glm/glm/gtx/simd_vec4.hpp

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///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
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/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
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/// Restrictions:
/// By making use of the Software for military purposes, you choose to make
/// a Bunny unhappy.
///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref gtx_simd_vec4
/// @file glm/gtx/simd_vec4.hpp
/// @date 2009-05-07 / 2011-06-07
/// @author Christophe Riccio
///
/// @see core (dependence)
///
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/// @defgroup gtx_simd_vec4 GLM_GTX_simd_vec4
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/// @ingroup gtx
///
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/// @brief SIMD implementation of vec4 type.
///
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/// <glm/gtx/simd_vec4.hpp> need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////
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#pragma once
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// Dependency:
#include "../glm.hpp"
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#if(GLM_ARCH != GLM_ARCH_PURE)
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#if(GLM_ARCH & GLM_ARCH_SSE2)
# include "../detail/intrinsic_common.hpp"
# include "../detail/intrinsic_geometric.hpp"
# include "../detail/intrinsic_integer.hpp"
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#else
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# error "GLM: GLM_GTX_simd_vec4 requires compiler support of SSE2 through intrinsics"
#endif
#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED))
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# pragma message("GLM: GLM_GTX_simd_vec4 extension included")
#endif
// Warning silencer for nameless struct/union.
#if (GLM_COMPILER & GLM_COMPILER_VC)
# pragma warning(push)
# pragma warning(disable:4201) // warning C4201: nonstandard extension used : nameless struct/union
#endif
namespace glm
{
enum comp
{
X = 0,
R = 0,
S = 0,
Y = 1,
G = 1,
T = 1,
Z = 2,
B = 2,
P = 2,
W = 3,
A = 3,
Q = 3
};
}//namespace glm
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namespace glm{
namespace detail
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{
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/// 4-dimensional vector implemented using SIMD SEE intrinsics.
/// \ingroup gtx_simd_vec4
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GLM_ALIGNED_STRUCT(16) fvec4SIMD
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{
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typedef __m128 value_type;
typedef std::size_t size_type;
static size_type value_size();
typedef fvec4SIMD type;
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typedef tvec4<bool, highp> bool_type;
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# if GLM_META_PROG_HELPERS
# if GLM_HAS_CONSTEXPR
static GLM_CONSTEXPR length_t components = 4;
static GLM_CONSTEXPR precision prec = defaultp;
# else
static const length_t components = 4;
static const precision prec = defaultp;
# endif//GLM_HAS_CONSTEXPR
# endif//GLM_META_PROG_HELPERS
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#ifdef GLM_SIMD_ENABLE_XYZW_UNION
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union
{
__m128 Data;
struct {float x, y, z, w;};
};
#else
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__m128 Data;
#endif
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//////////////////////////////////////
// Implicit basic constructors
fvec4SIMD();
fvec4SIMD(__m128 const & Data);
fvec4SIMD(fvec4SIMD const & v);
//////////////////////////////////////
// Explicit basic constructors
explicit fvec4SIMD(
ctor);
explicit fvec4SIMD(
float const & s);
explicit fvec4SIMD(
float const & x,
float const & y,
float const & z,
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float const & w);
explicit fvec4SIMD(
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vec4 const & v);
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////////////////////////////////////////
//// Conversion vector constructors
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fvec4SIMD(vec2 const & v, float const & s1, float const & s2);
fvec4SIMD(float const & s1, vec2 const & v, float const & s2);
fvec4SIMD(float const & s1, float const & s2, vec2 const & v);
fvec4SIMD(vec3 const & v, float const & s);
fvec4SIMD(float const & s, vec3 const & v);
fvec4SIMD(vec2 const & v1, vec2 const & v2);
//fvec4SIMD(ivec4SIMD const & v);
//////////////////////////////////////
// Unary arithmetic operators
fvec4SIMD& operator= (fvec4SIMD const & v);
fvec4SIMD& operator+=(fvec4SIMD const & v);
fvec4SIMD& operator-=(fvec4SIMD const & v);
fvec4SIMD& operator*=(fvec4SIMD const & v);
fvec4SIMD& operator/=(fvec4SIMD const & v);
fvec4SIMD& operator+=(float const & s);
fvec4SIMD& operator-=(float const & s);
fvec4SIMD& operator*=(float const & s);
fvec4SIMD& operator/=(float const & s);
fvec4SIMD& operator++();
fvec4SIMD& operator--();
//////////////////////////////////////
// Swizzle operators
template <comp X, comp Y, comp Z, comp W>
fvec4SIMD& swizzle();
template <comp X, comp Y, comp Z, comp W>
fvec4SIMD swizzle() const;
template <comp X, comp Y, comp Z>
fvec4SIMD swizzle() const;
template <comp X, comp Y>
fvec4SIMD swizzle() const;
template <comp X>
fvec4SIMD swizzle() const;
};
}//namespace detail
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typedef glm::detail::fvec4SIMD simdVec4;
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/// @addtogroup gtx_simd_vec4
/// @{
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//! Convert a simdVec4 to a vec4.
