y); } // wxxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.x, v.z); } // wxxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.x, v.w); } // wxyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.y, v.x); } // wxyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.y, v.y); } // wxyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.y, v.z); } // wxyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.y, v.w); } // wxzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.z, v.x); } // wxzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.z, v.y); } // wxzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.z, v.z); } // wxzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.z, v.w); } // wxwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.w, v.x); } // wxwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.w, v.y); } // wxwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.w, v.z); } // wxww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wxww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.x, v.w, v.w); } // wyxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.x, v.x); } // wyxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.x, v.y); } // wyxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.x, v.z); } // wyxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.x, v.w); } // wyyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.y, v.x); } // wyyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.y, v.y); } // wyyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.y, v.z); } // wyyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.y, v.w); } // wyzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.z, v.x); } // wyzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.z, v.y); } // wyzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.z, v.z); } // wyzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.z, v.w); } // wywx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wywx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.w, v.x); } // wywy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wywy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.w, v.y); } // wywz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wywz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.w, v.z); } // wyww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wyww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.y, v.w, v.w); } // wzxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.x, v.x); } // wzxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.x, v.y); } // wzxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.x, v.z); } // wzxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.x, v.w); } // wzyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.y, v.x); } // wzyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.y, v.y); } // wzyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.y, v.z); } // wzyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.y, v.w); } // wzzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.z, v.x); } // wzzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.z, v.y); } // wzzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.z, v.z); } // wzzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.z, v.w); } // wzwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.w, v.x); } // wzwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.w, v.y); } // wzwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.w, v.z); } // wzww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wzww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.z, v.w, v.w); } // wwxx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwxx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.x, v.x); } // wwxy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwxy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.x, v.y); } // wwxz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwxz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.x, v.z); } // wwxw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwxw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.x, v.w); } // wwyx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwyx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.y, v.x); } // wwyy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwyy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.y, v.y); } // wwyz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwyz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.y, v.z); } // wwyw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwyw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.y, v.w); } // wwzx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwzx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.z, v.x); } // wwzy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwzy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.z, v.y); } // wwzz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwzz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.z, v.z); } // wwzw template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwzw(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.z, v.w); } // wwwx template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwwx(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.w, v.x); } // wwwy template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwwy(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.w, v.y); } // wwwz template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwwz(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.w, v.z); } // wwww template<typename T, qualifier Q> GLM_INLINE glm::vec<4, T, Q> wwww(const glm::vec<4, T, Q> &v) { return glm::vec<4, T, Q>(v.w, v.w, v.w, v.w); } }
Unknown
3D
mcellteam/mcell
libs/glm/simd/matrix.h
.h
40,979
1,029
/// @ref simd /// @file glm/simd/matrix.h #pragma once #include "geometric.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_QUALIFIER void glm_mat4_matrixCompMult(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) { out[0] = _mm_mul_ps(in1[0], in2[0]); out[1] = _mm_mul_ps(in1[1], in2[1]); out[2] = _mm_mul_ps(in1[2], in2[2]); out[3] = _mm_mul_ps(in1[3], in2[3]); } GLM_FUNC_QUALIFIER void glm_mat4_add(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) { out[0] = _mm_add_ps(in1[0], in2[0]); out[1] = _mm_add_ps(in1[1], in2[1]); out[2] = _mm_add_ps(in1[2], in2[2]); out[3] = _mm_add_ps(in1[3], in2[3]); } GLM_FUNC_QUALIFIER void glm_mat4_sub(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) { out[0] = _mm_sub_ps(in1[0], in2[0]); out[1] = _mm_sub_ps(in1[1], in2[1]); out[2] = _mm_sub_ps(in1[2], in2[2]); out[3] = _mm_sub_ps(in1[3], in2[3]); } GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_mul_vec4(glm_vec4 const m[4], glm_vec4 v) { __m128 v0 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0)); __m128 v1 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1)); __m128 v2 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2)); __m128 v3 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(m[0], v0); __m128 m1 = _mm_mul_ps(m[1], v1); __m128 m2 = _mm_mul_ps(m[2], v2); __m128 m3 = _mm_mul_ps(m[3], v3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); return a2; } GLM_FUNC_QUALIFIER __m128 glm_vec4_mul_mat4(glm_vec4 v, glm_vec4 const m[4]) { __m128 i0 = m[0]; __m128 i1 = m[1]; __m128 i2 = m[2]; __m128 i3 = m[3]; __m128 m0 = _mm_mul_ps(v, i0); __m128 m1 = _mm_mul_ps(v, i1); __m128 m2 = _mm_mul_ps(v, i2); __m128 m3 = _mm_mul_ps(v, i3); __m128 u0 = _mm_unpacklo_ps(m0, m1); __m128 u1 = _mm_unpackhi_ps(m0, m1); __m128 a0 = _mm_add_ps(u0, u1); __m128 u2 = _mm_unpacklo_ps(m2, m3); __m128 u3 = _mm_unpackhi_ps(m2, m3); __m128 a1 = _mm_add_ps(u2, u3); __m128 f0 = _mm_movelh_ps(a0, a1); __m128 f1 = _mm_movehl_ps(a1, a0); __m128 f2 = _mm_add_ps(f0, f1); return f2; } GLM_FUNC_QUALIFIER void glm_mat4_mul(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) { { __m128 e0 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(0, 0, 0, 0)); __m128 e1 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(1, 1, 1, 1)); __m128 e2 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(2, 2, 2, 2)); __m128 e3 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(in1[0], e0); __m128 m1 = _mm_mul_ps(in1[1], e1); __m128 m2 = _mm_mul_ps(in1[2], e2); __m128 m3 = _mm_mul_ps(in1[3], e3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); out[0] = a2; } { __m128 e0 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 e1 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 e2 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 e3 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(in1[0], e0); __m128 m1 = _mm_mul_ps(in1[1], e1); __m128 m2 = _mm_mul_ps(in1[2], e2); __m128 m3 = _mm_mul_ps(in1[3], e3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); out[1] = a2; } { __m128 e0 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 e1 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 e2 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 e3 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(in1[0], e0); __m128 m1 = _mm_mul_ps(in1[1], e1); __m128 m2 = _mm_mul_ps(in1[2], e2); __m128 m3 = _mm_mul_ps(in1[3], e3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); out[2] = a2; } { //(__m128&)_mm_shuffle_epi32(__m128i&)in2[0], _MM_SHUFFLE(3, 3, 3, 3)) __m128 e0 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(0, 0, 0, 0)); __m128 e1 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(1, 1, 1, 1)); __m128 e2 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(2, 2, 2, 2)); __m128 e3 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(3, 3, 3, 3)); __m128 m0 = _mm_mul_ps(in1[0], e0); __m128 m1 = _mm_mul_ps(in1[1], e1); __m128 m2 = _mm_mul_ps(in1[2], e2); __m128 m3 = _mm_mul_ps(in1[3], e3); __m128 a0 = _mm_add_ps(m0, m1); __m128 a1 = _mm_add_ps(m2, m3); __m128 a2 = _mm_add_ps(a0, a1); out[3] = a2; } } GLM_FUNC_QUALIFIER void glm_mat4_transpose(glm_vec4 const in[4], glm_vec4 out[4]) { __m128 tmp0 = _mm_shuffle_ps(in[0], in[1], 0x44); __m128 tmp2 = _mm_shuffle_ps(in[0], in[1], 0xEE); __m128 tmp1 = _mm_shuffle_ps(in[2], in[3], 0x44); __m128 tmp3 = _mm_shuffle_ps(in[2], in[3], 0xEE); out[0] = _mm_shuffle_ps(tmp0, tmp1, 0x88); out[1] = _mm_shuffle_ps(tmp0, tmp1, 0xDD); out[2] = _mm_shuffle_ps(tmp2, tmp3, 0x88); out[3] = _mm_shuffle_ps(tmp2, tmp3, 0xDD); } GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_highp(glm_vec4 const in[4]) { __m128 Fac0; { // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; // valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac0 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac1; { // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; // valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac1 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac2; { // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; // valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac2 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac3; { // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; // valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac3 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac4; { // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; // valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac4 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac5; { // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; // valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac5 = _mm_sub_ps(Mul00, Mul01); } __m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f); __m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f); // m[1][0] // m[0][0] // m[0][0] // m[0][0] __m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][1] // m[0][1] // m[0][1] // m[0][1] __m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][2] // m[0][2] // m[0][2] // m[0][2] __m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][3] // m[0][3] // m[0][3] // m[0][3] __m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0)); // col0 // + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]), // - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]), // + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]), // - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]), __m128 Mul00 = _mm_mul_ps(Vec1, Fac0); __m128 Mul01 = _mm_mul_ps(Vec2, Fac1); __m128 Mul02 = _mm_mul_ps(Vec3, Fac2); __m128 Sub00 = _mm_sub_ps(Mul00, Mul01); __m128 Add00 = _mm_add_ps(Sub00, Mul02); __m128 Inv0 = _mm_mul_ps(SignB, Add00); // col1 // - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]), // + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]), // - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]), // + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]), __m128 Mul03 = _mm_mul_ps(Vec0, Fac0); __m128 Mul04 = _mm_mul_ps(Vec2, Fac3); __m128 Mul05 = _mm_mul_ps(Vec3, Fac4); __m128 Sub01 = _mm_sub_ps(Mul03, Mul04); __m128 Add01 = _mm_add_ps(Sub01, Mul05); __m128 Inv1 = _mm_mul_ps(SignA, Add01); // col2 // + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]), // - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]), // + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]), // - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]), __m128 Mul06 = _mm_mul_ps(Vec0, Fac1); __m128 Mul07 = _mm_mul_ps(Vec1, Fac3); __m128 Mul08 = _mm_mul_ps(Vec3, Fac5); __m128 Sub02 = _mm_sub_ps(Mul06, Mul07); __m128 Add02 = _mm_add_ps(Sub02, Mul08); __m128 Inv2 = _mm_mul_ps(SignB, Add02); // col3 // - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]), // + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]), // - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]), // + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3])); __m128 Mul09 = _mm_mul_ps(Vec0, Fac2); __m128 Mul10 = _mm_mul_ps(Vec1, Fac4); __m128 Mul11 = _mm_mul_ps(Vec2, Fac5); __m128 Sub03 = _mm_sub_ps(Mul09, Mul10); __m128 Add03 = _mm_add_ps(Sub03, Mul11); __m128 Inv3 = _mm_mul_ps(SignA, Add03); __m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0)); // valType Determinant = m[0][0] * Inverse[0][0] // + m[0][1] * Inverse[1][0] // + m[0][2] * Inverse[2][0] // + m[0][3] * Inverse[3][0]; __m128 Det0 = glm_vec4_dot(in[0], Row2); return Det0; } GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_lowp(glm_vec4 const m[4]) { // _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128( //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]; // First 2 columns __m128 Swp2A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 1, 1, 2))); __m128 Swp3A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(3, 2, 3, 3))); __m128 MulA = _mm_mul_ps(Swp2A, Swp3A); // Second 2 columns __m128 Swp2B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(3, 2, 3, 3))); __m128 Swp3B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(0, 1, 1, 2))); __m128 MulB = _mm_mul_ps(Swp2B, Swp3B); // Columns subtraction __m128 SubE = _mm_sub_ps(MulA, MulB); // Last 2 rows __m128 Swp2C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 0, 1, 2))); __m128 Swp3C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(1, 2, 0, 0))); __m128 MulC = _mm_mul_ps(Swp2C, Swp3C); __m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC); //vec<4, T, Q> 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)); __m128 SubFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubE), _MM_SHUFFLE(2, 1, 0, 0))); __m128 SwpFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(0, 0, 0, 1))); __m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA); __m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1)); __m128 SubFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpB), _MM_SHUFFLE(3, 1, 1, 0)));//SubF[0], SubE[3], SubE[3], SubE[1]; __m128 SwpFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(1, 1, 2, 2))); __m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB); __m128 SubRes = _mm_sub_ps(MulFacA, MulFacB); __m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2)); __m128 SubFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpC), _MM_SHUFFLE(3, 3, 2, 0))); __m128 SwpFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(2, 3, 3, 3))); __m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC); __m128 AddRes = _mm_add_ps(SubRes, MulFacC); __m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f)); //return m[0][0] * DetCof[0] // + m[0][1] * DetCof[1] // + m[0][2] * DetCof[2] // + m[0][3] * DetCof[3]; return glm_vec4_dot(m[0], DetCof); } GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant(glm_vec4 const m[4]) { // _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(add) //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]; // First 2 columns __m128 Swp2A = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 1, 1, 2)); __m128 Swp3A = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(3, 2, 3, 3)); __m128 MulA = _mm_mul_ps(Swp2A, Swp3A); // Second 2 columns __m128 Swp2B = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(3, 2, 3, 3)); __m128 Swp3B = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(0, 1, 1, 2)); __m128 MulB = _mm_mul_ps(Swp2B, Swp3B); // Columns subtraction __m128 SubE = _mm_sub_ps(MulA, MulB); // Last 2 rows __m128 Swp2C = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 0, 1, 2)); __m128 Swp3C = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(1, 2, 0, 0)); __m128 MulC = _mm_mul_ps(Swp2C, Swp3C); __m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC); //vec<4, T, Q> 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)); __m128 SubFacA = _mm_shuffle_ps(SubE, SubE, _MM_SHUFFLE(2, 1, 0, 0)); __m128 SwpFacA = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(0, 0, 0, 1)); __m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA); __m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1)); __m128 SubFacB = _mm_shuffle_ps(SubTmpB, SubTmpB, _MM_SHUFFLE(3, 1, 1, 0));//SubF[0], SubE[3], SubE[3], SubE[1]; __m128 SwpFacB = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(1, 1, 2, 2)); __m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB); __m128 SubRes = _mm_sub_ps(MulFacA, MulFacB); __m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2)); __m128 SubFacC = _mm_shuffle_ps(SubTmpC, SubTmpC, _MM_SHUFFLE(3, 3, 2, 0)); __m128 SwpFacC = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(2, 3, 3, 3)); __m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC); __m128 AddRes = _mm_add_ps(SubRes, MulFacC); __m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f)); //return m[0][0] * DetCof[0] // + m[0][1] * DetCof[1] // + m[0][2] * DetCof[2] // + m[0][3] * DetCof[3]; return glm_vec4_dot(m[0], DetCof); } GLM_FUNC_QUALIFIER void glm_mat4_inverse(glm_vec4 const in[4], glm_vec4 out[4]) { __m128 Fac0; { // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; // valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac0 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac1; { // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; // valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac1 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac2; { // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; // valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac2 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac3; { // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; // valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac3 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac4; { // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; // valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac4 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac5; { // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; // valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac5 = _mm_sub_ps(Mul00, Mul01); } __m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f); __m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f); // m[1][0] // m[0][0] // m[0][0] // m[0][0] __m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][1] // m[0][1] // m[0][1] // m[0][1] __m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][2] // m[0][2] // m[0][2] // m[0][2] __m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][3] // m[0][3] // m[0][3] // m[0][3] __m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0)); // col0 // + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]), // - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]), // + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]), // - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]), __m128 Mul00 = _mm_mul_ps(Vec1, Fac0); __m128 Mul01 = _mm_mul_ps(Vec2, Fac1); __m128 Mul02 = _mm_mul_ps(Vec3, Fac2); __m128 Sub00 = _mm_sub_ps(Mul00, Mul01); __m128 Add00 = _mm_add_ps(Sub00, Mul02); __m128 Inv0 = _mm_mul_ps(SignB, Add00); // col1 // - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]), // + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]), // - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]), // + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]), __m128 Mul03 = _mm_mul_ps(Vec0, Fac0); __m128 Mul04 = _mm_mul_ps(Vec2, Fac3); __m128 Mul05 = _mm_mul_ps(Vec3, Fac4); __m128 Sub01 = _mm_sub_ps(Mul03, Mul04); __m128 Add01 = _mm_add_ps(Sub01, Mul05); __m128 Inv1 = _mm_mul_ps(SignA, Add01); // col2 // + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]), // - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]), // + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]), // - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]), __m128 Mul06 = _mm_mul_ps(Vec0, Fac1); __m128 Mul07 = _mm_mul_ps(Vec1, Fac3); __m128 Mul08 = _mm_mul_ps(Vec3, Fac5); __m128 Sub02 = _mm_sub_ps(Mul06, Mul07); __m128 Add02 = _mm_add_ps(Sub02, Mul08); __m128 Inv2 = _mm_mul_ps(SignB, Add02); // col3 // - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]), // + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]), // - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]), // + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3])); __m128 Mul09 = _mm_mul_ps(Vec0, Fac2); __m128 Mul10 = _mm_mul_ps(Vec1, Fac4); __m128 Mul11 = _mm_mul_ps(Vec2, Fac5); __m128 Sub03 = _mm_sub_ps(Mul09, Mul10); __m128 Add03 = _mm_add_ps(Sub03, Mul11); __m128 Inv3 = _mm_mul_ps(SignA, Add03); __m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0)); // valType Determinant = m[0][0] * Inverse[0][0] // + m[0][1] * Inverse[1][0] // + m[0][2] * Inverse[2][0] // + m[0][3] * Inverse[3][0]; __m128 Det0 = glm_vec4_dot(in[0], Row2); __m128 Rcp0 = _mm_div_ps(_mm_set1_ps(1.0f), Det0); //__m128 Rcp0 = _mm_rcp_ps(Det0); // Inverse /= Determinant; out[0] = _mm_mul_ps(Inv0, Rcp0); out[1] = _mm_mul_ps(Inv1, Rcp0); out[2] = _mm_mul_ps(Inv2, Rcp0); out[3] = _mm_mul_ps(Inv3, Rcp0); } GLM_FUNC_QUALIFIER void glm_mat4_inverse_lowp(glm_vec4 const in[4], glm_vec4 out[4]) { __m128 Fac0; { // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; // valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; // valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac0 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac1; { // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; // valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; // valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac1 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac2; { // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; // valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; // valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac2 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac3; { // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; // valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; // valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac3 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac4; { // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; // valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; // valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac4 = _mm_sub_ps(Mul00, Mul01); } __m128 Fac5; { // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; // valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; // valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); Fac5 = _mm_sub_ps(Mul00, Mul01); } __m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f); __m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f); // m[1][0] // m[0][0] // m[0][0] // m[0][0] __m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0)); __m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][1] // m[0][1] // m[0][1] // m[0][1] __m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1)); __m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][2] // m[0][2] // m[0][2] // m[0][2] __m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2)); __m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0)); // m[1][3] // m[0][3] // m[0][3] // m[0][3] __m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3)); __m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0)); // col0 // + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]), // - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]), // + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]), // - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]), __m128 Mul00 = _mm_mul_ps(Vec1, Fac0); __m128 Mul01 = _mm_mul_ps(Vec2, Fac1); __m128 Mul02 = _mm_mul_ps(Vec3, Fac2); __m128 Sub00 = _mm_sub_ps(Mul00, Mul01); __m128 Add00 = _mm_add_ps(Sub00, Mul02); __m128 Inv0 = _mm_mul_ps(SignB, Add00); // col1 // - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]), // + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]), // - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]), // + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]), __m128 Mul03 = _mm_mul_ps(Vec0, Fac0); __m128 Mul04 = _mm_mul_ps(Vec2, Fac3); __m128 Mul05 = _mm_mul_ps(Vec3, Fac4); __m128 Sub01 = _mm_sub_ps(Mul03, Mul04); __m128 Add01 = _mm_add_ps(Sub01, Mul05); __m128 Inv1 = _mm_mul_ps(SignA, Add01); // col2 // + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]), // - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]), // + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]), // - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]), __m128 Mul06 = _mm_mul_ps(Vec0, Fac1); __m128 Mul07 = _mm_mul_ps(Vec1, Fac3); __m128 Mul08 = _mm_mul_ps(Vec3, Fac5); __m128 Sub02 = _mm_sub_ps(Mul06, Mul07); __m128 Add02 = _mm_add_ps(Sub02, Mul08); __m128 Inv2 = _mm_mul_ps(SignB, Add02); // col3 // - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]), // + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]), // - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]), // + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3])); __m128 Mul09 = _mm_mul_ps(Vec0, Fac2); __m128 Mul10 = _mm_mul_ps(Vec1, Fac4); __m128 Mul11 = _mm_mul_ps(Vec2, Fac5); __m128 Sub03 = _mm_sub_ps(Mul09, Mul10); __m128 Add03 = _mm_add_ps(Sub03, Mul11); __m128 Inv3 = _mm_mul_ps(SignA, Add03); __m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0)); // valType Determinant = m[0][0] * Inverse[0][0] // + m[0][1] * Inverse[1][0] // + m[0][2] * Inverse[2][0] // + m[0][3] * Inverse[3][0]; __m128 Det0 = glm_vec4_dot(in[0], Row2); __m128 Rcp0 = _mm_rcp_ps(Det0); //__m128 Rcp0 = _mm_div_ps(one, Det0); // Inverse /= Determinant; out[0] = _mm_mul_ps(Inv0, Rcp0); out[1] = _mm_mul_ps(Inv1, Rcp0); out[2] = _mm_mul_ps(Inv2, Rcp0); out[3] = _mm_mul_ps(Inv3, Rcp0); } /* GLM_FUNC_QUALIFIER void glm_mat4_rotate(__m128 const in[4], float Angle, float const v[3], __m128 out[4]) { float a = glm::radians(Angle); float c = cos(a); float s = sin(a); glm::vec4 AxisA(v[0], v[1], v[2], float(0)); __m128 AxisB = _mm_set_ps(AxisA.w, AxisA.z, AxisA.y, AxisA.x); __m128 AxisC = detail::sse_nrm_ps(AxisB); __m128 Cos0 = _mm_set_ss(c); __m128 CosA = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(0, 0, 0, 0)); __m128 Sin0 = _mm_set_ss(s); __m128 SinA = _mm_shuffle_ps(Sin0, Sin0, _MM_SHUFFLE(0, 0, 0, 0)); // vec<3, T, Q> temp = (valType(1) - c) * axis; __m128 Temp0 = _mm_sub_ps(one, CosA); __m128 Temp1 = _mm_mul_ps(Temp0, AxisC); //Rotate[0][0] = c + temp[0] * axis[0]; //Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2]; //Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1]; __m128 Axis0 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(0, 0, 0, 0)); __m128 TmpA0 = _mm_mul_ps(Axis0, AxisC); __m128 CosA0 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 1, 0)); __m128 TmpA1 = _mm_add_ps(CosA0, TmpA0); __m128 SinA0 = SinA;//_mm_set_ps(0.0f, s, -s, 0.0f); __m128 TmpA2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 1, 2, 3)); __m128 TmpA3 = _mm_mul_ps(SinA0, TmpA2); __m128 TmpA4 = _mm_add_ps(TmpA1, TmpA3); //Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2]; //Rotate[1][1] = c + temp[1] * axis[1]; //Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0]; __m128 Axis1 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(1, 1, 1, 1)); __m128 TmpB0 = _mm_mul_ps(Axis1, AxisC); __m128 CosA1 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 0, 1)); __m128 TmpB1 = _mm_add_ps(CosA1, TmpB0); __m128 SinB0 = SinA;//_mm_set_ps(-s, 0.0f, s, 0.0f); __m128 TmpB2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 0, 3, 2)); __m128 TmpB3 = _mm_mul_ps(SinA0, TmpB2); __m128 TmpB4 = _mm_add_ps(TmpB1, TmpB3); //Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1]; //Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0]; //Rotate[2][2] = c + temp[2] * axis[2]; __m128 Axis2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(2, 2, 2, 2)); __m128 TmpC0 = _mm_mul_ps(Axis2, AxisC); __m128 CosA2 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 0, 1, 1)); __m128 TmpC1 = _mm_add_ps(CosA2, TmpC0); __m128 SinC0 = SinA;//_mm_set_ps(s, -s, 0.0f, 0.0f); __m128 TmpC2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 3, 0, 1)); __m128 TmpC3 = _mm_mul_ps(SinA0, TmpC2); __m128 TmpC4 = _mm_add_ps(TmpC1, TmpC3); __m128 Result[4]; Result[0] = TmpA4; Result[1] = TmpB4; Result[2] = TmpC4; Result[3] = _mm_set_ps(1, 0, 0, 0); //mat<4, 4, valType> Result; //Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2]; //Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2]; //Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2]; //Result[3] = m[3]; //return Result; sse_mul_ps(in, Result, out); } */ GLM_FUNC_QUALIFIER void glm_mat4_outerProduct(__m128 const& c, __m128 const& r, __m128 out[4]) { out[0] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(0, 0, 0, 0))); out[1] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(1, 1, 1, 1))); out[2] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(2, 2, 2, 2))); out[3] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(3, 3, 3, 3))); } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
Unknown
3D
mcellteam/mcell
libs/glm/simd/exponential.h
.h
397
21
/// @ref simd /// @file glm/simd/experimental.h #pragma once #include "platform.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sqrt_lowp(glm_f32vec4 x) { return _mm_mul_ss(_mm_rsqrt_ss(x), x); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sqrt_lowp(glm_f32vec4 x) { return _mm_mul_ps(_mm_rsqrt_ps(x), x); } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
Unknown
3D
mcellteam/mcell
libs/glm/simd/platform.h
.h
12,253
358
#pragma once /////////////////////////////////////////////////////////////////////////////////// // Platform #define GLM_PLATFORM_UNKNOWN 0x00000000 #define GLM_PLATFORM_WINDOWS 0x00010000 #define GLM_PLATFORM_LINUX 0x00020000 #define GLM_PLATFORM_APPLE 0x00040000 //#define GLM_PLATFORM_IOS 0x00080000 #define GLM_PLATFORM_ANDROID 0x00100000 #define GLM_PLATFORM_CHROME_NACL 0x00200000 #define GLM_PLATFORM_UNIX 0x00400000 #define GLM_PLATFORM_QNXNTO 0x00800000 #define GLM_PLATFORM_WINCE 0x01000000 #define GLM_PLATFORM_CYGWIN 0x02000000 #ifdef GLM_FORCE_PLATFORM_UNKNOWN # define GLM_PLATFORM GLM_PLATFORM_UNKNOWN #elif defined(__CYGWIN__) # define GLM_PLATFORM GLM_PLATFORM_CYGWIN #elif defined(__QNXNTO__) # define GLM_PLATFORM GLM_PLATFORM_QNXNTO #elif defined(__APPLE__) # define GLM_PLATFORM GLM_PLATFORM_APPLE #elif defined(WINCE) # define GLM_PLATFORM GLM_PLATFORM_WINCE #elif defined(_WIN32) # define GLM_PLATFORM GLM_PLATFORM_WINDOWS #elif defined(__native_client__) # define GLM_PLATFORM GLM_PLATFORM_CHROME_NACL #elif defined(__ANDROID__) # define GLM_PLATFORM GLM_PLATFORM_ANDROID #elif defined(__linux) # define GLM_PLATFORM GLM_PLATFORM_LINUX #elif defined(__unix) # define GLM_PLATFORM GLM_PLATFORM_UNIX #else # define GLM_PLATFORM GLM_PLATFORM_UNKNOWN #endif// /////////////////////////////////////////////////////////////////////////////////// // Compiler #define GLM_COMPILER_UNKNOWN 0x00000000 // Intel #define GLM_COMPILER_INTEL 0x00100000 #define GLM_COMPILER_INTEL14 0x00100040 #define GLM_COMPILER_INTEL15 0x00100050 #define GLM_COMPILER_INTEL16 0x00100060 #define GLM_COMPILER_INTEL17 0x00100070 // Visual C++ defines #define GLM_COMPILER_VC 0x01000000 #define GLM_COMPILER_VC12 0x01000001 #define GLM_COMPILER_VC14 0x01000002 #define GLM_COMPILER_VC15 0x01000003 #define GLM_COMPILER_VC15_3 0x01000004 #define GLM_COMPILER_VC15_5 0x01000005 #define GLM_COMPILER_VC15_6 0x01000006 #define GLM_COMPILER_VC15_7 0x01000007 // GCC defines #define GLM_COMPILER_GCC 0x02000000 #define GLM_COMPILER_GCC46 0x020000D0 #define GLM_COMPILER_GCC47 0x020000E0 #define GLM_COMPILER_GCC48 0x020000F0 #define GLM_COMPILER_GCC49 0x02000100 #define GLM_COMPILER_GCC5 0x02000200 #define GLM_COMPILER_GCC6 0x02000300 #define GLM_COMPILER_GCC7 0x02000400 #define GLM_COMPILER_GCC8 0x02000500 // CUDA #define GLM_COMPILER_CUDA 0x10000000 #define GLM_COMPILER_CUDA70 0x100000A0 #define GLM_COMPILER_CUDA75 0x100000B0 #define GLM_COMPILER_CUDA80 0x100000C0 // Clang #define GLM_COMPILER_CLANG 0x20000000 #define GLM_COMPILER_CLANG34 0x20000050 #define GLM_COMPILER_CLANG35 