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Added linearRand implementation
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@ -12,5 +12,73 @@
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namespace glm{
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template <>
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GLM_FUNC_QUALIFIER glm::half linearRand
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(
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glm::half const & Min,
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glm::half const & Max
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)
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{
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return glm::half(float(std::rand()) / float(RAND_MAX) * (float(Max) - float(Min)) + float(Min));
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}
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template <>
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GLM_FUNC_QUALIFIER float linearRand
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(
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float const & Min,
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float const & Max
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)
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{
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return float(std::rand()) / float(RAND_MAX) * (Max - Min) + Min;
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}
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template <>
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GLM_FUNC_QUALIFIER double linearRand
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(
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double const & Min,
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double const & Max
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)
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{
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return double(std::rand()) / double(RAND_MAX) * (Max - Min) + Min;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> linearRand
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(
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detail::tvec2<T> const & Min,
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detail::tvec2<T> const & Max
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)
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{
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return detail::tvec2<T>(
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linearRand(Min.x, Max.x),
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linearRand(Min.y, Max.y));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> linearRand
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(
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detail::tvec3<T> const & Min,
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detail::tvec3<T> const & Max
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)
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{
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return detail::tvec3<T>(
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linearRand(Min.x, Max.x),
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linearRand(Min.y, Max.y),
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linearRand(Min.z, Max.z));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec4<T> linearRand
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(
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detail::tvec4<T> const & Min,
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detail::tvec4<T> const & Max
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)
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{
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return detail::tvec4<T>(
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linearRand(Min.x, Max.x),
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linearRand(Min.y, Max.y),
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linearRand(Min.z, Max.z),
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linearRand(Min.w, Max.w));
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}
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}//namespace glm
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