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/// @see gtx_simd_vec4
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vec4 vec4_cast(
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detail::fvec4SIMD const & x);
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//! Returns x if x >= 0; otherwise, it returns -x.
/// @see gtx_simd_vec4
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detail::fvec4SIMD abs(detail::fvec4SIMD const & x);
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//! Returns 1.0 if x > 0, 0.0 if x = 0, or -1.0 if x < 0.
/// @see gtx_simd_vec4
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detail::fvec4SIMD sign(detail::fvec4SIMD const & x);
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//! Returns a value equal to the nearest integer that is less then or equal to x.
/// @see gtx_simd_vec4
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detail::fvec4SIMD floor(detail::fvec4SIMD const & x);
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//! Returns a value equal to the nearest integer to x
//! whose absolute value is not larger than the absolute value of x.
/// @see gtx_simd_vec4
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detail::fvec4SIMD trunc(detail::fvec4SIMD const & x);
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//! Returns a value equal to the nearest integer to x.
//! The fraction 0.5 will round in a direction chosen by the
//! implementation, presumably the direction that is fastest.
//! This includes the possibility that round(x) returns the
//! same value as roundEven(x) for all values of x.
///
/// @see gtx_simd_vec4
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detail::fvec4SIMD round(detail::fvec4SIMD const & x);
//! Returns a value equal to the nearest integer to x.
//! A fractional part of 0.5 will round toward the nearest even
//! integer. (Both 3.5 and 4.5 for x will return 4.0.)
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///
/// @see gtx_simd_vec4
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//detail::fvec4SIMD roundEven(detail::fvec4SIMD const & x);
//! Returns a value equal to the nearest integer
//! that is greater than or equal to x.
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/// @see gtx_simd_vec4
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detail::fvec4SIMD ceil(detail::fvec4SIMD const & x);
//! Return x - floor(x).
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD fract(detail::fvec4SIMD const & x);
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//! Modulus. Returns x - y * floor(x / y)
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//! for each component in x using the floating point value y.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD mod(
detail::fvec4SIMD const & x,
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detail::fvec4SIMD const & y);
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//! Modulus. Returns x - y * floor(x / y)
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//! for each component in x using the floating point value y.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD mod(
detail::fvec4SIMD const & x,
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float const & y);
//! Returns the fractional part of x and sets i to the integer
//! part (as a whole number floating point value). Both the
//! return value and the output parameter will have the same
//! sign as x.
//! (From GLM_GTX_simd_vec4 extension, common function)
//detail::fvec4SIMD modf(
// detail::fvec4SIMD const & x,
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// detail::fvec4SIMD & i);
//! Returns y if y < x; otherwise, it returns x.
///
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/// @see gtx_simd_vec4
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detail::fvec4SIMD min(
detail::fvec4SIMD const & x,
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detail::fvec4SIMD const & y);
detail::fvec4SIMD min(
detail::fvec4SIMD const & x,
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float const & y);
//! Returns y if x < y; otherwise, it returns x.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD max(
detail::fvec4SIMD const & x,
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detail::fvec4SIMD const & y);
detail::fvec4SIMD max(
detail::fvec4SIMD const & x,
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float const & y);
//! Returns min(max(x, minVal), maxVal) for each component in x
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//! using the floating-point values minVal and maxVal.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD clamp(
detail::fvec4SIMD const & x,
detail::fvec4SIMD const & minVal,
detail::fvec4SIMD const & maxVal);
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detail::fvec4SIMD clamp(
detail::fvec4SIMD const & x,
float const & minVal,
float const & maxVal);
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//! \return If genTypeU is a floating scalar or vector:
//! Returns x * (1.0 - a) + y * a, i.e., the linear blend of
//! x and y using the floating-point value a.