0x20000060 #define GLM_COMPILER_CLANG36 0x20000070 #define GLM_COMPILER_CLANG37 0x20000080 #define GLM_COMPILER_CLANG38 0x20000090 #define GLM_COMPILER_CLANG39 0x200000A0 #define GLM_COMPILER_CLANG40 0x200000B0 #define GLM_COMPILER_CLANG41 0x200000C0 #define GLM_COMPILER_CLANG42 0x200000D0 // Build model #define GLM_MODEL_32 0x00000010 #define GLM_MODEL_64 0x00000020 // Force generic C++ compiler #ifdef GLM_FORCE_COMPILER_UNKNOWN # define GLM_COMPILER GLM_COMPILER_UNKNOWN #elif defined(__INTEL_COMPILER) # if (__INTEL_COMPILER < 1400) # error "GLM requires ICC 2013 SP1 or newer" # elif __INTEL_COMPILER == 1400 # define GLM_COMPILER GLM_COMPILER_INTEL14 # elif __INTEL_COMPILER == 1500 # define GLM_COMPILER GLM_COMPILER_INTEL15 # elif __INTEL_COMPILER == 1600 # define GLM_COMPILER GLM_COMPILER_INTEL16 # elif __INTEL_COMPILER >= 1700 # define GLM_COMPILER GLM_COMPILER_INTEL17 # endif // CUDA #elif defined(__CUDACC__) # if !defined(CUDA_VERSION) && !defined(GLM_FORCE_CUDA) # include <cuda.h> // make sure version is defined since nvcc does not define it itself! # endif # if CUDA_VERSION < 7000 # error "GLM requires CUDA 7.0 or higher" # elif (CUDA_VERSION >= 7000 && CUDA_VERSION < 7500) # define GLM_COMPILER GLM_COMPILER_CUDA70 # elif (CUDA_VERSION >= 7500 && CUDA_VERSION < 8000) # define GLM_COMPILER GLM_COMPILER_CUDA75 # elif (CUDA_VERSION >= 8000) # define GLM_COMPILER GLM_COMPILER_CUDA80 # endif // Clang #elif defined(__clang__) # if defined(__apple_build_version__) # if (__clang_major__ < 6) # error "GLM requires Clang 3.4 / Apple Clang 6.0 or higher" # elif __clang_major__ == 6 && __clang_minor__ == 0 # define GLM_COMPILER GLM_COMPILER_CLANG35 # elif __clang_major__ == 6 && __clang_minor__ >= 1 # define GLM_COMPILER GLM_COMPILER_CLANG36 # elif __clang_major__ >= 7 # define GLM_COMPILER GLM_COMPILER_CLANG37 # endif # else # if ((__clang_major__ == 3) && (__clang_minor__ < 4)) || (__clang_major__ < 3) # error "GLM requires Clang 3.4 or higher" # elif __clang_major__ == 3 && __clang_minor__ == 4 # define GLM_COMPILER GLM_COMPILER_CLANG34 # elif __clang_major__ == 3 && __clang_minor__ == 5 # define GLM_COMPILER GLM_COMPILER_CLANG35 # elif __clang_major__ == 3 && __clang_minor__ == 6 # define GLM_COMPILER GLM_COMPILER_CLANG36 # elif __clang_major__ == 3 && __clang_minor__ == 7 # define GLM_COMPILER GLM_COMPILER_CLANG37 # elif __clang_major__ == 3 && __clang_minor__ == 8 # define GLM_COMPILER GLM_COMPILER_CLANG38 # elif __clang_major__ == 3 && __clang_minor__ >= 9 # define GLM_COMPILER GLM_COMPILER_CLANG39 # elif __clang_major__ == 4 && __clang_minor__ == 0 # define GLM_COMPILER GLM_COMPILER_CLANG40 # elif __clang_major__ == 4 && __clang_minor__ == 1 # define GLM_COMPILER GLM_COMPILER_CLANG41 # elif __clang_major__ == 4 && __clang_minor__ >= 2 # define GLM_COMPILER GLM_COMPILER_CLANG42 # elif __clang_major__ >= 4 # define GLM_COMPILER GLM_COMPILER_CLANG42 # endif # endif // Visual C++ #elif defined(_MSC_VER) # if _MSC_VER < 1800 # error "GLM requires Visual C++ 12 - 2013 or higher" # elif _MSC_VER == 1800 # define GLM_COMPILER GLM_COMPILER_VC12 # elif _MSC_VER == 1900 # define GLM_COMPILER GLM_COMPILER_VC14 # elif _MSC_VER == 1910 # define GLM_COMPILER GLM_COMPILER_VC15 # elif _MSC_VER == 1911 # define GLM_COMPILER GLM_COMPILER_VC15_3 # elif _MSC_VER == 1912 # define GLM_COMPILER GLM_COMPILER_VC15_5 # elif _MSC_VER == 1913 # define GLM_COMPILER GLM_COMPILER_VC15_6 # elif _MSC_VER >= 1914 # define GLM_COMPILER GLM_COMPILER_VC15_7 # endif//_MSC_VER // G++ #elif defined(__GNUC__) || defined(__MINGW32__) # if ((__GNUC__ == 4) && (__GNUC_MINOR__ < 6)) || (__GNUC__ < 4) # error "GLM requires GCC 4.7 or higher" # elif (__GNUC__ == 4) && (__GNUC_MINOR__ == 6) # define GLM_COMPILER (GLM_COMPILER_GCC46) # elif (__GNUC__ == 4) && (__GNUC_MINOR__ == 7) # define GLM_COMPILER (GLM_COMPILER_GCC47) # elif (__GNUC__ == 4) && (__GNUC_MINOR__ == 8) # define GLM_COMPILER (GLM_COMPILER_GCC48) # elif (__GNUC__ == 4) && (__GNUC_MINOR__ >= 9) # define GLM_COMPILER (GLM_COMPILER_GCC49) # elif (__GNUC__ == 5) # define GLM_COMPILER (GLM_COMPILER_GCC5) # elif (__GNUC__ == 6) # define GLM_COMPILER (GLM_COMPILER_GCC6) # elif (__GNUC__ == 7) # define GLM_COMPILER (GLM_COMPILER_GCC7) # elif (__GNUC__ >= 8) # define GLM_COMPILER (GLM_COMPILER_GCC8) # endif #else # define GLM_COMPILER GLM_COMPILER_UNKNOWN #endif #ifndef GLM_COMPILER # error "GLM_COMPILER undefined, your compiler may not be supported by GLM. Add #define GLM_COMPILER 0 to ignore this message." #endif//GLM_COMPILER /////////////////////////////////////////////////////////////////////////////////// // Instruction sets // User defines: GLM_FORCE_PURE GLM_FORCE_SSE2 GLM_FORCE_SSE3 GLM_FORCE_AVX GLM_FORCE_AVX2 GLM_FORCE_AVX2 #define GLM_ARCH_MIPS_BIT (0x10000000) #define GLM_ARCH_PPC_BIT (0x20000000) #define GLM_ARCH_ARM_BIT (0x40000000) #define GLM_ARCH_X86_BIT (0x80000000) #define GLM_ARCH_SIMD_BIT (0x00001000) #define GLM_ARCH_NEON_BIT (0x00000001) #define GLM_ARCH_SSE_BIT (0x00000002) #define GLM_ARCH_SSE2_BIT (0x00000004) #define GLM_ARCH_SSE3_BIT (0x00000008) #define GLM_ARCH_SSSE3_BIT (0x00000010) #define GLM_ARCH_SSE41_BIT (0x00000020) #define GLM_ARCH_SSE42_BIT (0x00000040) #define GLM_ARCH_AVX_BIT (0x00000080) #define GLM_ARCH_AVX2_BIT (0x00000100) #define GLM_ARCH_UNKNOWN (0) #define GLM_ARCH_X86 (GLM_ARCH_X86_BIT) #define GLM_ARCH_SSE (GLM_ARCH_SSE_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_X86) #define GLM_ARCH_SSE2 (GLM_ARCH_SSE2_BIT | GLM_ARCH_SSE) #define GLM_ARCH_SSE3 (GLM_ARCH_SSE3_BIT | GLM_ARCH_SSE2) #define GLM_ARCH_SSSE3 (GLM_ARCH_SSSE3_BIT | GLM_ARCH_SSE3) #define GLM_ARCH_SSE41 (GLM_ARCH_SSE41_BIT | GLM_ARCH_SSSE3) #define GLM_ARCH_SSE42 (GLM_ARCH_SSE42_BIT | GLM_ARCH_SSE41) #define GLM_ARCH_AVX (GLM_ARCH_AVX_BIT | GLM_ARCH_SSE42) #define GLM_ARCH_AVX2 (GLM_ARCH_AVX2_BIT | GLM_ARCH_AVX) #define GLM_ARCH_ARM (GLM_ARCH_ARM_BIT) #define GLM_ARCH_NEON (GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM) #define GLM_ARCH_MIPS (GLM_ARCH_MIPS_BIT) #define GLM_ARCH_PPC (GLM_ARCH_PPC_BIT) #ifdef GLM_FORCE_ARCH_UNKNOWN # define GLM_ARCH GLM_ARCH_UNKNOWN #elif defined(GLM_FORCE_PURE) || defined(GLM_FORCE_XYZW_ONLY) # if defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86) || defined(__i386__) # define GLM_ARCH (GLM_ARCH_X86) # elif defined(__arm__ ) || defined(_M_ARM) # define GLM_ARCH (GLM_ARCH_ARM) # elif defined(__powerpc__ ) || defined(_M_PPC) # define GLM_ARCH (GLM_ARCH_PPC) # elif defined(__mips__ ) # define GLM_ARCH (GLM_ARCH_MIPS) # else # define GLM_ARCH (GLM_ARCH_UNKNOWN) # endif #elif defined(GLM_FORCE_NEON) # define GLM_ARCH (GLM_ARCH_NEON) #elif defined(GLM_FORCE_AVX2) # define GLM_ARCH (GLM_ARCH_AVX2) #elif defined(GLM_FORCE_AVX) # define GLM_ARCH (GLM_ARCH_AVX) #elif defined(GLM_FORCE_SSE42) # define GLM_ARCH (GLM_ARCH_SSE42) #elif defined(GLM_FORCE_SSE41) # define GLM_ARCH (GLM_ARCH_SSE41) #elif defined(GLM_FORCE_SSSE3) # define GLM_ARCH (GLM_ARCH_SSSE3) #elif defined(GLM_FORCE_SSE3) # define GLM_ARCH (GLM_ARCH_SSE3) #elif defined(GLM_FORCE_SSE2) # define GLM_ARCH (GLM_ARCH_SSE2) #elif defined(GLM_FORCE_SSE) # define GLM_ARCH (GLM_ARCH_SSE) #else # if defined(__AVX2__) # define GLM_ARCH (GLM_ARCH_AVX2) # elif defined(__AVX__) # define GLM_ARCH (GLM_ARCH_AVX) # elif defined(__SSE4_2__) # define GLM_ARCH (GLM_ARCH_SSE42) # elif defined(__SSE4_1__) # define GLM_ARCH (GLM_ARCH_SSE41) # elif defined(__SSSE3__) # define GLM_ARCH (GLM_ARCH_SSSE3) # elif defined(__SSE3__) # define GLM_ARCH (GLM_ARCH_SSE3) # elif defined(__SSE2__) || defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86_FP) # define GLM_ARCH (GLM_ARCH_SSE2) # elif defined(__i386__) # define GLM_ARCH (GLM_ARCH_X86) # elif defined(__ARM_NEON) # define GLM_ARCH (GLM_ARCH_ARM | GLM_ARCH_NEON) # elif defined(__arm__ ) || defined(_M_ARM) # define GLM_ARCH (GLM_ARCH_ARM) # elif defined(__mips__ ) # define GLM_ARCH (GLM_ARCH_MIPS) # elif defined(__powerpc__ ) || defined(_M_PPC) # define GLM_ARCH (GLM_ARCH_PPC) # else # define GLM_ARCH (GLM_ARCH_UNKNOWN) # endif #endif #if GLM_ARCH & GLM_ARCH_AVX2_BIT # include <immintrin.h> #elif GLM_ARCH & GLM_ARCH_AVX_BIT # include <immintrin.h> #elif GLM_ARCH & GLM_ARCH_SSE42_BIT # if GLM_COMPILER & GLM_COMPILER_CLANG # include <popcntintrin.h> # endif # include <nmmintrin.h> #elif GLM_ARCH & GLM_ARCH_SSE41_BIT # include <smmintrin.h> #elif GLM_ARCH & GLM_ARCH_SSSE3_BIT # include <tmmintrin.h> #elif GLM_ARCH & GLM_ARCH_SSE3_BIT # include <pmmintrin.h> #elif GLM_ARCH & GLM_ARCH_SSE2_BIT # include <emmintrin.h> #endif//GLM_ARCH #if GLM_ARCH & GLM_ARCH_SSE2_BIT typedef __m128 glm_f32vec4; typedef __m128i glm_i32vec4; typedef __m128i glm_u32vec4; typedef __m128d glm_f64vec2; typedef __m128i glm_i64vec2; typedef __m128i glm_u64vec2; typedef glm_f32vec4 glm_vec4; typedef glm_i32vec4 glm_ivec4; typedef glm_u32vec4 glm_uvec4; typedef glm_f64vec2 glm_dvec2; #endif #if GLM_ARCH & GLM_ARCH_AVX_BIT typedef __m256d glm_f64vec4; typedef glm_f64vec4 glm_dvec4; #endif #if GLM_ARCH & GLM_ARCH_AVX2_BIT typedef __m256i glm_i64vec4; typedef __m256i glm_u64vec4; #endif
Unknown
3D
mcellteam/mcell
libs/glm/simd/integer.h
.h
3,803
116
/// @ref simd /// @file glm/simd/integer.h #pragma once #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave(glm_uvec4 x) { glm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF); glm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF); glm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F); glm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333); glm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555); glm_uvec4 Reg1; glm_uvec4 Reg2; // REG1 = x; // REG2 = y; //Reg1 = _mm_unpacklo_epi64(x, y); Reg1 = x; //REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF); //REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF); Reg2 = _mm_slli_si128(Reg1, 2); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask4); //REG1 = ((REG1 << 8) | REG1) & glm::uint64(0x00FF00FF00FF00FF); //REG2 = ((REG2 << 8) | REG2) & glm::uint64(0x00FF00FF00FF00FF); Reg2 = _mm_slli_si128(Reg1, 1); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask3); //REG1 = ((REG1 << 4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F); //REG2 = ((REG2 << 4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F); Reg2 = _mm_slli_epi32(Reg1, 4); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask2); //REG1 = ((REG1 << 2) | REG1) & glm::uint64(0x3333333333333333); //REG2 = ((REG2 << 2) | REG2) & glm::uint64(0x3333333333333333); Reg2 = _mm_slli_epi32(Reg1, 2); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask1); //REG1 = ((REG1 << 1) | REG1) & glm::uint64(0x5555555555555555); //REG2 = ((REG2 << 1) | REG2) & glm::uint64(0x5555555555555555); Reg2 = _mm_slli_epi32(Reg1, 1); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask0); //return REG1 | (REG2 << 1); Reg2 = _mm_slli_epi32(Reg1, 1); Reg2 = _mm_srli_si128(Reg2, 8); Reg1 = _mm_or_si128(Reg1, Reg2); return Reg1; } GLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave2(glm_uvec4 x, glm_uvec4 y) { glm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF); glm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF); glm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F); glm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333); glm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555); glm_uvec4 Reg1; glm_uvec4 Reg2; // REG1 = x; // REG2 = y; Reg1 = _mm_unpacklo_epi64(x, y); //REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF); //REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF); Reg2 = _mm_slli_si128(Reg1, 2); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask4); //REG1 = ((REG1 << 8) | REG1) & glm::uint64(0x00FF00FF00FF00FF); //REG2 = ((REG2 << 8) | REG2) & glm::uint64(0x00FF00FF00FF00FF); Reg2 = _mm_slli_si128(Reg1, 1); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask3); //REG1 = ((REG1 << 4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F); //REG2 = ((REG2 << 4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F); Reg2 = _mm_slli_epi32(Reg1, 4); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask2); //REG1 = ((REG1 << 2) | REG1) & glm::uint64(0x3333333333333333); //REG2 = ((REG2 << 2) | REG2) & glm::uint64(0x3333333333333333); Reg2 = _mm_slli_epi32(Reg1, 2); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask1); //REG1 = ((REG1 << 1) | REG1) & glm::uint64(0x5555555555555555); //REG2 = ((REG2 << 1) | REG2) & glm::uint64(0x5555555555555555); Reg2 = _mm_slli_epi32(Reg1, 1); Reg1 = _mm_or_si128(Reg2, Reg1); Reg1 = _mm_and_si128(Reg1, Mask0); //return REG1 | (REG2 << 1); Reg2 = _mm_slli_epi32(Reg1, 1); Reg2 = _mm_srli_si128(Reg2, 8); Reg1 = _mm_or_si128(Reg1, Reg2); return Reg1; } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
Unknown
3D
mcellteam/mcell
libs/glm/simd/vector_relational.h
.h
147
9
/// @ref simd /// @file glm/simd/vector_relational.h #pragma once #if GLM_ARCH & GLM_ARCH_SSE2_BIT #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
Unknown
3D
mcellteam/mcell
libs/glm/simd/common.h
.h
7,243
241
/// @ref simd /// @file glm/simd/common.h #pragma once #include "platform.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_add(glm_f32vec4 a, glm_f32vec4 b) { return _mm_add_ps(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_add(glm_f32vec4 a, glm_f32vec4 b) { return _mm_add_ss(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sub(glm_f32vec4 a, glm_f32vec4 b) { return _mm_sub_ps(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sub(glm_f32vec4 a, glm_f32vec4 b) { return _mm_sub_ss(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_mul(glm_f32vec4 a, glm_f32vec4 b) { return _mm_mul_ps(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_mul(glm_f32vec4 a, glm_f32vec4 b) { return _mm_mul_ss(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div(glm_f32vec4 a, glm_f32vec4 b) { return _mm_div_ps(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_div(glm_f32vec4 a, glm_f32vec4 b) { return _mm_div_ss(a, b); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div_lowp(glm_f32vec4 a, glm_f32vec4 b) { return glm_vec4_mul(a, _mm_rcp_ps(b)); } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_swizzle_xyzw(glm_f32vec4 a) { # if GLM_ARCH & GLM_ARCH_AVX2_BIT return _mm_permute_ps(a, _MM_SHUFFLE(3, 2, 1, 0)); # else return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 2, 1, 0)); # endif } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c) { # if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG) return _mm_fmadd_ss(a, b, c); # else return _mm_add_ss(_mm_mul_ss(a, b), c); # endif } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c) { # if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG) return _mm_fmadd_ps(a, b, c); # else return glm_vec4_add(glm_vec4_mul(a, b), c); # endif } GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_abs(glm_f32vec4 x) { return _mm_and_ps(x, _mm_castsi128_ps(_mm_set1_epi32(0x7FFFFFFF))); } GLM_FUNC_QUALIFIER glm_ivec4 glm_ivec4_abs(glm_ivec4 x) { # if GLM_ARCH & GLM_ARCH_SSSE3_BIT return _mm_sign_epi32(x, x); # else glm_ivec4 const sgn0 = _mm_srai_epi32(x, 31); glm_ivec4 const inv0 = _mm_xor_si128(x, sgn0); glm_ivec4 const sub0 = _mm_sub_epi32(inv0, sgn0); return sub0; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_sign(glm_vec4 x) { glm_vec4 const zro0 = _mm_setzero_ps(); glm_vec4 const cmp0 = _mm_cmplt_ps(x, zro0); glm_vec4 const cmp1 = _mm_cmpgt_ps(x, zro0); glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(-1.0f)); glm_vec4 const and1 = _mm_and_ps(cmp1, _mm_set1_ps(1.0f)); glm_vec4 const or0 = _mm_or_ps(and0, and1);; return or0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_round(glm_vec4 x) { # if GLM_ARCH & GLM_ARCH_SSE41_BIT return _mm_round_ps(x, _MM_FROUND_TO_NEAREST_INT); # else glm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000))); glm_vec4 const and0 = _mm_and_ps(sgn0, x); glm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f)); glm_vec4 const add0 = glm_vec4_add(x, or0); glm_vec4 const sub0 = glm_vec4_sub(add0, or0); return sub0; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_floor(glm_vec4 x) { # if GLM_ARCH & GLM_ARCH_SSE41_BIT return _mm_floor_ps(x); # else glm_vec4 const rnd0 = glm_vec4_round(x); glm_vec4 const cmp0 = _mm_cmplt_ps(x, rnd0); glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f)); glm_vec4 const sub0 = glm_vec4_sub(rnd0, and0); return sub0; # endif } /* trunc TODO GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_trunc(glm_vec4 x) { return glm_vec4(); } */ //roundEven GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_roundEven(glm_vec4 x) { glm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000))); glm_vec4 const and0 = _mm_and_ps(sgn0, x); glm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f)); glm_vec4 const add0 = glm_vec4_add(x, or0); glm_vec4 const sub0 = glm_vec4_sub(add0, or0); return sub0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_ceil(glm_vec4 