Initial experiments for color extension

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Christophe Riccio 2018-09-30 10:45:17 +02:00
parent 81d626daf6
commit 8ab84dfc69
4 changed files with 648 additions and 0 deletions

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/// @ref ext_vector_color
/// @file glm/ext/vector_color.hpp
///
/// @defgroup ext_vector_color GLM_EXT_vector_color
/// @ingroup ext
///
/// Exposes comparison functions for vector types that take a user defined epsilon values.
///
/// Include <glm/ext/vector_color.hpp> to use the features of this extension.
///
/// @see ext_vector_float4
/// @see ext_vector_relational
#pragma once
// Dependencies
#include "../detail/qualifier.hpp"
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_EXT_vector_color extension included")
#endif
namespace glm
{
/// @addtogroup ext_vector_color
/// @{
/// Convert a linear color to sRGB color using a standard gamma correction.
/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear);
/// Convert a linear color to sRGB color using a custom gamma correction.
/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear, T Gamma);
/// Convert a sRGB color to linear color using a standard gamma correction.
/// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB);
/// Convert a sRGB color to linear color using a custom gamma correction.
// IEC 61966-2-1:1999 / Rec. 709 specification https://www.w3.org/Graphics/Color/srgb
template<length_t L, typename T, qualifier Q>
GLM_FUNC_DECL vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB, T Gamma);
/// Converts a color from HSV color space to its color in RGB color space.
/// @see gtx_color_space
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rgbColor(
vec<3, T, Q> const& hsvValue);
/// Converts a color from RGB color space to its color in HSV color space.
/// @see gtx_color_space
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> hsvColor(
vec<3, T, Q> const& rgbValue);
/// Build a saturation matrix.
/// @see gtx_color_space
template<typename T>
GLM_FUNC_DECL mat<4, 4, T, defaultp> saturation(
T const s);
/// Modify the saturation of a color.
/// @see gtx_color_space
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> saturation(
T const s,
vec<3, T, Q> const& color);
/// Modify the saturation of a color.
/// @see gtx_color_space
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<4, T, Q> saturation(
T const s,
vec<4, T, Q> const& color);
/// Compute color luminosity associating ratios (0.33, 0.59, 0.11) to RGB canals.
/// @see gtx_color_space
template<typename T, qualifier Q>
GLM_FUNC_DECL T luminosity(
vec<3, T, Q> const& color);
/// Convert a color from RGB color space to YCoCg color space.
/// @see gtx_color_space_YCoCg
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rgb2YCoCg(
vec<3, T, Q> const& rgbColor);
/// Convert a color from YCoCg color space to RGB color space.
/// @see gtx_color_space_YCoCg
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> YCoCg2rgb(
vec<3, T, Q> const& YCoCgColor);
/// Convert a color from RGB color space to YCoCgR color space.
/// @see "YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range"
/// @see gtx_color_space_YCoCg
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> rgb2YCoCgR(
vec<3, T, Q> const& rgbColor);
/// Convert a color from YCoCgR color space to RGB color space.
