master
ブランチ master
ShaderPlayground / deps / glm / glm / geometric.hpp
5.2 KB、116行 生 Blame 履歴
1/// @ref core
2/// @file glm/geometric.hpp
3///
4/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
5///
6/// @defgroup core_func_geometric Geometric functions
7/// @ingroup core
8///
9/// These operate on vectors as vectors, not component-wise.
10///
11/// Include <glm/geometric.hpp> to use these core features.
12
13#pragma once
14
15#include "detail/type_vec3.hpp"
16
17namespace glm
18{
19 /// @addtogroup core_func_geometric
20 /// @{
21
22 /// Returns the length of x, i.e., sqrt(x * x).
23 ///
24 /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
25 /// @tparam T Floating-point scalar types.
26 ///
27 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/length.xml">GLSL length man page</a>
28 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
29 template<length_t L, typename T, qualifier Q>
30 GLM_FUNC_DECL T length(vec<L, T, Q> const& x);
31
32 /// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
33 ///
34 /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
35 /// @tparam T Floating-point scalar types.
36 ///
37 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/distance.xml">GLSL distance man page</a>
38 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
39 template<length_t L, typename T, qualifier Q>
40 GLM_FUNC_DECL T distance(vec<L, T, Q> const& p0, vec<L, T, Q> const& p1);
41
42 /// Returns the dot product of x and y, i.e., result = x * y.
43 ///
44 /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
45 /// @tparam T Floating-point scalar types.
46 ///
47 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/dot.xml">GLSL dot man page</a>
48 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
49 template<length_t L, typename T, qualifier Q>
50 GLM_FUNC_DECL T dot(vec<L, T, Q> const& x, vec<L, T, Q> const& y);
51
52 /// Returns the cross product of x and y.
53 ///
54 /// @tparam T Floating-point scalar types.
55 ///
56 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/cross.xml">GLSL cross man page</a>
57 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
58 template<typename T, qualifier Q>
59 GLM_FUNC_DECL vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y);
60
61 /// Returns a vector in the same direction as x but with length of 1.
62 /// According to issue 10 GLSL 1.10 specification, if length(x) == 0 then result is undefined and generate an error.
63 ///
64 /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
65 /// @tparam T Floating-point scalar types.
66 ///
67 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/normalize.xml">GLSL normalize man page</a>
68 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
69 template<length_t L, typename T, qualifier Q>
70 GLM_FUNC_DECL vec<L, T, Q> normalize(vec<L, T, Q> const& x);
71
72 /// If dot(Nref, I) < 0.0, return N, otherwise, return -N.
73 ///
74 /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
75 /// @tparam T Floating-point scalar types.
76 ///
77 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/faceforward.xml">GLSL faceforward man page</a>
78 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
79 template<length_t L, typename T, qualifier Q>
80 GLM_FUNC_DECL vec<L, T, Q> faceforward(
81 vec<L, T, Q> const& N,
82 vec<L, T, Q> const& I,
83 vec<L, T, Q> const& Nref);
84
85 /// For the incident vector I and surface orientation N,
86 /// returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
87 ///
88 /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
89 /// @tparam T Floating-point scalar types.
90 ///
91 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/reflect.xml">GLSL reflect man page</a>
92 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
93 template<length_t L, typename T, qualifier Q>
94 GLM_FUNC_DECL vec<L, T, Q> reflect(
95 vec<L, T, Q> const& I,
96 vec<L, T, Q> const& N);
97
98 /// For the incident vector I and surface normal N,
99 /// and the ratio of indices of refraction eta,
100 /// return the refraction vector.
101 ///
102 /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector.
103 /// @tparam T Floating-point scalar types.
104 ///
105 /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/refract.xml">GLSL refract man page</a>
106 /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.5 Geometric Functions</a>
107 template<length_t L, typename T, qualifier Q>
108 GLM_FUNC_DECL vec<L, T, Q> refract(
109 vec<L, T, Q> const& I,
110 vec<L, T, Q> const& N,
111 T eta);
112
113 /// @}
114}//namespace glm
115
116#include "detail/func_geometric.inl"