x) { # if GLM_ARCH & GLM_ARCH_SSE41_BIT return _mm_ceil_ps(x); # else glm_vec4 const rnd0 = glm_vec4_round(x); glm_vec4 const cmp0 = _mm_cmpgt_ps(x, rnd0); glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f)); glm_vec4 const add0 = glm_vec4_add(rnd0, and0); return add0; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_fract(glm_vec4 x) { glm_vec4 const flr0 = glm_vec4_floor(x); glm_vec4 const sub0 = glm_vec4_sub(x, flr0); return sub0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mod(glm_vec4 x, glm_vec4 y) { glm_vec4 const div0 = glm_vec4_div(x, y); glm_vec4 const flr0 = glm_vec4_floor(div0); glm_vec4 const mul0 = glm_vec4_mul(y, flr0); glm_vec4 const sub0 = glm_vec4_sub(x, mul0); return sub0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_clamp(glm_vec4 v, glm_vec4 minVal, glm_vec4 maxVal) { glm_vec4 const min0 = _mm_min_ps(v, maxVal); glm_vec4 const max0 = _mm_max_ps(min0, minVal); return max0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mix(glm_vec4 v1, glm_vec4 v2, glm_vec4 a) { glm_vec4 const sub0 = glm_vec4_sub(_mm_set1_ps(1.0f), a); glm_vec4 const mul0 = glm_vec4_mul(v1, sub0); glm_vec4 const mad0 = glm_vec4_fma(v2, a, mul0); return mad0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_step(glm_vec4 edge, glm_vec4 x) { glm_vec4 const cmp = _mm_cmple_ps(x, edge); return _mm_movemask_ps(cmp) == 0 ? _mm_set1_ps(1.0f) : _mm_setzero_ps(); } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_smoothstep(glm_vec4 edge0, glm_vec4 edge1, glm_vec4 x) { glm_vec4 const sub0 = glm_vec4_sub(x, edge0); glm_vec4 const sub1 = glm_vec4_sub(edge1, edge0); glm_vec4 const div0 = glm_vec4_sub(sub0, sub1); glm_vec4 const clp0 = glm_vec4_clamp(div0, _mm_setzero_ps(), _mm_set1_ps(1.0f)); glm_vec4 const mul0 = glm_vec4_mul(_mm_set1_ps(2.0f), clp0); glm_vec4 const sub2 = glm_vec4_sub(_mm_set1_ps(3.0f), mul0); glm_vec4 const mul1 = glm_vec4_mul(clp0, clp0); glm_vec4 const mul2 = glm_vec4_mul(mul1, sub2); return mul2; } // Agner Fog method GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_nan(glm_vec4 x) { glm_ivec4 const t1 = _mm_castps_si128(x); // reinterpret as 32-bit integer glm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1)); // shift out sign bit glm_ivec4 const t3 = _mm_set1_epi32(int(0xFF000000)); // exponent mask glm_ivec4 const t4 = _mm_and_si128(t2, t3); // exponent glm_ivec4 const t5 = _mm_andnot_si128(t3, t2); // fraction glm_ivec4 const Equal = _mm_cmpeq_epi32(t3, t4); glm_ivec4 const Nequal = _mm_cmpeq_epi32(t5, _mm_setzero_si128()); glm_ivec4 const And = _mm_and_si128(Equal, Nequal); return _mm_castsi128_ps(And); // exponent = all 1s and fraction != 0 } // Agner Fog method GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_inf(glm_vec4 x) { glm_ivec4 const t1 = _mm_castps_si128(x); // reinterpret as 32-bit integer glm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1)); // shift out sign bit return _mm_castsi128_ps(_mm_cmpeq_epi32(t2, _mm_set1_epi32(int(0xFF000000)))); // exponent is all 1s, fraction is 0 } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
Unknown
3D
mcellteam/mcell
libs/glm/simd/geometric.h
.h
4,046
125
/// @ref simd /// @file glm/simd/geometric.h #pragma once #include "common.h" #if GLM_ARCH & GLM_ARCH_SSE2_BIT GLM_FUNC_DECL glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2); GLM_FUNC_DECL glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2); GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_length(glm_vec4 x) { glm_vec4 const dot0 = glm_vec4_dot(x, x); glm_vec4 const sqt0 = _mm_sqrt_ps(dot0); return sqt0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_distance(glm_vec4 p0, glm_vec4 p1) { glm_vec4 const sub0 = _mm_sub_ps(p0, p1); glm_vec4 const len0 = glm_vec4_length(sub0); return len0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2) { # if GLM_ARCH & GLM_ARCH_AVX_BIT return _mm_dp_ps(v1, v2, 0xff); # elif GLM_ARCH & GLM_ARCH_SSE3_BIT glm_vec4 const mul0 = _mm_mul_ps(v1, v2); glm_vec4 const hadd0 = _mm_hadd_ps(mul0, mul0); glm_vec4 const hadd1 = _mm_hadd_ps(hadd0, hadd0); return hadd1; # else glm_vec4 const mul0 = _mm_mul_ps(v1, v2); glm_vec4 const swp0 = _mm_shuffle_ps(mul0, mul0, _MM_SHUFFLE(2, 3, 0, 1)); glm_vec4 const add0 = _mm_add_ps(mul0, swp0); glm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, _MM_SHUFFLE(0, 1, 2, 3)); glm_vec4 const add1 = _mm_add_ps(add0, swp1); return add1; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2) { # if GLM_ARCH & GLM_ARCH_AVX_BIT return _mm_dp_ps(v1, v2, 0xff); # elif GLM_ARCH & GLM_ARCH_SSE3_BIT glm_vec4 const mul0 = _mm_mul_ps(v1, v2); glm_vec4 const had0 = _mm_hadd_ps(mul0, mul0); glm_vec4 const had1 = _mm_hadd_ps(had0, had0); return had1; # else glm_vec4 const mul0 = _mm_mul_ps(v1, v2); glm_vec4 const mov0 = _mm_movehl_ps(mul0, mul0); glm_vec4 const add0 = _mm_add_ps(mov0, mul0); glm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, 1); glm_vec4 const add1 = _mm_add_ss(add0, swp1); return add1; # endif } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_cross(glm_vec4 v1, glm_vec4 v2) { glm_vec4 const swp0 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 0, 2, 1)); glm_vec4 const swp1 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 1, 0, 2)); glm_vec4 const swp2 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 0, 2, 1)); glm_vec4 const swp3 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 1, 0, 2)); glm_vec4 const mul0 = _mm_mul_ps(swp0, swp3); glm_vec4 const mul1 = _mm_mul_ps(swp1, swp2); glm_vec4 const sub0 = _mm_sub_ps(mul0, mul1); return sub0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize(glm_vec4 v) { glm_vec4 const dot0 = glm_vec4_dot(v, v); glm_vec4 const isr0 = _mm_rsqrt_ps(dot0); glm_vec4 const mul0 = _mm_mul_ps(v, isr0); return mul0; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_faceforward(glm_vec4 N, glm_vec4 I, glm_vec4 Nref) { glm_vec4 const dot0 = glm_vec4_dot(Nref, I); glm_vec4 const sgn0 = glm_vec4_sign(dot0); glm_vec4 const mul0 = _mm_mul_ps(sgn0, _mm_set1_ps(-1.0f)); glm_vec4 const mul1 = _mm_mul_ps(N, mul0); return mul1; } GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_reflect(glm_vec4 I, glm_vec4 N) { glm_vec4 const dot0 = glm_vec4_dot(N, I); glm_vec4 const mul0 = _mm_mul_ps(N, dot0); glm_vec4 const mul1 = _mm_mul_ps(mul0, _mm_set1_ps(2.0f)); glm_vec4 const sub0 = _mm_sub_ps(I, mul1); return sub0; } GLM_FUNC_QUALIFIER __m128 glm_vec4_refract(glm_vec4 I, glm_vec4 N, glm_vec4 eta) { glm_vec4 const dot0 = glm_vec4_dot(N, I); glm_vec4 const mul0 = _mm_mul_ps(eta, eta); glm_vec4 const mul1 = _mm_mul_ps(dot0, dot0); glm_vec4 const sub0 = _mm_sub_ps(_mm_set1_ps(1.0f), mul0); glm_vec4 const sub1 = _mm_sub_ps(_mm_set1_ps(1.0f), mul1); glm_vec4 const mul2 = _mm_mul_ps(sub0, sub1); if(_mm_movemask_ps(_mm_cmplt_ss(mul2, _mm_set1_ps(0.0f))) == 0) return _mm_set1_ps(0.0f); glm_vec4 const sqt0 = _mm_sqrt_ps(mul2); glm_vec4 const mad0 = glm_vec4_fma(eta, dot0, sqt0); glm_vec4 const mul4 = _mm_mul_ps(mad0, N); glm_vec4 const mul5 = _mm_mul_ps(eta, I); glm_vec4 const sub2 = _mm_sub_ps(mul5, mul4); return sub2; } #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
Unknown
3D
mcellteam/mcell
libs/glm/simd/packing.h
.h
137
9
/// @ref simd /// @file glm/simd/packing.h #pragma once #if GLM_ARCH & GLM_ARCH_SSE2_BIT #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
Unknown
3D
mcellteam/mcell
libs/glm/simd/trigonometric.h
.h
145
10
/// @ref simd /// @file glm/simd/trigonometric.h #pragma once #if GLM_ARCH & GLM_ARCH_SSE2_BIT #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
Unknown
3D
mcellteam/mcell
libs/glm/ext/quaternion_double.hpp
.hpp
1,024
40
/// @ref ext_quaternion_double /// @file glm/ext/quaternion_double.hpp /// /// @defgroup ext_quaternion_double GLM_EXT_quaternion_double /// @ingroup ext /// /// Exposes double-precision floating point quaternion type. /// /// Include <glm/ext/quaternion_double.hpp> to use the features of this extension. /// /// @see ext_quaternion_float /// @see ext_quaternion_double_precision /// @see ext_quaternion_common /// @see ext_quaternion_exponential /// @see ext_quaternion_geometric /// @see ext_quaternion_relational /// @see ext_quaternion_transform /// @see ext_quaternion_trigonometric #pragma once // Dependency: #include "../detail/type_quat.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_double extension included") #endif namespace glm { /// @addtogroup ext_quaternion_double /// @{ /// Quaternion of double-precision floating-point numbers. typedef qua<double, defaultp> dquat; /// @} } //namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/matrix_float2x3_precision.hpp
.hpp
1,613
32
/// @ref core /// @file glm/ext/matrix_float2x3_precision.hpp #pragma once #include "../detail/type_mat2x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<2, 3, float, lowp> lowp_mat2x3; /// 2 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 3, float, mediump> mediump_mat2x3; /// 2 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<2, 3, float, highp> highp_mat2x3; /// @} }//namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/quaternion_geometric.hpp
.hpp
1,967
71
/// @ref ext_quaternion_geometric /// @file glm/ext/quaternion_geometric.hpp /// /// @defgroup ext_quaternion_geometric GLM_EXT_quaternion_geometric /// @ingroup ext /// /// Provides geometric functions for quaternion types /// /// Include <glm/ext/quaternion_geometric.hpp> to use the features of this extension. /// /// @see core_geometric /// @see ext_quaternion_float /// @see ext_quaternion_double #pragma once // Dependency: #include "../geometric.hpp" #include "../exponential.hpp" #include "../ext/vector_relational.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_geometric extension included") #endif namespace glm { /// @addtogroup ext_quaternion_geometric /// @{ /// Returns the norm of a quaternions /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_geometric template<typename T, qualifier Q> GLM_FUNC_DECL T length(qua<T, Q> const& q); /// Returns the normalized quaternion. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_geometric template<typename T, qualifier Q> GLM_FUNC_DECL qua<T, Q> normalize(qua<T, Q> const& q); /// Returns dot product of q1 and q2, i.e., q1[0] * q2[0] + q1[1] * q2[1] + ... /// /// @tparam T Floating-point scalar types. /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_geometric template<typename T, qualifier Q> GLM_FUNC_DECL T dot(qua<T, Q> const& x, qua<T, Q> const& y); /// Compute a cross product. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see ext_quaternion_geometric template<typename T, qualifier Q> GLM_FUNC_QUALIFIER qua<T, Q> cross(qua<T, Q> const& q1, qua<T, Q> const& q2); /// @} } //namespace glm #include "quaternion_geometric.inl"
Unknown
3D
mcellteam/mcell
libs/glm/ext/vector_double2_precision.hpp
.hpp
1,431
32
/// @ref core /// @file glm/ext/vector_double2_precision.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 2 components vector of high double-qualifier floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, double, highp> highp_dvec2; /// 2 components vector of medium double-qualifier floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, double, mediump> mediump_dvec2; /// 2 components vector of low double-qualifier floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, double, lowp> lowp_dvec2; /// @} }//namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/vector_float1.hpp
.hpp
804
32
/// @ref ext_vector_float1 /// @file glm/ext/vector_float1.hpp /// /// @defgroup ext_vector_float1 GLM_EXT_vector_float1 /// @ingroup ext /// /// Exposes single-precision floating point vector type with one component. /// /// Include <glm/ext/vector_float1.hpp> to use the features of this extension. /// /// @see ext_vector_float1_precision extension. /// @see ext_vector_double1 extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_float1 extension included") #endif namespace glm { /// @addtogroup ext_vector_float1 /// @{ /// 1 components vector of single-precision floating-point numbers. typedef vec<1, float, defaultp> vec1; /// @} }//namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/vector_uint3_precision.hpp
.hpp
1,431
32
/// @ref core /// @file glm/ext/vector_uint3_precision.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 3 components vector of high qualifier unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, unsigned int, highp> highp_uvec3; /// 3 components vector of medium qualifier unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, unsigned int, mediump> mediump_uvec3; /// 3 components vector of low qualifier unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, unsigned int, lowp> lowp_uvec3; /// @} }//namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/vector_bool1_precision.hpp
.hpp
910
35
/// @ref ext_vector_bool1_precision /// @file glm/ext/vector_bool1_precision.hpp /// /// @defgroup ext_vector_bool1_precision GLM_EXT_vector_bool1_precision /// @ingroup ext /// /// Exposes highp_bvec1, mediump_bvec1 and lowp_bvec1 types. /// /// Include <glm/ext/vector_bool1_precision.hpp> to use the features of this extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_bool1_precision extension included") #endif namespace glm { /// @addtogroup ext_vector_bool1_precision /// @{ /// 1 component vector of bool values. typedef vec<1, bool, highp> highp_bvec1; /// 1 component vector of bool values. typedef vec<1, bool, mediump> mediump_bvec1; /// 1 component vector of bool values. typedef vec<1, bool, lowp> lowp_bvec1; /// @} }//namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/matrix_clip_space.hpp
.hpp
30,247
523
/// @ref ext_matrix_clip_space /// @file glm/ext/matrix_clip_space.hpp /// /// @defgroup ext_matrix_clip_space GLM_EXT_matrix_clip_space /// @ingroup ext /// /// Defines functions that generate clip space transformation matrices. /// /// The matrices generated by this extension use standard OpenGL fixed-function /// conventions. For example, the lookAt function generates a transform from world /// space into the specific eye space that the projective matrix functions /// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility /// specifications defines the particular layout of this eye space. /// /// Include <glm/ext/matrix_clip_space.hpp> to use the features of this extension. /// /// @see ext_matrix_transform /// @see ext_matrix_projection #pragma once // Dependencies #include "../ext/scalar_constants.hpp" #include "../geometric.hpp" #include "../trigonometric.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_clip_space extension included") #endif namespace glm { /// @addtogroup ext_matrix_clip_space /// @{ /// Creates a matrix for projecting two-dimensional coordinates onto the screen. /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar) /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluOrtho2D.xml">gluOrtho2D man page</a> template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( T left, T right, T bottom, T top); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition. /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @tparam T A floating-point scalar type /// /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glOrtho.xml">glOrtho man page</a> template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( T left, T right, T bottom, T top, T zNear, T zFar); /// Creates a left handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO( T left, T right, T bottom, T top, T near, T far); /// Creates a left handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO( T left, T right, T bottom, T top, T near, T far); /// Creates a right handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO( T left, T right, T bottom, T top, T near, T far); /// Creates a right handed frustum matrix. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO( T left, T right, T bottom, T top, T near, T far); /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO( T left, T right, T bottom, T top, T near, T far); /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO( T left, T right, T bottom, T top, T near, T far); /// Creates a left handed frustum matrix. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH( T left, T right, T bottom, T top, T near, T far); /// Creates a right handed frustum matrix. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH( T left, T right, T bottom, T top, T near, T far); /// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @tparam T A floating-point scalar type /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml">glFrustum man page</a> template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum( T left, T right, T bottom, T top, T near, T far); /// Creates a matrix for a right handed, symetric perspective-view frustum. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO( T fovy, T aspect, T near, T far); /// Creates a matrix for a right handed, symetric perspective-view frustum. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO( T fovy, T aspect, T near, T far); /// Creates a matrix for a left handed, symetric perspective-view frustum. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO( T fovy, T aspect, T near, T far); /// Creates a matrix for a left handed, symetric perspective-view frustum. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO( T fovy, T aspect, T near, T far); /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO( T fovy, T aspect, T near, T far); /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO( T fovy, T aspect, T near, T far); /// Creates a matrix for a right handed, symetric perspective-view frustum. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH( T fovy, T aspect, T near, T far); /// Creates a matrix for a left handed, symetric perspective-view frustum. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH( T fovy, T aspect, T near, T far); /// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition. /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param fovy Specifies the field of view angle in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml">gluPerspective man page</a> template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective( T fovy, T aspect, T near, T far); /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO( T fov, T width, T height, T near, T far); /// Builds a right handed perspective projection matrix based on a field of view. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH( T fov, T width, T height, T near, T far); /// Builds a left handed perspective projection matrix based on a field of view. /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH( T fov, T width, T height, T near, T far); /// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition. /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param fov Expressed in radians. /// @param width Width of the viewport /// @param height Height of the viewport /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov( T fov, T width, T height, T near, T far); /// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH( T fovy, T aspect, T near); /// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH( T fovy, T aspect, T near); /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective( T fovy, T aspect, T near); /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( T fovy, T aspect, T near); /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. /// /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). /// @param ep Epsilon /// /// @tparam T A floating-point scalar type template<typename T> GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( T fovy, T aspect, T near, T ep); /// @} }//namespace glm #include "matrix_clip_space.inl"
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3D
mcellteam/mcell
libs/glm/ext/vector_int2_precision.hpp
.hpp
1,397
32
/// @ref core /// @file glm/ext/vector_int2_precision.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 2 components vector of high qualifier signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, int, highp> highp_ivec2; /// 2 components vector of medium qualifier signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, int, mediump> mediump_ivec2; /// 2 components vector of low qualifier signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, int, lowp> lowp_ivec2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_uint4.hpp
.hpp
435
19
/// @ref core /// @file glm/ext/vector_uint4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector of unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<4, unsigned int, defaultp> uvec4; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/scalar_ulp.hpp
.hpp
2,130
75
/// @ref ext_scalar_ulp /// @file glm/ext/scalar_ulp.hpp /// /// @defgroup ext_scalar_ulp GLM_EXT_scalar_ulp /// @ingroup ext /// /// Allow the measurement of the accuracy of a function against a reference /// implementation. This extension works on floating-point data and provide results /// in ULP. /// /// Include <glm/ext/scalar_ulp.hpp> to use the features of this extension. /// /// @see ext_vector_ulp /// @see ext_scalar_relational #pragma once // Dependencies #include "../ext/scalar_int_sized.hpp" #include "../common.hpp" #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_ulp extension included") #endif namespace glm { /// Return the next ULP value(s) after the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see ext_scalar_ulp template<typename genType> GLM_FUNC_DECL genType next_float(genType x); /// Return the previous ULP value(s) before the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see ext_scalar_ulp template<typename genType> GLM_FUNC_DECL genType prev_float(genType x); /// Return the value(s) ULP distance after the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see ext_scalar_ulp template<typename genType> GLM_FUNC_DECL genType next_float(genType x, int ULPs); /// Return the value(s) ULP distance before the input value(s). /// /// @tparam genType A floating-point scalar type. /// /// @see ext_scalar_ulp template<typename genType> GLM_FUNC_DECL genType prev_float(genType x, int ULPs); /// Return the distance in the number of ULP between 2 single-precision floating-point scalars. /// /// @see ext_scalar_ulp GLM_FUNC_DECL int float_distance(float x, float y); /// Return the distance in the number of ULP between 2 double-precision floating-point scalars. /// /// @see ext_scalar_ulp GLM_FUNC_DECL int64 float_distance(double x, double y); /// @} }//namespace glm #include "scalar_ulp.inl"
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mcellteam/mcell
libs/glm/ext/vector_float4.hpp
.hpp
443
19
/// @ref core /// @file glm/ext/vector_float4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector of single-precision floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<4, float, defaultp> vec4; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/scalar_relational.hpp
.hpp
2,329
66
/// @ref ext_scalar_relational /// @file glm/ext/scalar_relational.hpp /// /// @defgroup ext_scalar_relational GLM_EXT_scalar_relational /// @ingroup ext /// /// Exposes comparison functions for scalar types that take a user defined epsilon values. /// /// Include <glm/ext/scalar_relational.hpp> to use the features of this extension. /// /// @see core_vector_relational /// @see ext_vector_relational /// @see ext_matrix_relational #pragma once // Dependencies #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_relational extension included") #endif namespace glm { /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @tparam genType Floating-point or integer scalar types template<typename genType> GLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon); /// Returns the component-wise comparison of |x - y| >= epsilon. /// True if this expression is not satisfied. /// /// @tparam genType Floating-point or integer scalar types template<typename genType> GLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon); /// Returns the component-wise comparison between two scalars in term of ULPs. /// True if this expression is satisfied. /// /// @param x First operand. /// @param y Second operand. /// @param ULPs Maximum difference in ULPs between the two operators to consider them equal. /// /// @tparam genType Floating-point or integer scalar types template<typename genType> GLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int ULPs); /// Returns the component-wise comparison between two scalars in term of ULPs. /// True if this expression is not satisfied. /// /// @param x First operand. /// @param y Second operand. /// @param ULPs Maximum difference in ULPs between the two operators to consider them not equal. /// /// @tparam genType Floating-point or integer scalar types template<typename genType> GLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs); /// @} }//namespace glm #include "scalar_relational.inl"
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mcellteam/mcell
libs/glm/ext/matrix_double2x3.hpp
.hpp
469
19
/// @ref core /// @file glm/ext/matrix_double2x3.hpp #pragma once #include "../detail/type_mat2x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 3 components 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 mat<2, 3, double, defaultp> dmat2x3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_double1_precision.hpp
.hpp
1,191
37
/// @ref ext_vector_double1_precision /// @file glm/ext/vector_double1_precision.hpp /// /// @defgroup ext_vector_double1_precision GLM_EXT_vector_double1_precision /// @ingroup ext /// /// Exposes highp_dvec1, mediump_dvec1 and lowp_dvec1 types. /// /// Include <glm/ext/vector_double1_precision.hpp> to use the features of this extension. /// /// @see ext_vector_double1 #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_double1_precision extension included") #endif namespace glm { /// @addtogroup ext_vector_double1_precision /// @{ /// 1 component vector of double-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<1, double, highp> highp_dvec1; /// 1 component vector of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<1, double, mediump> mediump_dvec1; /// 1 component vector of double-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<1, double, lowp> lowp_dvec1; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/vector_uint1.hpp
.hpp
743
33
/// @ref ext_vector_uint1 /// @file glm/ext/vector_uint1.hpp /// /// @defgroup ext_vector_uint1 GLM_EXT_vector_uint1 /// @ingroup ext /// /// Exposes uvec1 vector type. /// /// Include <glm/ext/vector_uvec1.hpp> to use the features of this extension. /// /// @see ext_vector_int1 extension. /// @see ext_vector_uint1_precision extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_uint1 extension included") #endif namespace glm { /// @addtogroup ext_vector_uint1 /// @{ /// 1 component vector of unsigned integer numbers. typedef vec<1, unsigned int, defaultp> uvec1; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float2x2_precision.hpp
.hpp
3,004
50
/// @ref core /// @file glm/ext/matrix_float2x2_precision.hpp #pragma once #include "../detail/type_mat2x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, float, lowp> lowp_mat2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, float, mediump> mediump_mat2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, float, highp> highp_mat2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, float, lowp> lowp_mat2x2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, float, mediump> mediump_mat2x2; /// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, float, highp> highp_mat2x2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float4x3_precision.hpp
.hpp
1,613
32
/// @ref core /// @file glm/ext/matrix_float4x3_precision.hpp #pragma once #include "../detail/type_mat4x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<4, 3, float, lowp> lowp_mat4x3; /// 4 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 3, float, mediump> mediump_mat4x3; /// 4 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<4, 3, float, highp> highp_mat4x3; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/matrix_float2x4.hpp
.hpp
466
19
/// @ref core /// @file glm/ext/matrix_float2x4.hpp #pragma once #include "../detail/type_mat2x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 4 components matrix of single-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 mat<2, 4, float, defaultp> mat2x4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_int1_precision.hpp
.hpp
930
35
/// @ref ext_vector_int1_precision /// @file glm/ext/vector_int1_precision.hpp /// /// @defgroup ext_vector_int1_precision GLM_EXT_vector_int1_precision /// @ingroup ext /// /// Exposes highp_ivec1, mediump_ivec1 and lowp_ivec1 types. /// /// Include <glm/ext/vector_int1_precision.hpp> to use the features of this extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_int1_precision extension included") #endif namespace glm { /// @addtogroup ext_vector_int1_precision /// @{ /// 1 component vector of signed integer values. typedef vec<1, int, highp> highp_ivec1; /// 1 component vector of signed integer values. typedef vec<1, int, mediump> mediump_ivec1; /// 1 component vector of signed integer values. typedef vec<1, int, lowp> lowp_ivec1; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/vector_uint2_precision.hpp
.hpp
1,431
32
/// @ref core /// @file glm/ext/vector_uint2_precision.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 2 components vector of high qualifier unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, unsigned int, highp> highp_uvec2; /// 2 components vector of medium qualifier unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, unsigned int, mediump> mediump_uvec2; /// 2 components vector of low qualifier unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, unsigned int, lowp> lowp_uvec2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_float2.hpp
.hpp
442
19
/// @ref core /// @file glm/ext/vector_float2.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 2 components vector of single-precision floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<2, float, defaultp> vec2; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/vector_double4.hpp
.hpp
446
19
/// @ref core /// @file glm/ext/vector_double4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector 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 4.1.5 Vectors</a> typedef vec<4, double, defaultp> dvec4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_relational.hpp
.hpp
6,842
133
/// @ref ext_matrix_relational /// @file glm/ext/matrix_relational.hpp /// /// @defgroup ext_matrix_relational GLM_EXT_matrix_relational /// @ingroup ext /// /// Exposes comparison functions for matrix types that take a user defined epsilon values. /// /// Include <glm/ext/matrix_relational.hpp> to use the features of this extension. /// /// @see ext_vector_relational /// @see ext_scalar_relational /// @see ext_quaternion_relational #pragma once // Dependencies #include "../detail/qualifier.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_relational extension included") #endif namespace glm { /// @addtogroup ext_matrix_relational /// @{ /// Perform a component-wise equal-to comparison of two matrices. /// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y); /// Perform a component-wise not-equal-to comparison of two matrices. /// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y); /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T epsilon); /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, T, Q> const& epsilon); /// Returns the component-wise comparison of |x - y| < epsilon. /// True if this expression is not satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, T epsilon); /// Returns the component-wise comparison of |x - y| >= epsilon. /// True if this expression is not satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, T, Q> const& epsilon); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int ULPs); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> equal(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, int, Q> const& ULPs); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is not satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, int ULPs); /// Returns the component-wise comparison between two vectors in term of ULPs. /// True if this expression is not satisfied. /// /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix /// @tparam T Floating-point /// @tparam Q Value from qualifier enum template<length_t C, length_t R, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<C, bool, Q> notEqual(mat<C, R, T, Q> const& x, mat<C, R, T, Q> const& y, vec<C, int, Q> const& ULPs); /// @} }//namespace glm #include "matrix_relational.inl"
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3D
mcellteam/mcell
libs/glm/ext/matrix_float4x3.hpp
.hpp
467
19
/// @ref core /// @file glm/ext/matrix_float4x3.hpp #pragma once #include "../detail/type_mat4x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 3 components matrix of single-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 mat<4, 3, float, defaultp> mat4x3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_float2_precision.hpp
.hpp
1,425
32
/// @ref core /// @file glm/ext/vector_float2_precision.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 2 components vector of high single-qualifier floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, float, highp> highp_vec2; /// 2 components vector of medium single-qualifier floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, float, mediump> mediump_vec2; /// 2 components vector of low single-qualifier floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<2, float, lowp> lowp_vec2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double4x4_precision.hpp
.hpp
3,019
50