/// @see "YCoCg-R: A Color Space with RGB Reversibility and Low Dynamic Range"
/// @see gtx_color_space_YCoCg
template<typename T, qualifier Q>
GLM_FUNC_DECL vec<3, T, Q> YCoCgR2rgb(
vec<3, T, Q> const& YCoCgColor);
/// @}
}//namespace glm
#include "vector_color.inl"

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namespace glm{
namespace detail
{
template<length_t L, typename T, qualifier Q>
struct compute_rgbToSrgb
{
GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& ColorRGB, T GammaCorrection)
{
vec<L, T, Q> const ClampedColor(clamp(ColorRGB, static_cast<T>(0), static_cast<T>(1)));
return mix(
pow(ClampedColor, vec<L, T, Q>(GammaCorrection)) * static_cast<T>(1.055) - static_cast<T>(0.055),
ClampedColor * static_cast<T>(12.92),
lessThan(ClampedColor, vec<L, T, Q>(static_cast<T>(0.0031308))));
}
};
template<typename T, qualifier Q>
struct compute_rgbToSrgb<4, T, Q>
{
GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorRGB, T GammaCorrection)
{
return vec<4, T, Q>(compute_rgbToSrgb<3, T, Q>::call(vec<3, T, Q>(ColorRGB), GammaCorrection), ColorRGB.w);
}
};
template<length_t L, typename T, qualifier Q>
struct compute_srgbToRgb
{
GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& ColorSRGB, T Gamma)
{
return mix(
pow((ColorSRGB + static_cast<T>(0.055)) * static_cast<T>(0.94786729857819905213270142180095), vec<L, T, Q>(Gamma)),
ColorSRGB * static_cast<T>(0.07739938080495356037151702786378),
lessThanEqual(ColorSRGB, vec<L, T, Q>(static_cast<T>(0.04045))));
}
};
template<typename T, qualifier Q>
struct compute_srgbToRgb<4, T, Q>
{
GLM_FUNC_QUALIFIER static vec<4, T, Q> call(vec<4, T, Q> const& ColorSRGB, T Gamma)
{
return vec<4, T, Q>(compute_srgbToRgb<3, T, Q>::call(vec<3, T, Q>(ColorSRGB), Gamma), ColorSRGB.w);
}
};
template<typename T, qualifier Q, bool isInteger>
class compute_YCoCgR {
public:
static GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR
(
vec<3, T, Q> const& rgbColor
)
{
vec<3, T, Q> result;
result.x/*Y */ = rgbColor.g * static_cast<T>(0.5) + (rgbColor.r + rgbColor.b) * static_cast<T>(0.25);
result.y/*Co*/ = rgbColor.r - rgbColor.b;
result.z/*Cg*/ = rgbColor.g - (rgbColor.r + rgbColor.b) * static_cast<T>(0.5);
return result;
}
static GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb
(
vec<3, T, Q> const& YCoCgRColor
)
{
vec<3, T, Q> result;
T tmp = YCoCgRColor.x - (YCoCgRColor.z * static_cast<T>(0.5));
result.g = YCoCgRColor.z + tmp;
result.b = tmp - (YCoCgRColor.y * static_cast<T>(0.5));
result.r = result.b + YCoCgRColor.y;
return result;
}
};
template<typename T, qualifier Q>
class compute_YCoCgR<T, Q, true> {
public:
static GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR
(
vec<3, T, Q> const& rgbColor
)
{
vec<3, T, Q> result;
result.y/*Co*/ = rgbColor.r - rgbColor.b;
T tmp = rgbColor.b + (result.y >> 1);
result.z/*Cg*/ = rgbColor.g - tmp;
result.x/*Y */ = tmp + (result.z >> 1);
return result;
}
static GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb
(
vec<3, T, Q> const& YCoCgRColor
)
{
vec<3, T, Q> result;
T tmp = YCoCgRColor.x - (YCoCgRColor.z >> 1);
