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Updated headers doc
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manual.md
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manual.md
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+ [1.2. Faster compilation](#section1_2)
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+ [1.3. Example usage](#section1_3)
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+ [1.4. Dependencies](#section1_4)
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+ [2. Preprocessor options](#section2)
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+ [2. Preprocessor configurations](#section2)
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+ [2.1. GLM\_FORCE\_SWIZZLE: Enable swizzle operators](#section2_1)
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+ [2.2. GLM\_FORCE\_SWIZZLE: Enable swizzle functions](#section2_2)
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+ [2.3. GLM\_FORCE\_XYZW\_ONLY: Only exposes x, y, z and w components](#section2_3)
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@ -98,7 +98,7 @@
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### The Happy Bunny License (Modified MIT License)
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Copyright (c) 2005 - 2017 G-Truc Creation
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Copyright (c) 2005 - G-Truc Creation
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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@ -126,7 +126,7 @@ SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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### The MIT License
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Copyright (c) 2005 - 2017 G-Truc Creation
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Copyright (c) 2005 - G-Truc Creation
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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@ -152,63 +152,92 @@ SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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---
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## <a name="section1"></a> 1. Getting started
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### <a name="section1_1"></a> 1.1. Setup
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### <a name="section1_1"></a> 1.1. Using global headers
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GLM is a header-only library, and thus does not need to be compiled. We can use GLM's implementation of GLSL's mathematics functionality by including the `<glm/glm.hpp>` header. The library can also be installed with CMake, though the details of doing so will differ depending on the target build system.
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Features can also be included individually to shorten compilation times.
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GLM is a header-only library, and thus does not need to be compiled. We can use GLM's implementation of GLSL's mathematics functionality by including the `<glm/glm.hpp>` header:
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```cpp
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#include <glm/vec2.hpp> // vec2, bvec2, dvec2, ivec2 and uvec2
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#include <glm/vec3.hpp> // vec3, bvec3, dvec3, ivec3 and uvec3
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#include <glm/vec4.hpp> // vec4, bvec4, dvec4, ivec4 and uvec4
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#include <glm/mat2x2.hpp> // mat2, dmat2
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#include <glm/mat2x3.hpp> // mat2x3, dmat2x3
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#include <glm/mat2x4.hpp> // mat2x4, dmat2x4
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#include <glm/mat3x2.hpp> // mat3x2, dmat3x2
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#include <glm/mat3x3.hpp> // mat3, dmat3
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#include <glm/mat3x4.hpp> // mat3x4, dmat2
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#include <glm/mat4x2.hpp> // mat4x2, dmat4x2
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#include <glm/mat4x3.hpp> // mat4x3, dmat4x3
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#include <glm/mat4x4.hpp> // mat4, dmat4
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#include <glm/common.hpp> // all the GLSL common functions
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#include <glm/exponential.hpp> // all the GLSL exponential functions
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#include <glm/geometry.hpp> // all the GLSL geometry functions
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#include <glm/integer.hpp> // all the GLSL integer functions
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#include <glm/matrix.hpp> // all the GLSL matrix functions
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#include <glm/packing.hpp> // all the GLSL packing functions
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#include <glm/trigonometric.hpp> // all the GLSL trigonometric functions
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#include <glm/vector_relational.hpp> // all the GLSL vector relational functions
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#include <glm/glm.hpp>
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```
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### <a name="section1_2"></a> 1.2. Faster compilation
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GLM uses C++ templates heavily, and may significantly increase compilation times for projects that use it. Hence, source files should only include the headers they actually use.
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Using GLM through headers including everything:
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```cpp
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// Include all GLM core / GLSL features
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#include <glm/glm.hpp> // vec2, vec3, mat4, radians
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To reduce compilation time, we can include `<glm/fwd.hpp>`, which forward-declares all types should their definitions not be needed.
