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/*
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* Copyright (C) 2023 Christopher J. Howard |
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* |
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* This file is part of Antkeeper source code. |
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* |
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* Antkeeper source code is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Antkeeper source code is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/ |
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#ifndef ANTKEEPER_MATH_GLSL_HPP
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#define ANTKEEPER_MATH_GLSL_HPP
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#include "math/vector.hpp"
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#include "math/matrix.hpp"
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#include "math/quaternion.hpp"
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namespace math { |
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namespace glsl { |
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/**
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* Linear algebra data types with GLSL naming conventions. |
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*/ |
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namespace types |
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{ |
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/// @name Vector types
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/// @{
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/**
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* *n*-dimensional vector of booleans. |
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* |
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* @tparam N Number of elements |
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*/ |
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/// @{
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template <std::size_t N> |
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using bvec = math::vector<bool, N>; |
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using bvec2 = bvec<2>; |
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using bvec3 = bvec<3>; |
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using bvec4 = bvec<4>; |
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/// @}
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/**
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* *n*-dimensional vector of signed integers. |
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* |
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* @tparam N Number of elements |
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*/ |
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/// @{
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template <std::size_t N> |
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using ivec = math::vector<int, N>; |
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using ivec2 = ivec<2>; |
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using ivec3 = ivec<3>; |
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using ivec4 = ivec<4>; |
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/// @}
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/**
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* *n*-dimensional vector of unsigned integers. |
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* |
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* @tparam N Number of elements |
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*/ |
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/// @{
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template <std::size_t N> |
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using uvec = math::vector<unsigned int, N>; |
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using uvec2 = uvec<2>; |
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using uvec3 = uvec<3>; |
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using uvec4 = uvec<4>; |
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/// @}
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/**
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* *n*-dimensional vector of floating-point numbers. |
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* |
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* @tparam N Number of elements |
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*/ |
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/// @{
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template <std::size_t N> |
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using fvec = math::vector<float, N>; |
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using fvec2 = fvec<2>; |
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using fvec3 = fvec<3>; |
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using fvec4 = fvec<4>; |
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using vec2 = fvec2; |
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using vec3 = fvec3; |
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using vec4 = fvec4; |
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/// @}
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/**
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* *n*-dimensional vector of double-precision floating-point numbers. |
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* |
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* @tparam N Number of elements |
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*/ |
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/// @{
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template <std::size_t N> |
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using dvec = math::vector<double, N>; |
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using dvec2 = dvec<2>; |
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using dvec3 = dvec<3>; |
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using dvec4 = dvec<4>; |
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/// @}
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/// @}
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/// @name Matrix types
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/// @{
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/**
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* *n* by *m* matrix of floating-point numbers. |
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* |
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* @tparam N Number of columns. |
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* @tparam M Number of rows. |
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*/ |
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/// @{
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template <std::size_t N, std::size_t M> |
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using fmat = math::matrix<float, N, M>; |
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using fmat2x2 = fmat<2, 2>; |
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using fmat2x3 = fmat<2, 3>; |
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using fmat2x4 = fmat<2, 4>; |
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using fmat3x2 = fmat<3, 2>; |
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using fmat3x3 = fmat<3, 3>; |
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using fmat3x4 = fmat<3, 4>; |
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using fmat4x2 = fmat<4, 2>; |
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using fmat4x3 = fmat<4, 3>; |
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using fmat4x4 = fmat<4, 4>; |
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using mat2x2 = fmat2x2; |
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using mat2x3 = fmat2x3; |
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using mat2x4 = fmat2x4; |
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using mat3x2 = fmat3x2; |
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using mat3x3 = fmat3x3; |
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using mat3x4 = fmat3x4; |
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using mat4x2 = fmat4x2; |
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using mat4x3 = fmat4x3; |
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using mat4x4 = fmat4x4; |
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/// @}
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/**
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* *n* by *n* square matrix of floating-point numbers. |
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* |
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* @tparam N Number of columns and rows. |
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*/ |
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/// @{
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using fmat2 = fmat2x2; |
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using fmat3 = fmat3x3; |
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using fmat4 = fmat4x4; |
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using mat2 = fmat2; |
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using mat3 = fmat3; |
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using mat4 = fmat4; |
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/// @}
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/**
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* *n* by *m* matrix of double-precision floating-point numbers. |
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* |
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* @tparam N Number of columns. |
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* @tparam M Number of rows. |
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*/ |
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/// @{
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template <std::size_t N, std::size_t M> |
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using dmat = math::matrix<double, N, M>; |
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using dmat2x2 = dmat<2, 2>; |
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using dmat2x3 = dmat<2, 3>; |
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using dmat2x4 = dmat<2, 4>; |
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using dmat3x2 = dmat<3, 2>; |
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using dmat3x3 = dmat<3, 3>; |
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using dmat3x4 = dmat<3, 4>; |
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using dmat4x2 = dmat<4, 2>; |
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using dmat4x3 = dmat<4, 3>; |
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using dmat4x4 = dmat<4, 4>; |
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/// @}
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/**
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* *n* by *n* square matrix of double-precision floating-point numbers. |
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* |
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* @tparam N Number of columns and rows. |
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*/ |
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/// @{
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using dmat2 = dmat2x2; |
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using dmat3 = dmat3x3; |
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using dmat4 = dmat4x4; |
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/// @}
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/// @}
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/// @name Quaternion types
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/// @{
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/**
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* Quaternion with floating-point scalars. |
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* |
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* @tparam T Scalar type. |
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*/ |
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/// @{
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using fquat = math::quaternion<float>; |
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using quat = fquat; |
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/// @}
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/**
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* Quaternion with double-precision floating-point scalars. |
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* |
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* @tparam T Scalar type. |
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*/ |
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using dquat = math::quaternion<double>; |
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/// @}
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} // namespace types
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// Bring GLSL types into glsl namespace
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using namespace types; |
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} // namespace glsl
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} // namespace math
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#endif // ANTKEEPER_MATH_GLSL_HPP
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