/// @ref core /// @file glm/ext/matrix_double4x4_precision.hpp #pragma once #include "../detail/type_mat4x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, double, lowp> lowp_dmat4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, double, mediump> mediump_dmat4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, double, highp> highp_dmat4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, double, lowp> lowp_dmat4x4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, double, mediump> mediump_dmat4x4; /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, double, highp> highp_dmat4x4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_common.hpp
.hpp
6,948
145
/// @ref ext_vector_common /// @file glm/ext/vector_common.hpp /// /// @defgroup ext_vector_common GLM_EXT_vector_common /// @ingroup ext /// /// Exposes min and max functions for 3 to 4 vector parameters. /// /// Include <glm/ext/vector_common.hpp> to use the features of this extension. /// /// @see core_common /// @see ext_scalar_common #pragma once // Dependency: #include "../ext/scalar_common.hpp" #include "../common.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_common extension included") #endif namespace glm { /// @addtogroup ext_vector_common /// @{ /// Return the minimum component-wise values of 3 inputs /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c); /// Return the minimum component-wise values of 4 inputs /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> min(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d); /// Return the maximum component-wise values of 3 inputs /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max(vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z); /// Return the maximum component-wise values of 4 inputs /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point or integer scalar types /// @tparam Q Value from qualifier enum template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL GLM_CONSTEXPR vec<L, T, Q> max( vec<L, T, Q> const& x, vec<L, T, Q> const& y, vec<L, T, Q> const& z, vec<L, T, Q> const& w); /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a> template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& x, T y); /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a> template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& x, vec<L, T, Q> const& y); /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a> template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c); /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a> template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fmin(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d); /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a> template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, T b); /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a> template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b); /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a> template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c); /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a> template<length_t L, typename T, qualifier Q> GLM_FUNC_DECL vec<L, T, Q> fmax(vec<L, T, Q> const& a, vec<L, T, Q> const& b, vec<L, T, Q> const& c, vec<L, T, Q> const& d); /// @} }//namespace glm #include "vector_common.inl"
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3D
mcellteam/mcell
libs/glm/ext/matrix_double3x4_precision.hpp
.hpp
1,621
32
/// @ref core /// @file glm/ext/matrix_double3x4_precision.hpp #pragma once #include "../detail/type_mat3x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<3, 4, double, lowp> lowp_dmat3x4; /// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 4, double, mediump> mediump_dmat3x4; /// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 4, double, highp> highp_dmat3x4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float3x4_precision.hpp
.hpp
1,613
32
/// @ref core /// @file glm/ext/matrix_float3x4_precision.hpp #pragma once #include "../detail/type_mat3x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<3, 4, float, lowp> lowp_mat3x4; /// 3 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 4, float, mediump> mediump_mat3x4; /// 3 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<3, 4, float, highp> highp_mat3x4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_uint1_precision.hpp
.hpp
1,102
41
/// @ref ext_vector_uint1_precision /// @file glm/ext/vector_uint1_precision.hpp /// /// @defgroup ext_vector_uint1_precision GLM_EXT_vector_uint1_precision /// @ingroup ext /// /// Exposes highp_uvec1, mediump_uvec1 and lowp_uvec1 types. /// /// Include <glm/ext/vector_uint1_precision.hpp> to use the features of this extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_uint1_precision extension included") #endif namespace glm { /// @addtogroup ext_vector_uint1_precision /// @{ /// 1 component vector of unsigned integer values. /// /// @see ext_vector_uint1_precision typedef vec<1, unsigned int, highp> highp_uvec1; /// 1 component vector of unsigned integer values. /// /// @see ext_vector_uint1_precision typedef vec<1, unsigned int, mediump> mediump_uvec1; /// 1 component vector of unsigned integer values. /// /// @see ext_vector_uint1_precision typedef vec<1, unsigned int, lowp> lowp_uvec1; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_int4_precision.hpp
.hpp
1,397
32
/// @ref core /// @file glm/ext/vector_int4_precision.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 4 components vector of high qualifier signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, int, highp> highp_ivec4; /// 4 components vector of medium qualifier signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, int, mediump> mediump_ivec4; /// 4 components vector of low qualifier signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, int, lowp> lowp_ivec4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double4x2_precision.hpp
.hpp
1,621
32
/// @ref core /// @file glm/ext/matrix_double4x2_precision.hpp #pragma once #include "../detail/type_mat4x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<4, 2, double, lowp> lowp_dmat4x2; /// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 2, double, mediump> mediump_dmat4x2; /// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 2, double, highp> highp_dmat4x2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double2x4.hpp
.hpp
469
19
/// @ref core /// @file glm/ext/matrix_double2x4.hpp #pragma once #include "../detail/type_mat2x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 4 components 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 mat<2, 4, double, defaultp> dmat2x4; /// @} }//namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/vector_float4_precision.hpp
.hpp
1,425
32
/// @ref core /// @file glm/ext/vector_float4_precision.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 4 components vector of high single-qualifier floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, float, highp> highp_vec4; /// 4 components vector of medium single-qualifier floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, float, mediump> mediump_vec4; /// 4 components vector of low single-qualifier floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, float, lowp> lowp_vec4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float4x4_precision.hpp
.hpp
3,004
50
/// @ref core /// @file glm/ext/matrix_float4x4_precision.hpp #pragma once #include "../detail/type_mat4x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, float, lowp> lowp_mat4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, float, mediump> mediump_mat4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, float, highp> highp_mat4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, float, lowp> lowp_mat4x4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, float, mediump> mediump_mat4x4; /// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<4, 4, float, highp> highp_mat4x4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float2x4_precision.hpp
.hpp
1,613
32
/// @ref core /// @file glm/ext/matrix_float2x4_precision.hpp #pragma once #include "../detail/type_mat2x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<2, 4, float, lowp> lowp_mat2x4; /// 2 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 4, float, mediump> mediump_mat2x4; /// 2 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<2, 4, float, highp> highp_mat2x4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_bool3.hpp
.hpp
410
19
/// @ref core /// @file glm/ext/vector_bool3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector of boolean. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<3, bool, defaultp> bvec3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double2x2.hpp
.hpp
739
24
/// @ref core /// @file glm/ext/matrix_double2x2.hpp #pragma once #include "../detail/type_mat2x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 2 components 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 mat<2, 2, double, defaultp> dmat2x2; /// 2 columns of 2 components 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 mat<2, 2, double, defaultp> dmat2; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/vector_bool1.hpp
.hpp
679
31
/// @ref ext_vector_bool1 /// @file glm/ext/vector_bool1.hpp /// /// @defgroup ext_vector_bool1 GLM_EXT_vector_bool1 /// @ingroup ext /// /// Exposes bvec1 vector type. /// /// Include <glm/ext/vector_bool1.hpp> to use the features of this extension. /// /// @see ext_vector_bool1_precision extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_bool1 extension included") #endif namespace glm { /// @addtogroup ext_vector_bool1 /// @{ /// 1 components vector of boolean. typedef vec<1, bool, defaultp> bvec1; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/scalar_common.hpp
.hpp
3,577
104
/// @ref ext_scalar_common /// @file glm/ext/scalar_common.hpp /// /// @defgroup ext_scalar_common GLM_EXT_scalar_common /// @ingroup ext /// /// Exposes min and max functions for 3 to 4 scalar parameters. /// /// Include <glm/ext/scalar_common.hpp> to use the features of this extension. /// /// @see core_func_common /// @see ext_vector_common #pragma once // Dependency: #include "../common.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_common extension included") #endif namespace glm { /// @addtogroup ext_scalar_common /// @{ /// Returns the minimum component-wise values of 3 inputs /// /// @tparam T A floating-point scalar type. template<typename T> GLM_FUNC_DECL T min(T a, T b, T c); /// Returns the minimum component-wise values of 4 inputs /// /// @tparam T A floating-point scalar type. template<typename T> GLM_FUNC_DECL T min(T a, T b, T c, T d); /// Returns the maximum component-wise values of 3 inputs /// /// @tparam T A floating-point scalar type. template<typename T> GLM_FUNC_DECL T max(T a, T b, T c); /// Returns the maximum component-wise values of 4 inputs /// /// @tparam T A floating-point scalar type. template<typename T> GLM_FUNC_DECL T max(T a, T b, T c, T d); /// Returns the minimum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a> template<typename T> GLM_FUNC_DECL T fmin(T a, T b); /// Returns the minimum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a> template<typename T> GLM_FUNC_DECL T fmin(T a, T b, T c); /// Returns the minimum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmin">std::fmin documentation</a> template<typename T> GLM_FUNC_DECL T fmin(T a, T b, T c, T d); /// Returns the maximum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a> template<typename T> GLM_FUNC_DECL T fmax(T a, T b); /// Returns the maximum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a> template<typename T> GLM_FUNC_DECL T fmax(T a, T b, T C); /// Returns the maximum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned. /// /// @tparam T A floating-point scalar type. /// /// @see <a href="http://en.cppreference.com/w/cpp/numeric/math/fmax">std::fmax documentation</a> template<typename T> GLM_FUNC_DECL T fmax(T a, T b, T C, T D); /// @} }//namespace glm #include "scalar_common.inl"
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3D
mcellteam/mcell
libs/glm/ext/matrix_float3x3.hpp
.hpp
736
24
/// @ref core /// @file glm/ext/matrix_float3x3.hpp #pragma once #include "../detail/type_mat3x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 3 components matrix of single-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 mat<3, 3, float, defaultp> mat3x3; /// 3 columns of 3 components matrix of single-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 mat<3, 3, float, defaultp> mat3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double2x4_precision.hpp
.hpp
1,621
32
/// @ref core /// @file glm/ext/matrix_double2x4_precision.hpp #pragma once #include "../detail/type_mat2x4.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<2, 4, double, lowp> lowp_dmat2x4; /// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 4, double, mediump> mediump_dmat2x4; /// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 4, double, highp> highp_dmat2x4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double3x4.hpp
.hpp
469
19
/// @ref core /// @file glm/ext/matrix_double3x4.hpp #pragma once #include "../detail/type_mat3x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 4 components 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 mat<3, 4, double, defaultp> dmat3x4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float3x4.hpp
.hpp
467
19
/// @ref core /// @file glm/ext/matrix_float3x4.hpp #pragma once #include "../detail/type_mat3x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 4 components matrix of single-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 mat<3, 4, float, defaultp> mat3x4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double4x4.hpp
.hpp
739
24
/// @ref core /// @file glm/ext/matrix_double4x4.hpp #pragma once #include "../detail/type_mat4x4.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 4 components 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 mat<4, 4, double, defaultp> dmat4x4; /// 4 columns of 4 components 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 mat<4, 4, double, defaultp> dmat4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_double3.hpp
.hpp
446
19
/// @ref core /// @file glm/ext/vector_double3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector 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 4.1.5 Vectors</a> typedef vec<3, double, defaultp> dvec3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float3x3_precision.hpp
.hpp
3,004
50
/// @ref core /// @file glm/ext/matrix_float3x3_precision.hpp #pragma once #include "../detail/type_mat3x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, float, lowp> lowp_mat3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, float, mediump> mediump_mat3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, float, highp> highp_mat3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, float, lowp> lowp_mat3x3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, float, mediump> mediump_mat3x3; /// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, float, highp> highp_mat3x3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_double3_precision.hpp
.hpp
1,590
35
/// @ref core /// @file glm/ext/vector_double3_precision.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 3 components vector of high double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, double, highp> highp_dvec3; /// 3 components vector of medium double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, double, mediump> mediump_dvec3; /// 3 components vector of low double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, double, lowp> lowp_dvec3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_projection.hpp
.hpp
8,205
150