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// Include all GLM extensions
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#include <glm/ext.hpp> // perspective, translate, rotate
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glm::mat4 transform(glm::vec2 const& Orientation, glm::vec3 const& Translate, glm::vec3 const& Up)
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{
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glm::mat4 Proj = glm::perspective(glm::radians(45.f), 1.33f, 0.1f, 10.f);
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glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.f), Translate);
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glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Orientation.y, Up);
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glm::mat4 View = glm::rotate(ViewRotateX, Orientation.x, Up);
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glm::mat4 Model = glm::mat4(1.0f);
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return Proj * View * Model;
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}
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```
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### <a name="section1_2"></a> 1.2. Using separated headers
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GLM relies on C++ templates heavily, and may significantly increase compilation times for projects that use it. Hence, user projects could only include the features they actually use:
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```cpp
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// Header file (forward declarations only)
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#include <glm/fwd.hpp>
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// At this point, we don't care what exactly makes up a vec2; that won't matter
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// until we write this function's implementation.
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glm::vec2 functionDeclaration(const glm::vec2& input);
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#include <glm/vec2.hpp> // vec2, bvec2, dvec2, ivec2 and uvec2
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#include <glm/vec3.hpp> // vec3, bvec3, dvec3, ivec3 and uvec3
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#include <glm/vec4.hpp> // vec4, bvec4, dvec4, ivec4 and uvec4
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#include <glm/mat2x2.hpp> // mat2, dmat2
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#include <glm/mat2x3.hpp> // mat2x3, dmat2x3
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#include <glm/mat2x4.hpp> // mat2x4, dmat2x4
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#include <glm/mat3x2.hpp> // mat3x2, dmat3x2
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#include <glm/mat3x3.hpp> // mat3, dmat3
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#include <glm/mat3x4.hpp> // mat3x4, dmat2
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#include <glm/mat4x2.hpp> // mat4x2, dmat4x2
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#include <glm/mat4x3.hpp> // mat4x3, dmat4x3
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#include <glm/mat4x4.hpp> // mat4, dmat4
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#include <glm/common.hpp> // all the GLSL common functions: abs, min, mix, isnan, fma, etc.
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#include <glm/exponential.hpp> // all the GLSL exponential functions: pow, log, exp2, sqrt, etc.
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#include <glm/geometry.hpp> // all the GLSL geometry functions: dot, cross, reflect, etc.
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#include <glm/integer.hpp> // all the GLSL integer functions: findMSB, bitfieldExtract, etc.
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#include <glm/matrix.hpp> // all the GLSL matrix functions: transpose, inverse, etc.
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#include <glm/packing.hpp> // all the GLSL packing functions: packUnorm4x8, unpackHalf2x16, etc.
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#include <glm/trigonometric.hpp> // all the GLSL trigonometric functions: radians, cos, asin, etc.
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#include <glm/vector_relational.hpp> // all the GLSL vector relational functions: equal, less, etc.
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```
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Precompiled headers will also be helpful, though are not covered by this manual.
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### <a name="section1_3"></a> 1.3. Example usage
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Using GLM through headers including features separated following the structure of GLSL specifications:
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```cpp
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// Include GLM core features
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <glm/mat4x4.hpp>
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#include <glm/trigonometric.hpp>
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#include <glm/vec2.hpp> // vec2
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#include <glm/vec3.hpp> // vec3
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#include <glm/mat4x4.hpp> // mat4
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#include <glm/trigonometric.hpp> //radians
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// Include GLM extensions
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/ext/matrix_transform.hpp> // perspective, translate, rotate
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glm::mat4 transform(glm::vec2 const& Orientation, glm::vec3 const& Translate, glm::vec3 const& Up)
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{
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glm::mat4 Proj = glm::perspective(glm::radians(45.f), 1.33f, 0.1f, 10.f);
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glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.f), Translate);
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glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Orientation.y, Up);
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glm::mat4 View = glm::rotate(ViewRotateX, Orientation.x, Up);
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glm::mat4 Model = glm::mat4(1.0f);
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return Proj * View * Model;
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}
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```
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### <a name="section1_3"></a> 1.3. Using extension headers
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Using GLM through split headers to minimize the project build time:
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```cpp
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// Include GLM extensions
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#include <glm/ext/vector_float2.hpp> // vec2
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#include <glm/ext/vector_float3.hpp> // vec3
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#include <glm/ext/matrix_float4x4.hpp> // mat4
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#include <glm/ext/matrix_transform.hpp> // perspective, translate, rotate
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#include <glm/trigonometric.hpp> // radians
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glm::mat4 transform(glm::vec2 const& Orientation, glm::vec3 const& Translate, glm::vec3 const& Up)
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{
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