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//! The value for a is not restricted to the range [0, 1].
//!
//! \return If genTypeU is a boolean scalar or vector:
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//! Selects which vector each returned component comes
//! from. For a component of a that is false, the
//! corresponding component of x is returned. For a
//! component of a that is true, the corresponding
//! component of y is returned. Components of x and y that
//! are not selected are allowed to be invalid floating point
//! values and will have no effect on the results. Thus, this
//! provides different functionality than
//! genType mix(genType x, genType y, genType(a))
//! where a is a Boolean vector.
//!
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//! From GLSL 1.30.08 specification, section 8.3
//!
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//! \param[in] x Floating point scalar or vector.
//! \param[in] y Floating point scalar or vector.
//! \param[in] a Floating point or boolean scalar or vector.
//!
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/// \todo Test when 'a' is a boolean.
///
/// @see gtx_simd_vec4
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detail::fvec4SIMD mix(
detail::fvec4SIMD const & x,
detail::fvec4SIMD const & y,
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detail::fvec4SIMD const & a);
//! Returns 0.0 if x < edge, otherwise it returns 1.0.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD step(
detail::fvec4SIMD const & edge,
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detail::fvec4SIMD const & x);
detail::fvec4SIMD step(
float const & edge,
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detail::fvec4SIMD const & x);
//! Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
//! performs smooth Hermite interpolation between 0 and 1
//! when edge0 < x < edge1. This is useful in cases where
//! you would want a threshold function with a smooth
//! transition. This is equivalent to:
//! genType t;
//! t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);
//! return t * t * (3 - 2 * t);
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//! Results are undefined if edge0 >= edge1.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD smoothstep(
detail::fvec4SIMD const & edge0,
detail::fvec4SIMD const & edge1,
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detail::fvec4SIMD const & x);
detail::fvec4SIMD smoothstep(
float const & edge0,
float const & edge1,
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detail::fvec4SIMD const & x);
//! Returns true if x holds a NaN (not a number)
//! representation in the underlying implementation's set of
//! floating point representations. Returns false otherwise,
//! including for implementations with no NaN
//! representations.
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///
/// @see gtx_simd_vec4
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//bvec4 isnan(detail::fvec4SIMD const & x);
//! Returns true if x holds a positive infinity or negative
//! infinity representation in the underlying implementation's
//! set of floating point representations. Returns false
//! otherwise, including for implementations with no infinity
//! representations.
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///
/// @see gtx_simd_vec4
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//bvec4 isinf(detail::fvec4SIMD const & x);
//! Returns a signed or unsigned integer value representing
//! the encoding of a floating-point value. The floatingpoint
//! value's bit-level representation is preserved.
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///
/// @see gtx_simd_vec4
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//detail::ivec4SIMD floatBitsToInt(detail::fvec4SIMD const & value);
//! Returns a floating-point value corresponding to a signed
//! or unsigned integer encoding of a floating-point value.
//! If an inf or NaN is passed in, it will not signal, and the
//! resulting floating point value is unspecified. Otherwise,
//! the bit-level representation is preserved.
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///
/// @see gtx_simd_vec4
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//detail::fvec4SIMD intBitsToFloat(detail::ivec4SIMD const & value);
//! Computes and returns a * b + c.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD fma(
detail::fvec4SIMD const & a,
detail::fvec4SIMD const & b,
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detail::fvec4SIMD const & c);
//! Splits x into a floating-point significand in the range
//! [0.5, 1.0) and an integral exponent of two, such that:
//! x = significand * exp(2, exponent)
//! The significand is returned by the function and the
//! exponent is returned in the parameter exp. For a
//! floating-point value of zero, the significant and exponent
//! are both zero. For a floating-point value that is an
//! infinity or is not a number, the results are undefined.