result.g = YCoCgRColor.z + tmp;
result.b = tmp - (YCoCgRColor.y >> 1);
result.r = result.b + YCoCgRColor.y;
return result;
}
};
}//namespace detail
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear)
{
return detail::compute_rgbToSrgb<L, T, Q>::call(ColorLinear, static_cast<T>(0.41666));
}
// Based on Ian Taylor http://chilliant.blogspot.fr/2012/08/srgb-approximations-for-hlsl.html
template<>
GLM_FUNC_QUALIFIER vec<3, float, lowp> convertLinearToSRGB(vec<3, float, lowp> const& ColorLinear)
{
vec<3, float, lowp> S1 = sqrt(ColorLinear);
vec<3, float, lowp> S2 = sqrt(S1);
vec<3, float, lowp> S3 = sqrt(S2);
return 0.662002687f * S1 + 0.684122060f * S2 - 0.323583601f * S3 - 0.0225411470f * ColorLinear;
}
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> convertLinearToSRGB(vec<L, T, Q> const& ColorLinear, T Gamma)
{
return detail::compute_rgbToSrgb<L, T, Q>::call(ColorLinear, static_cast<T>(1) / Gamma);
}
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB)
{
return detail::compute_srgbToRgb<L, T, Q>::call(ColorSRGB, static_cast<T>(2.4));
}
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> convertSRGBToLinear(vec<L, T, Q> const& ColorSRGB, T Gamma)
{
return detail::compute_srgbToRgb<L, T, Q>::call(ColorSRGB, Gamma);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rgbColor(const vec<3, T, Q>& hsvColor)
{
vec<3, T, Q> hsv = hsvColor;
vec<3, T, Q> rgbColor;
if(hsv.y == static_cast<T>(0))
// achromatic (grey)
rgbColor = vec<3, T, Q>(hsv.z);
else
{
T sector = floor(hsv.x * (T(1) / T(60)));
T frac = (hsv.x * (T(1) / T(60))) - sector;
// factorial part of h
T o = hsv.z * (T(1) - hsv.y);
T p = hsv.z * (T(1) - hsv.y * frac);
T q = hsv.z * (T(1) - hsv.y * (T(1) - frac));
switch(int(sector))
{
default:
case 0:
rgbColor.r = hsv.z;
rgbColor.g = q;
rgbColor.b = o;
break;
case 1:
rgbColor.r = p;
rgbColor.g = hsv.z;
rgbColor.b = o;
break;
case 2:
rgbColor.r = o;
rgbColor.g = hsv.z;
rgbColor.b = q;
break;
case 3:
rgbColor.r = o;
rgbColor.g = p;
rgbColor.b = hsv.z;
break;
case 4:
rgbColor.r = q;
rgbColor.g = o;
rgbColor.b = hsv.z;
break;
case 5:
rgbColor.r = hsv.z;
rgbColor.g = o;
rgbColor.b = p;
break;
}
}
return rgbColor;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> hsvColor(const vec<3, T, Q>& rgbColor)
{
vec<3, T, Q> hsv = rgbColor;
float Min = min(min(rgbColor.r, rgbColor.g), rgbColor.b);
float Max = max(max(rgbColor.r, rgbColor.g), rgbColor.b);
float Delta = Max - Min;
hsv.z = Max;
if(Max != static_cast<T>(0))
{
hsv.y = Delta / hsv.z;
T h = static_cast<T>(0);
if(rgbColor.r == Max)
// between yellow & magenta
h = static_cast<T>(0) + T(60) * (rgbColor.g - rgbColor.b) / Delta;
else if(rgbColor.g == Max)
// between cyan & yellow
h = static_cast<T>(120) + T(60) * (rgbColor.b - rgbColor.r) / Delta;
else
// between magenta & cyan
h = static_cast<T>(240) + T(60) * (rgbColor.r - rgbColor.g) / Delta;
if(h < T(0))
hsv.x = h + T(360);
else
hsv.x = h;
}
else
{
// If r = g = b = 0 then s = 0, h is undefined
hsv.y = static_cast<T>(0);
hsv.x = static_cast<T>(0);
}
return hsv;
}
template<typename T>
GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> saturation(T const s)
{
vec<3, T, defaultp> const rgbw = vec<3, T, defaultp>(T(0.2126), T(0.7152), T(0.0722));
vec<3, T, defaultp> const col((T(1) - s) * rgbw);
mat<4, 4, T, defaultp> result(T(1));
result[0][0] = col.x + s;
result[0][1] = col.x;
result[0][2] = col.x;
result[1][0] = col.y;
result[1][1] = col.y + s;
result[1][2] = col.y;
result[2][0] = col.z;
result[2][1] = col.z;
result[2][2] = col.z + s;
return result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> saturation(const T s, const vec<3, T, Q>& color)
{
return vec<3, T, Q>(saturation(s) * vec<4, T, Q>(color, T(0)));
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> saturation(const T s, const vec<4, T, Q>& color)
{
return saturation(s) * color;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER T luminosity(const vec<3, T, Q>& color)
{
vec<3, T, Q> const tmp(0.33, 0.59, 0.11);
return dot(color, tmp);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCg(vec<3, T, Q> const& rgbColor)
{
vec<3, T, Q> result;
result.x/*Y */ = rgbColor.r / T(4) + rgbColor.g / T(2) + rgbColor.b / T(4);
result.y/*Co*/ = rgbColor.r / T(2) + rgbColor.g * T(0) - rgbColor.b / T(2);
result.z/*Cg*/ = - rgbColor.r / T(4) + rgbColor.g / T(2) - rgbColor.b / T(4);
return result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCg2rgb(vec<3, T, Q> const& YCoCgColor)
{
vec<3, T, Q> result;
result.r = YCoCgColor.x + YCoCgColor.y - YCoCgColor.z;
result.g = YCoCgColor.x + YCoCgColor.z;
result.b = YCoCgColor.x - YCoCgColor.y - YCoCgColor.z;
return result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR(vec<3, T, Q> const& rgbColor)
{
return detail::compute_YCoCgR<T, Q, std::numeric_limits<T>::is_integer>::rgb2YCoCgR(rgbColor);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb(vec<3, T, Q> const& YCoCgRColor)
{
return detail::compute_YCoCgR<T, Q, std::numeric_limits<T>::is_integer>::YCoCgR2rgb(YCoCgRColor);
}
// Converting pure hue to RGB
template<typename T>
vec<3, T, defaultp> HUEtoRGB(float H)
{
T const R = abs(H * 6 - 3) - 1;
T const G = 2 - abs(H * 6 - 2);
T const B = 2 - abs(H * 6 - 4);
return saturate(float3(R,G,B));
}
// Converting RGB to hue/chroma/value
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> RGBtoHCV(vec<3, T, Q> const& RGB)
{
float const Epsilon = 1e-10;
// Based on work by Sam Hocevar and Emil Persson
float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0/3.0) : float4(RGB.gb, 0.0, -1.0/3.0);
float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
return float3(H, C, Q.x);
}
// Converting HSV to RGB
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> HSVtoRGB(vec<3, T, Q> const& HSV)
{
vec<3, T, Q> const RGB = HUEtoRGB(HSV.x);
return ((RGB - 1) * HSV.y + 1) * HSV.z;
}
// Converting HSL to RGB
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> HSLtoRGB(vec<3, T, Q> const& HSL)
{
vec<3, T, Q> const RGB = HUEtoRGB(HSL.x);
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}
// Converting HCY to RGB
// The weights of RGB contributions to luminance.
// Should sum to unity.
