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author | Thales Lima Oliveira <thaleslima.ufu@gmail.com> | 2020-07-08 12:05:44 -0300 |
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committer | Thales Lima Oliveira <thaleslima.ufu@gmail.com> | 2020-07-08 12:05:44 -0300 |
commit | cc2e40324d884bc0417809980a696a5084e661d7 (patch) | |
tree | 9620dfa32e44af5c125aac2c9bce36011ad27b8b /Project/glm/glm.hpp | |
parent | ae765504642759ba4addbf91d62f167ba5f063a3 (diff) | |
download | PSP.git-cc2e40324d884bc0417809980a696a5084e661d7.tar.gz PSP.git-cc2e40324d884bc0417809980a696a5084e661d7.tar.xz PSP.git-cc2e40324d884bc0417809980a696a5084e661d7.zip |
GLM folder changed
Diffstat (limited to 'Project/glm/glm.hpp')
-rw-r--r-- | Project/glm/glm.hpp | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/Project/glm/glm.hpp b/Project/glm/glm.hpp new file mode 100644 index 0000000..8b61064 --- /dev/null +++ b/Project/glm/glm.hpp @@ -0,0 +1,136 @@ +/// @ref core +/// @file glm/glm.hpp +/// +/// @defgroup core Core features +/// +/// @brief Features that implement in C++ the GLSL specification as closely as possible. +/// +/// The GLM core consists of C++ types that mirror GLSL types and +/// C++ functions that mirror the GLSL functions. +/// +/// The best documentation for GLM Core is the current GLSL specification, +/// <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.clean.pdf">version 4.2 +/// (pdf file)</a>. +/// +/// GLM core functionalities require <glm/glm.hpp> to be included to be used. +/// +/// +/// @defgroup core_vector Vector types +/// +/// Vector types of two to four components with an exhaustive set of operators. +/// +/// @ingroup core +/// +/// +/// @defgroup core_vector_precision Vector types with precision qualifiers +/// +/// @brief Vector types with precision qualifiers which may result in various precision in term of ULPs +/// +/// GLSL allows defining qualifiers for particular variables. +/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility, +/// with OpenGL ES's GLSL, these qualifiers do have an effect. +/// +/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing: +/// a number of typedefs that use a particular qualifier. +/// +/// None of these types make any guarantees about the actual qualifier used. +/// +/// @ingroup core +/// +/// +/// @defgroup core_matrix Matrix types +/// +/// Matrix types of with C columns and R rows where C and R are values between 2 to 4 included. +/// These types have exhaustive sets of operators. +/// +/// @ingroup core +/// +/// +/// @defgroup core_matrix_precision Matrix types with precision qualifiers +/// +/// @brief Matrix types with precision qualifiers which may result in various precision in term of ULPs +/// +/// GLSL allows defining qualifiers for particular variables. +/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility, +/// with OpenGL ES's GLSL, these qualifiers do have an effect. +/// +/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing: +/// a number of typedefs that use a particular qualifier. +/// +/// None of these types make any guarantees about the actual qualifier used. +/// +/// @ingroup core +/// +/// +/// @defgroup ext Stable extensions +/// +/// @brief Additional features not specified by GLSL specification. +/// +/// EXT extensions are fully tested and documented. +/// +/// Even if it's highly unrecommended, it's possible to include all the extensions at once by +/// including <glm/ext.hpp>. Otherwise, each extension needs to be included a specific file. +/// +/// +/// @defgroup gtc Recommended extensions +/// +/// @brief Additional features not specified by GLSL specification. +/// +/// GTC extensions aim to be stable with tests and documentation. +/// +/// Even if it's highly unrecommended, it's possible to include all the extensions at once by +/// including <glm/ext.hpp>. Otherwise, each extension needs to be included a specific file. +/// +/// +/// @defgroup gtx Experimental extensions +/// +/// @brief Experimental features not specified by GLSL specification. +/// +/// Experimental extensions are useful functions and types, but the development of +/// their API and functionality is not necessarily stable. They can change +/// substantially between versions. Backwards compatibility is not much of an issue +/// for them. +/// +/// Even if it's highly unrecommended, it's possible to include all the extensions +/// at once by including <glm/ext.hpp>. Otherwise, each extension needs to be +/// included a specific file. +/// +/// @mainpage OpenGL Mathematics (GLM) +/// - Website: <a href="https://glm.g-truc.net">glm.g-truc.net</a> +/// - <a href="modules.html">GLM API documentation</a> +/// - <a href="https://github.com/g-truc/glm/blob/master/manual.md">GLM Manual</a> + +#include "detail/_fixes.hpp" + +#include "detail/setup.hpp" + +#pragma once + +#include <cmath> +#include <climits> +#include <cfloat> +#include <limits> +#include <cassert> +#include "fwd.hpp" + +#include "vec2.hpp" +#include "vec3.hpp" +#include "vec4.hpp" +#include "mat2x2.hpp" +#include "mat2x3.hpp" +#include "mat2x4.hpp" +#include "mat3x2.hpp" +#include "mat3x3.hpp" +#include "mat3x4.hpp" +#include "mat4x2.hpp" +#include "mat4x3.hpp" +#include "mat4x4.hpp" + +#include "trigonometric.hpp" +#include "exponential.hpp" +#include "common.hpp" +#include "packing.hpp" +#include "geometric.hpp" +#include "matrix.hpp" +#include "vector_relational.hpp" +#include "integer.hpp" |