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///
/// @see gtx_simd_vec4
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//detail::fvec4SIMD frexp(detail::fvec4SIMD const & x, detail::ivec4SIMD & exp);
//! Builds a floating-point number from x and the
//! corresponding integral exponent of two in exp, returning:
//! significand * exp(2, exponent)
//! If this product is too large to be represented in the
//! floating-point type, the result is undefined.
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///
/// @see gtx_simd_vec4
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//detail::fvec4SIMD ldexp(detail::fvec4SIMD const & x, detail::ivec4SIMD const & exp);
//! Returns the length of x, i.e., sqrt(x * x).
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///
/// @see gtx_simd_vec4
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float length(
detail::fvec4SIMD const & x);
//! Returns the length of x, i.e., sqrt(x * x).
//! Less accurate but much faster than simdLength.
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///
/// @see gtx_simd_vec4
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float fastLength(
detail::fvec4SIMD const & x);
//! Returns the length of x, i.e., sqrt(x * x).
//! Slightly more accurate but much slower than simdLength.
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///
/// @see gtx_simd_vec4
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float niceLength(
detail::fvec4SIMD const & x);
//! Returns the length of x, i.e., sqrt(x * x).
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD length4(
detail::fvec4SIMD const & x);
//! Returns the length of x, i.e., sqrt(x * x).
//! Less accurate but much faster than simdLength4.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD fastLength4(
detail::fvec4SIMD const & x);
//! Returns the length of x, i.e., sqrt(x * x).
//! Slightly more accurate but much slower than simdLength4.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD niceLength4(
detail::fvec4SIMD const & x);
//! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
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///
/// @see gtx_simd_vec4
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float distance(
detail::fvec4SIMD const & p0,
detail::fvec4SIMD const & p1);
//! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD distance4(
detail::fvec4SIMD const & p0,
detail::fvec4SIMD const & p1);
//! Returns the dot product of x and y, i.e., result = x * y.
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///
/// @see gtx_simd_vec4
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float simdDot(
detail::fvec4SIMD const & x,
detail::fvec4SIMD const & y);
//! Returns the dot product of x and y, i.e., result = x * y.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD dot4(
detail::fvec4SIMD const & x,
detail::fvec4SIMD const & y);
//! Returns the cross product of x and y.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD cross(
detail::fvec4SIMD const & x,
detail::fvec4SIMD const & y);
//! Returns a vector in the same direction as x but with length of 1.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD normalize(
detail::fvec4SIMD const & x);
//! Returns a vector in the same direction as x but with length of 1.
//! Less accurate but much faster than simdNormalize.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD fastNormalize(
detail::fvec4SIMD const & x);
//! If dot(Nref, I) < 0.0, return N, otherwise, return -N.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD simdFaceforward(
detail::fvec4SIMD const & N,
detail::fvec4SIMD const & I,
detail::fvec4SIMD const & Nref);
//! For the incident vector I and surface orientation N,
//! returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD reflect(
detail::fvec4SIMD const & I,
detail::fvec4SIMD const & N);
//! For the incident vector I and surface normal N,
//! and the ratio of indices of refraction eta,
//! return the refraction vector.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD refract(
detail::fvec4SIMD const & I,
detail::fvec4SIMD const & N,
float const & eta);
//! Returns the positive square root of x.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD sqrt(
detail::fvec4SIMD const & x);
//! Returns the positive square root of x with the nicest quality but very slow.
//! Slightly more accurate but much slower than simdSqrt.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD niceSqrt(
detail::fvec4SIMD const & x);
//! Returns the positive square root of x
//! Less accurate but much faster than sqrt.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD fastSqrt(
detail::fvec4SIMD const & x);
//! Returns the reciprocal of the positive square root of x.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD inversesqrt(
detail::fvec4SIMD const & x);
//! Returns the reciprocal of the positive square root of x.
//! Faster than inversesqrt but less accurate.
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///
/// @see gtx_simd_vec4
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detail::fvec4SIMD fastInversesqrt(
detail::fvec4SIMD const & x);
/// @}
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}//namespace glm
#include "simd_vec4.inl"
#if (GLM_COMPILER & GLM_COMPILER_VC)
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# pragma warning(pop)
#endif
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#endif//(GLM_ARCH != GLM_ARCH_PURE)