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> HCYtoRGB(vec<3, T, Q> const& HCY)
{
vec<3, T, Q> const HCYwts(0.299, 0.587, 0.114);
vec<3, T, Q> const RGB = HUEtoRGB(HCY.x);
T const Z = dot(RGB, HCYwts);
if(HCY.z < Z)
{
HCY.y *= HCY.z / Z;
}
else if(Z < 1)
{
HCY.y *= (1 - HCY.z) / (1 - Z);
}
return (RGB - Z) * HCY.y + HCY.z;
}
//Converting HCL to RGB
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> HCLtoRGB(vec<3, T, Q> const& HCL)
{
float HCLgamma = 3;
float HCLy0 = 100;
float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
float PI = 3.1415926536;
vec<3, T, Q> RGB(0, 0, 0);
if(HCL.z != 0)
{
float H = HCL.x;
float C = HCL.y;
float L = HCL.z * HCLmaxL;
float Q = exp((1 - C / (2 * L)) * (HCLgamma / HCLy0));
float U = (2 * L - C) / (2 * Q - 1);
float V = C / Q;
float T = tan((H + min(frac(2 * H) / 4, frac(-2 * H) / 8)) * PI * 2);
H *= 6;
if (H <= 1)
{
RGB.r = 1;
RGB.g = T / (1 + T);
}
else if (H <= 2)
{
RGB.r = (1 + T) / T;
RGB.g = 1;
}
else if (H <= 3)
{
RGB.g = 1;
RGB.b = 1 + T;
}
else if (H <= 4)
{
RGB.g = 1 / (1 + T);
RGB.b = 1;
}
else if (H <= 5)
{
RGB.r = -1 / T;
RGB.b = 1;
}
else
{
RGB.r = 1;
RGB.b = -T;
}
RGB = RGB * V + U;
}
return RGB;
}
// Converting RGB to HSV
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> RGBtoHSV(vec<3, T, Q> const& RGB)
{
vec<3, T, Q> HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);
return vec<3, T, Q>(HCV.x, S, HCV.z);
}
/*
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
Update: Emil Persson suggests using the ternary operator explicitly to force compilers into using a fast conditional move instruction:
vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
And because a lot of people get it wrong, too, here is the reverse operation in GLSL. It is the algorithm almost everyone uses (or should use):
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
*/
// Converting RGB to HSL
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> RGBtoHSL(vec<3, T, Q> const& RGB)
{
vec<3, T, Q> HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
return float3(HCV.x, S, L);
}
// Converting RGB to HCY
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> RGBtoHCY(vec<3, T, Q> const& RGB)
{
// Corrected by David Schaeffer
float3 HCV = RGBtoHCV(RGB);
float Y = dot(RGB, HCYwts);
float Z = dot(HUEtoRGB(HCV.x), HCYwts);
if (Y < Z)
{
HCV.y *= Z / (Epsilon + Y);
}
else
{
HCV.y *= (1 - Z) / (Epsilon + 1 - Y);
}
return float3(HCV.x, HCV.y, Y);
}
// Converting RGB to HCL
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> RGBtoHCL(vec<3, T, Q> const& RGB)
{
vec<3, T, Q> HCL;
T H = 0;
T U = min(RGB.r, min(RGB.g, RGB.b));
T V = max(RGB.r, max(RGB.g, RGB.b));
T Q = HCLgamma / HCLy0;
HCL.y = V - U;
if (HCL.y != 0)
{
H = atan2(RGB.g - RGB.b, RGB.r - RGB.g) / PI;
Q *= U / V;
}
Q = exp(Q);
HCL.x = frac(H / 2 - min(frac(H), frac(-H)) / 6);
HCL.y *= Q;
HCL.z = lerp(-U, V, Q) / (HCLmaxL * 2);
return HCL;
}
}//namespace glm

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@ -16,6 +16,7 @@ glmCreateTestGTC(ext_scalar_relational)
glmCreateTestGTC(ext_vec1) glmCreateTestGTC(ext_vec1)
glmCreateTestGTC(ext_vector_bool1) glmCreateTestGTC(ext_vector_bool1)
glmCreateTestGTC(ext_vector_common) glmCreateTestGTC(ext_vector_common)
glmCreateTestGTC(ext_vector_color)
glmCreateTestGTC(ext_vector_iec559) glmCreateTestGTC(ext_vector_iec559)
glmCreateTestGTC(ext_vector_integer) glmCreateTestGTC(ext_vector_integer)
glmCreateTestGTC(ext_vector_relational) glmCreateTestGTC(ext_vector_relational)

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#include <glm/ext/vector_color.hpp>
#include <glm/ext/vector_float4.hpp>
#include <glm/ext/vector_double4.hpp>
#include <glm/ext/vector_relational.hpp>
#include <glm/ext/vector_ulp.hpp>
int main()
{
int Error = 0;
return Error;
}