/// @ref ext_matrix_projection /// @file glm/ext/matrix_projection.hpp /// /// @defgroup ext_matrix_projection GLM_EXT_matrix_projection /// @ingroup ext /// /// Functions that generate common projection transformation matrices. /// /// The matrices generated by this extension use standard OpenGL fixed-function /// conventions. For example, the lookAt function generates a transform from world /// space into the specific eye space that the projective matrix functions /// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility /// specifications defines the particular layout of this eye space. /// /// Include <glm/ext/matrix_projection.hpp> to use the features of this extension. /// /// @see ext_matrix_transform /// @see ext_matrix_clip_space #pragma once // Dependencies #include "../gtc/constants.hpp" #include "../geometric.hpp" #include "../trigonometric.hpp" #include "../matrix.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_projection extension included") #endif namespace glm { /// @addtogroup ext_matrix_projection /// @{ /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param obj Specify the object coordinates. /// @param model Specifies the current modelview matrix /// @param proj Specifies the current projection matrix /// @param viewport Specifies the current viewport /// @return Return the computed window coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a> template<typename T, typename U, qualifier Q> GLM_FUNC_DECL vec<3, T, Q> projectZO( vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param obj Specify the object coordinates. /// @param model Specifies the current modelview matrix /// @param proj Specifies the current projection matrix /// @param viewport Specifies the current viewport /// @return Return the computed window coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a> template<typename T, typename U, qualifier Q> GLM_FUNC_DECL vec<3, T, Q> projectNO( vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param obj Specify the object coordinates. /// @param model Specifies the current modelview matrix /// @param proj Specifies the current projection matrix /// @param viewport Specifies the current viewport /// @return Return the computed window coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluProject.xml">gluProject man page</a> template<typename T, typename U, qualifier Q> GLM_FUNC_DECL vec<3, T, Q> project( vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) /// /// @param win Specify the window coordinates to be mapped. /// @param model Specifies the modelview matrix /// @param proj Specifies the projection matrix /// @param viewport Specifies the viewport /// @return Returns the computed object coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a> template<typename T, typename U, qualifier Q> GLM_FUNC_DECL vec<3, T, Q> unProjectZO( vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) /// /// @param win Specify the window coordinates to be mapped. /// @param model Specifies the modelview matrix /// @param proj Specifies the projection matrix /// @param viewport Specifies the viewport /// @return Returns the computed object coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a> template<typename T, typename U, qualifier Q> GLM_FUNC_DECL vec<3, T, Q> unProjectNO( vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. /// /// @param win Specify the window coordinates to be mapped. /// @param model Specifies the modelview matrix /// @param proj Specifies the projection matrix /// @param viewport Specifies the viewport /// @return Returns the computed object coordinates. /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluUnProject.xml">gluUnProject man page</a> template<typename T, typename U, qualifier Q> GLM_FUNC_DECL vec<3, T, Q> unProject( vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); /// Define a picking region /// /// @param center Specify the center of a picking region in window coordinates. /// @param delta Specify the width and height, respectively, of the picking region in window coordinates. /// @param viewport Rendering viewport /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. /// @tparam U Currently supported: Floating-point types and integer types. /// /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPickMatrix.xml">gluPickMatrix man page</a> template<typename T, qualifier Q, typename U> GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix( vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport); /// @} }//namespace glm #include "matrix_projection.inl"
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3D
mcellteam/mcell
libs/glm/ext/matrix_double4x2.hpp
.hpp
469
19
/// @ref core /// @file glm/ext/matrix_double4x2.hpp #pragma once #include "../detail/type_mat4x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 2 components 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 mat<4, 2, double, defaultp> dmat4x2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_float3.hpp
.hpp
443
19
/// @ref core /// @file glm/ext/vector_float3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector of single-precision floating-point numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<3, float, defaultp> vec3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_uint3.hpp
.hpp
435
19
/// @ref core /// @file glm/ext/vector_uint3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector of unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<3, unsigned int, defaultp> uvec3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float4x2.hpp
.hpp
467
19
/// @ref core /// @file glm/ext/matrix_float4x2.hpp #pragma once #include "../detail/type_mat4x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 2 components matrix of single-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 mat<4, 2, float, defaultp> mat4x2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_int2.hpp
.hpp
423
19
/// @ref core /// @file glm/ext/vector_int2.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 2 components vector of signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<2, int, defaultp> ivec2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/quaternion_transform.hpp
.hpp
1,378
48
/// @ref ext_quaternion_transform /// @file glm/ext/quaternion_transform.hpp /// /// @defgroup ext_quaternion_transform GLM_EXT_quaternion_transform /// @ingroup ext /// /// Provides transformation functions for quaternion types /// /// Include <glm/ext/quaternion_transform.hpp> to use the features of this extension. /// /// @see ext_quaternion_float /// @see ext_quaternion_double /// @see ext_quaternion_exponential /// @see ext_quaternion_geometric /// @see ext_quaternion_relational /// @see ext_quaternion_trigonometric #pragma once // Dependency: #include "../common.hpp" #include "../trigonometric.hpp" #include "../geometric.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_transform extension included") #endif namespace glm { /// @addtogroup ext_quaternion_transform /// @{ /// Rotates a quaternion from a vector of 3 components axis and an angle. /// /// @param q Source orientation /// @param angle Angle expressed in radians. /// @param axis Axis of the rotation /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL qua<T, Q> rotate(qua<T, Q> const& q, T const& angle, vec<3, T, Q> const& axis); /// @} } //namespace glm #include "quaternion_transform.inl"
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mcellteam/mcell
libs/glm/ext/vector_bool3_precision.hpp
.hpp
1,371
32
/// @ref core /// @file glm/ext/vector_bool3_precision.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 3 components vector of high qualifier bool numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, bool, highp> highp_bvec3; /// 3 components vector of medium qualifier bool numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, bool, mediump> mediump_bvec3; /// 3 components vector of low qualifier bool numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, bool, lowp> lowp_bvec3; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/vector_uint4_precision.hpp
.hpp
1,431
32
/// @ref core /// @file glm/ext/vector_uint4_precision.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 4 components vector of high qualifier unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, unsigned int, highp> highp_uvec4; /// 4 components vector of medium qualifier unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, unsigned int, mediump> mediump_uvec4; /// 4 components vector of low qualifier unsigned integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, unsigned int, lowp> lowp_uvec4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_bool4.hpp
.hpp
410
19
/// @ref core /// @file glm/ext/vector_bool4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector of boolean. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<4, bool, defaultp> bvec4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_bool4_precision.hpp
.hpp
1,371
32
/// @ref core /// @file glm/ext/vector_bool4_precision.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 4 components vector of high qualifier bool numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, bool, highp> highp_bvec4; /// 4 components vector of medium qualifier bool numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, bool, mediump> mediump_bvec4; /// 4 components vector of low qualifier bool numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, bool, lowp> lowp_bvec4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double3x3.hpp
.hpp
739
24
/// @ref core /// @file glm/ext/matrix_double3x3.hpp #pragma once #include "../detail/type_mat3x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 3 components 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 mat<3, 3, double, defaultp> dmat3x3; /// 3 columns of 3 components 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 mat<3, 3, double, defaultp> dmat3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_int4.hpp
.hpp
423
19
/// @ref core /// @file glm/ext/vector_int4.hpp #pragma once #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 4 components vector of signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<4, int, defaultp> ivec4; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_transform.hpp
.hpp
6,170
145
/// @ref ext_matrix_transform /// @file glm/ext/matrix_transform.hpp /// /// @defgroup ext_matrix_transform GLM_EXT_matrix_transform /// @ingroup ext /// /// Defines functions that generate common transformation matrices. /// /// The matrices generated by this extension use standard OpenGL fixed-function /// conventions. For example, the lookAt function generates a transform from world /// space into the specific eye space that the projective matrix functions /// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility /// specifications defines the particular layout of this eye space. /// /// Include <glm/ext/matrix_transform.hpp> to use the features of this extension. /// /// @see ext_matrix_projection /// @see ext_matrix_clip_space #pragma once // Dependencies #include "../gtc/constants.hpp" #include "../geometric.hpp" #include "../trigonometric.hpp" #include "../matrix.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_matrix_transform extension included") #endif namespace glm { /// @addtogroup ext_matrix_transform /// @{ /// Builds an identity matrix. template<typename genType> GLM_FUNC_DECL GLM_CONSTEXPR genType identity(); /// Builds a translation 4 * 4 matrix created from a vector of 3 components. /// /// @param m Input matrix multiplied by this translation matrix. /// @param v Coordinates of a translation vector. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @code /// #include <glm/glm.hpp> /// #include <glm/gtc/matrix_transform.hpp> /// ... /// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f)); /// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f /// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f /// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f /// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f /// @endcode /// /// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z) /// @see - translate(vec<3, T, Q> const& v) /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml">glTranslate man page</a> template<typename T, qualifier Q> GLM_FUNC_DECL mat<4, 4, T, Q> translate( mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. /// /// @param m Input matrix multiplied by this rotation matrix. /// @param angle Rotation angle expressed in radians. /// @param axis Rotation axis, recommended to be normalized. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z) /// @see - rotate(T angle, vec<3, T, Q> const& v) /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml">glRotate man page</a> template<typename T, qualifier Q> GLM_FUNC_DECL mat<4, 4, T, Q> rotate( mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis); /// Builds a scale 4 * 4 matrix created from 3 scalars. /// /// @param m Input matrix multiplied by this scale matrix. /// @param v Ratio of scaling for each axis. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z) /// @see - scale(vec<3, T, Q> const& v) /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glScale.xml">glScale man page</a> template<typename T, qualifier Q> GLM_FUNC_DECL mat<4, 4, T, Q> scale( mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); /// Build a right handed look at view matrix. /// /// @param eye Position of the camera /// @param center Position where the camera is looking at /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) template<typename T, qualifier Q> GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH( vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); /// Build a left handed look at view matrix. /// /// @param eye Position of the camera /// @param center Position where the camera is looking at /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) template<typename T, qualifier Q> GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH( vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); /// Build a look at view matrix based on the default handedness. /// /// @param eye Position of the camera /// @param center Position where the camera is looking at /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum /// /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) /// @see <a href="https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml">gluLookAt man page</a> template<typename T, qualifier Q> GLM_FUNC_DECL mat<4, 4, T, Q> lookAt( vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); /// @} }//namespace glm #include "matrix_transform.inl"
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3D
mcellteam/mcell
libs/glm/ext/matrix_float2x2.hpp
.hpp
734
24
/// @ref core /// @file glm/ext/matrix_float2x2.hpp #pragma once #include "../detail/type_mat2x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 2 components matrix of single-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 mat<2, 2, float, defaultp> mat2x2; /// 2 columns of 2 components matrix of single-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 mat<2, 2, float, defaultp> mat2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float3x2_precision.hpp
.hpp
1,613
32
/// @ref core /// @file glm/ext/matrix_float3x2_precision.hpp #pragma once #include "../detail/type_mat3x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<3, 2, float, lowp> lowp_mat3x2; /// 3 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 2, float, mediump> mediump_mat3x2; /// 3 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @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 mat<3, 2, float, highp> highp_mat3x2; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/vector_double2.hpp
.hpp
446
19
/// @ref core /// @file glm/ext/vector_double2.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 2 components vector 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 4.1.5 Vectors</a> typedef vec<2, double, defaultp> dvec2; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/quaternion_relational.hpp
.hpp
2,016
63
/// @ref ext_quaternion_relational /// @file glm/ext/quaternion_relational.hpp /// /// @defgroup ext_quaternion_relational GLM_EXT_quaternion_relational /// @ingroup ext /// /// Exposes comparison functions for quaternion types that take a user defined epsilon values. /// /// Include <glm/ext/quaternion_relational.hpp> to use the features of this extension. /// /// @see core_vector_relational /// @see ext_vector_relational /// @see ext_matrix_relational /// @see ext_quaternion_float /// @see ext_quaternion_double #pragma once // Dependency: #include "../vector_relational.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_relational extension included") #endif namespace glm { /// @addtogroup ext_quaternion_relational /// @{ /// Returns the component-wise comparison of result x == y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y); /// Returns the component-wise comparison of |x - y| < epsilon. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL vec<4, bool, Q> equal(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon); /// Returns the component-wise comparison of result x != y. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y); /// Returns the component-wise comparison of |x - y| >= epsilon. /// /// @tparam T Floating-point scalar types /// @tparam Q Value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL vec<4, bool, Q> notEqual(qua<T, Q> const& x, qua<T, Q> const& y, T epsilon); /// @} } //namespace glm #include "quaternion_relational.inl"
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mcellteam/mcell
libs/glm/ext/matrix_double2x2_precision.hpp
.hpp
3,019
50
/// @ref core /// @file glm/ext/matrix_double2x2_precision.hpp #pragma once #include "../detail/type_mat2x2.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, double, lowp> lowp_dmat2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, double, mediump> mediump_dmat2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, double, highp> highp_dmat2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, double, lowp> lowp_dmat2x2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, double, mediump> mediump_dmat2x2; /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 2, double, highp> highp_dmat2x2; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/matrix_double4x3.hpp
.hpp
469
19
/// @ref core /// @file glm/ext/matrix_double4x3.hpp #pragma once #include "../detail/type_mat4x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 4 columns of 3 components 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 mat<4, 3, double, defaultp> dmat4x3; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/vector_double4_precision.hpp
.hpp
1,622
36
/// @ref core /// @file glm/ext/vector_double4_precision.hpp #pragma once #include "../detail/setup.hpp" #include "../detail/type_vec4.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 4 components vector of high double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, double, highp> highp_dvec4; /// 4 components vector of medium double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, double, mediump> mediump_dvec4; /// 4 components vector of low double-qualifier floating-point numbers. /// There is no guarantee on the actual qualifier. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<4, double, lowp> lowp_dvec4; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/quaternion_float.hpp
.hpp
1,015
40
/// @ref ext_quaternion_float /// @file glm/ext/quaternion_float.hpp /// /// @defgroup ext_quaternion_float GLM_EXT_quaternion_float /// @ingroup ext /// /// Exposes single-precision floating point quaternion type. /// /// Include <glm/ext/quaternion_float.hpp> to use the features of this extension. /// /// @see ext_quaternion_double /// @see ext_quaternion_float_precision /// @see ext_quaternion_common /// @see ext_quaternion_exponential /// @see ext_quaternion_geometric /// @see ext_quaternion_relational /// @see ext_quaternion_transform /// @see ext_quaternion_trigonometric #pragma once // Dependency: #include "../detail/type_quat.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_float extension included") #endif namespace glm { /// @addtogroup ext_quaternion_float /// @{ /// Quaternion of single-precision floating-point numbers. typedef qua<float, defaultp> quat; /// @} } //namespace glm
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mcellteam/mcell
libs/glm/ext/scalar_int_sized.hpp
.hpp
1,383
71
/// @ref ext_scalar_int_sized /// @file glm/ext/scalar_int_sized.hpp /// /// @defgroup ext_scalar_int_sized GLM_EXT_scalar_int_sized /// @ingroup ext /// /// Exposes sized signed integer scalar types. /// /// Include <glm/ext/scalar_int_sized.hpp> to use the features of this extension. /// /// @see ext_scalar_uint_sized #pragma once #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_int_sized extension included") #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; # else typedef char int8; typedef short int16; typedef int int32; #endif// template<> struct is_int<int8> { enum test {value = ~0}; }; template<> struct is_int<int16> { enum test {value = ~0}; }; template<> struct is_int<int64> { enum test {value = ~0}; }; }//namespace detail /// @addtogroup ext_scalar_int_sized /// @{ /// 8 bit signed integer type. typedef detail::int8 int8; /// 16 bit signed integer type. typedef detail::int16 int16; /// 32 bit signed integer type. typedef detail::int32 int32; /// 64 bit signed integer type. typedef detail::int64 int64; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/vector_int3_precision.hpp
.hpp
1,397
32
/// @ref core /// @file glm/ext/vector_int3_precision.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector_precision /// @{ /// 3 components vector of high qualifier signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, int, highp> highp_ivec3; /// 3 components vector of medium qualifier signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, int, mediump> mediump_ivec3; /// 3 components vector of low qualifier signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</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 vec<3, int, lowp> lowp_ivec3; /// @} }//namespace glm
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mcellteam/mcell
libs/glm/ext/quaternion_double_precision.hpp
.hpp
1,360
43
/// @ref ext_quaternion_double_precision /// @file glm/ext/quaternion_double_precision.hpp /// /// @defgroup ext_quaternion_double_precision GLM_EXT_quaternion_double_precision /// @ingroup ext /// /// Exposes double-precision floating point quaternion type with various precision in term of ULPs. /// /// Include <glm/ext/quaternion_double_precision.hpp> to use the features of this extension. #pragma once // Dependency: #include "../detail/type_quat.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_double_precision extension included") #endif namespace glm { /// @addtogroup ext_quaternion_double_precision /// @{ /// Quaternion of double-precision floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see ext_quaternion_double_precision typedef qua<double, lowp> lowp_dquat; /// Quaternion of medium double-qualifier floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see ext_quaternion_double_precision typedef qua<double, mediump> mediump_dquat; /// Quaternion of high double-qualifier floating-point numbers using high precision arithmetic in term of ULPs. /// /// @see ext_quaternion_double_precision typedef qua<double, highp> highp_dquat; /// @} } //namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_float2x3.hpp
.hpp
466
19
/// @ref core /// @file glm/ext/matrix_float2x3.hpp #pragma once #include "../detail/type_mat2x3.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 2 columns of 3 components matrix of single-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 mat<2, 3, float, defaultp> mat2x3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double3x2.hpp
.hpp
469
19
/// @ref core /// @file glm/ext/matrix_double3x2.hpp #pragma once #include "../detail/type_mat3x2.hpp" namespace glm { /// @addtogroup core_matrix /// @{ /// 3 columns of 2 components 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 mat<3, 2, double, defaultp> dmat3x2; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_double1.hpp
.hpp
811
32
/// @ref ext_vector_double1 /// @file glm/ext/vector_double1.hpp /// /// @defgroup ext_vector_double1 GLM_EXT_vector_double1 /// @ingroup ext /// /// Exposes double-precision floating point vector type with one component. /// /// Include <glm/ext/vector_double1.hpp> to use the features of this extension. /// /// @see ext_vector_double1_precision extension. /// @see ext_vector_float1 extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_dvec1 extension included") #endif namespace glm { /// @addtogroup ext_vector_double1 /// @{ /// 1 components vector of double-precision floating-point numbers. typedef vec<1, double, defaultp> dvec1; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/scalar_uint_sized.hpp
.hpp
1,436
71
/// @ref ext_scalar_uint_sized /// @file glm/ext/scalar_uint_sized.hpp /// /// @defgroup ext_scalar_uint_sized GLM_EXT_scalar_uint_sized /// @ingroup ext /// /// Exposes sized unsigned integer scalar types. /// /// Include <glm/ext/scalar_uint_sized.hpp> to use the features of this extension. /// /// @see ext_scalar_int_sized #pragma once #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_uint_sized extension included") #endif namespace glm{ namespace detail { # if GLM_HAS_EXTENDED_INTEGER_TYPE typedef std::uint8_t uint8; typedef std::uint16_t uint16; typedef std::uint32_t uint32; # else typedef unsigned char uint8; typedef unsigned short uint16; typedef unsigned int uint32; #endif template<> struct is_int<uint8> { enum test {value = ~0}; }; template<> struct is_int<uint16> { enum test {value = ~0}; }; template<> struct is_int<uint64> { enum test {value = ~0}; }; }//namespace detail /// @addtogroup ext_scalar_uint_sized /// @{ /// 8 bit unsigned integer type. typedef detail::uint8 uint8; /// 16 bit unsigned integer type. typedef detail::uint16 uint16; /// 32 bit unsigned integer type. typedef detail::uint32 uint32; /// 64 bit unsigned integer type. typedef detail::uint64 uint64; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/matrix_double3x3_precision.hpp
.hpp
3,019
50
/// @ref core /// @file glm/ext/matrix_double3x3_precision.hpp #pragma once #include "../detail/type_mat3x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, double, lowp> lowp_dmat3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, double, mediump> mediump_dmat3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, double, highp> highp_dmat3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, double, lowp> lowp_dmat3x3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, double, mediump> mediump_dmat3x3; /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<3, 3, double, highp> highp_dmat3x3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/quaternion_exponential.hpp
.hpp
1,804
64
/// @ref ext_quaternion_exponential /// @file glm/ext/quaternion_exponential.hpp /// /// @defgroup ext_quaternion_exponential GLM_EXT_quaternion_exponential /// @ingroup ext /// /// Provides exponential functions for quaternion types /// /// Include <glm/ext/quaternion_exponential.hpp> to use the features of this extension. /// /// @see core_exponential /// @see ext_quaternion_float /// @see ext_quaternion_double #pragma once // Dependency: #include "../common.hpp" #include "../trigonometric.hpp" #include "../geometric.hpp" #include "../ext/scalar_constants.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_exponential extension included") #endif namespace glm { /// @addtogroup ext_quaternion_transform /// @{ /// Returns a exponential of a quaternion. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL qua<T, Q> exp(qua<T, Q> const& q); /// Returns a logarithm of a quaternion /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL qua<T, Q> log(qua<T, Q> const& q); /// Returns a quaternion raised to a power. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL qua<T, Q> pow(qua<T, Q> const& q, T y); /// Returns the square root of a quaternion /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL qua<T, Q> sqrt(qua<T, Q> const& q); /// @} } //namespace glm #include "quaternion_exponential.inl"
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3D
mcellteam/mcell
libs/glm/ext/matrix_double2x3_precision.hpp
.hpp
1,621
32
/// @ref core /// @file glm/ext/matrix_double2x3_precision.hpp #pragma once #include "../detail/type_mat2x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 2 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<2, 3, double, lowp> lowp_dmat2x3; /// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 3, double, mediump> mediump_dmat2x3; /// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<2, 3, double, highp> highp_dmat2x3; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/vector_int1.hpp
.hpp
725
33
/// @ref ext_vector_int1 /// @file glm/ext/vector_int1.hpp /// /// @defgroup ext_vector_int1 GLM_EXT_vector_int1 /// @ingroup ext /// /// Exposes ivec1 vector type. /// /// Include <glm/ext/vector_int1.hpp> to use the features of this extension. /// /// @see ext_vector_uint1 extension. /// @see ext_vector_int1_precision extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_int1 extension included") #endif namespace glm { /// @addtogroup ext_vector_int1 /// @{ /// 1 component vector of signed integer numbers. typedef vec<1, int, defaultp> ivec1; /// @} }//namespace glm
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3D
mcellteam/mcell
libs/glm/ext/scalar_constants.hpp
.hpp
925
37
/// @ref ext_scalar_constants /// @file glm/ext/scalar_constants.hpp /// /// @defgroup ext_scalar_constants GLM_EXT_scalar_constants /// @ingroup ext /// /// Provides a list of constants and precomputed useful values. /// /// Include <glm/ext/scalar_constants.hpp> to use the features of this extension. #pragma once // Dependencies #include "../detail/setup.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_scalar_constants extension included") #endif namespace glm { /// @addtogroup ext_scalar_constants /// @{ /// Return the epsilon constant for floating point types. template<typename genType> GLM_FUNC_DECL GLM_CONSTEXPR genType epsilon(); /// Return the pi constant for floating point types. template<typename genType> GLM_FUNC_DECL GLM_CONSTEXPR genType pi(); /// @} } //namespace glm #include "scalar_constants.inl"
Unknown
3D
mcellteam/mcell
libs/glm/ext/quaternion_trigonometric.hpp
.hpp
1,876
64
/// @ref ext_quaternion_trigonometric /// @file glm/ext/quaternion_trigonometric.hpp /// /// @defgroup ext_quaternion_trigonometric GLM_EXT_quaternion_trigonometric /// @ingroup ext /// /// Provides trigonometric functions for quaternion types /// /// Include <glm/ext/quaternion_trigonometric.hpp> to use the features of this extension. /// /// @see ext_quaternion_float /// @see ext_quaternion_double /// @see ext_quaternion_exponential /// @see ext_quaternion_geometric /// @see ext_quaternion_relational /// @see ext_quaternion_transform #pragma once // Dependency: #include "../trigonometric.hpp" #include "../exponential.hpp" #include "scalar_constants.hpp" #include "vector_relational.hpp" #include <limits> #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_quaternion_trigonometric extension included") #endif namespace glm { /// @addtogroup ext_quaternion_trigonometric /// @{ /// Returns the quaternion rotation angle. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL T angle(qua<T, Q> const& x); /// Returns the q rotation axis. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL vec<3, T, Q> axis(qua<T, Q> const& x); /// Build a quaternion from an angle and a normalized axis. /// /// @param angle Angle expressed in radians. /// @param axis Axis of the quaternion, must be normalized. /// /// @tparam T A floating-point scalar type /// @tparam Q A value from qualifier enum template<typename T, qualifier Q> GLM_FUNC_DECL qua<T, Q> angleAxis(T const& angle, vec<3, T, Q> const& axis); /// @} } //namespace glm #include "quaternion_trigonometric.inl"
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3D
mcellteam/mcell
libs/glm/ext/vector_bool2.hpp
.hpp
410
19
/// @ref core /// @file glm/ext/vector_bool2.hpp #pragma once #include "../detail/type_vec2.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 2 components vector of boolean. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<2, bool, defaultp> bvec2; /// @} }//namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/vector_float1_precision.hpp
.hpp
1,186
37
/// @ref ext_vector_float1_precision /// @file glm/ext/vector_float1_precision.hpp /// /// @defgroup ext_vector_float1_precision GLM_EXT_vector_float1_precision /// @ingroup ext /// /// Exposes highp_vec1, mediump_vec1 and lowp_vec1 types. /// /// Include <glm/ext/vector_float1_precision.hpp> to use the features of this extension. /// /// @see ext_vector_float1 extension. #pragma once #include "../detail/type_vec1.hpp" #if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) # pragma message("GLM: GLM_EXT_vector_float1_precision extension included") #endif namespace glm { /// @addtogroup ext_vector_float1_precision /// @{ /// 1 component vector of single-precision floating-point numbers using high precision arithmetic in term of ULPs. typedef vec<1, float, highp> highp_vec1; /// 1 component vector of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. typedef vec<1, float, mediump> mediump_vec1; /// 1 component vector of single-precision floating-point numbers using low precision arithmetic in term of ULPs. typedef vec<1, float, lowp> lowp_vec1; /// @} }//namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/vector_int3.hpp
.hpp
423
19
/// @ref core /// @file glm/ext/vector_int3.hpp #pragma once #include "../detail/type_vec3.hpp" namespace glm { /// @addtogroup core_vector /// @{ /// 3 components vector of signed integer numbers. /// /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.5 Vectors</a> typedef vec<3, int, defaultp> ivec3; /// @} }//namespace glm
Unknown
3D
mcellteam/mcell
libs/glm/ext/matrix_double4x3_precision.hpp
.hpp
1,621
32
/// @ref core /// @file glm/ext/matrix_double4x3_precision.hpp #pragma once #include "../detail/type_mat4x3.hpp" namespace glm { /// @addtogroup core_matrix_precision /// @{ /// 4 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// /// @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 mat<4, 3, double, lowp> lowp_dmat4x3; /// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 3, double, mediump> mediump_dmat4x3; /// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. /// /// @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 mat<4, 3, double, highp> highp_dmat4x3; /// @} }//namespace glm
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