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Improved manual and API documentations
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@ -6,9 +6,9 @@
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/// @defgroup core_func_common Common functions
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/// @ingroup core
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///
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/// Include <glm/common.hpp> to use these core features.
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///
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/// These all operate component-wise. The description is per component.
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///
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/// Include <glm/common.hpp> to use these core features.
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#pragma once
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@ -6,11 +6,11 @@
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/// @defgroup core_func_integer Integer functions
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/// @ingroup core
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///
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/// Include <glm/integer.hpp> to use these core features.
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///
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/// These all operate component-wise. The description is per component.
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/// The notation [a, b] means the set of bits from bit-number a through bit-number
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/// b, inclusive. The lowest-order bit is bit 0.
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///
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/// Include <glm/integer.hpp> to use these core features.
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#pragma once
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@ -6,13 +6,13 @@
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/// @defgroup core_func_matrix Matrix functions
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/// @ingroup core
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///
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/// Include <glm/matrix.hpp> to use these core features.
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///
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/// For each of the following built-in matrix functions, there is both a
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/// single-qualifier floating point version, where all arguments and return values
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/// are single qualifier, and a double-qualifier floating version, where all
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/// arguments and return values are double qualifier. Only the single-qualifier
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/// floating point version is shown.
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///
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/// Include <glm/matrix.hpp> to use these core features.
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#pragma once
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@ -7,9 +7,9 @@
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/// @defgroup core_func_packing Floating-Point Pack and Unpack Functions
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/// @ingroup core
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///
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/// Include <glm/packing.hpp> to use these core features.
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///
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/// These functions do not operate component-wise, rather as described in each case.
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///
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/// Include <glm/packing.hpp> to use these core features.
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#pragma once
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52
manual.md
52
manual.md
@ -463,7 +463,7 @@ Additionally, GLM provides a low level SIMD API in glm/simd directory for users
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C++ does not provide a way to implement GLSL default precision selection (as defined in GLSL 4.10 specification section 4.5.3) with GLSL-like syntax.
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```cpp
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```glsl
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precision mediump int;
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precision highp float;
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```
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@ -508,7 +508,7 @@ Some platforms (Dreamcast) doesn't support double precision floating point value
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Shader languages like GLSL often feature so-called swizzle expressions, which may be used to freely select and arrange a vector's components. For example, `variable.x`, `variable.xzy` and `variable.zxyy` respectively form a scalar, a 3D vector and a 4D vector. The result of a swizzle expression in GLSL can be either an R-value or an L-value. Swizzle expressions can be written with characters from exactly one of `xyzw` (usually for positions), `rgba` (usually for colors), and `stpq` (usually for texture coordinates).
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```cpp
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```glsl
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vec4 A;
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vec2 B;
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@ -700,6 +700,19 @@ Include `<glm/ext/scalar_int_sized.hpp>` to use these features.
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This extension exposes sized and unsigned integer types.
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```cpp
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#include <glm/ext/scalar_common.hpp>
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glm::uint64 pack(glm::uint32 A, glm::uint16 B, glm::uint8 C, glm::uint8 D)
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{
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glm::uint64 ShiftA = 0;
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glm::uint64 ShiftB = sizeof(glm::uint32) * 8;
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glm::uint64 ShiftC = (sizeof(glm::uint32) + sizeof(glm::uint16)) * 8;
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glm::uint64 ShiftD = (sizeof(glm::uint32) + sizeof(glm::uint16) + sizeof(glm::uint8)) * 8;
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return (glm::uint64(A) << ShiftA) | (glm::uint64(B) << ShiftB) | (glm::uint64(C) << ShiftC) | (glm::uint64(D) << ShiftD);
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}
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```
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Include `<glm/ext/scalar_uint_sized.hpp>` to use these features.
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### <a name="section3_2"></a> 3.2. Scalar functions
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@ -850,17 +863,44 @@ Include `<glm/ext/matrix_relational.hpp>` to use these features.
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#### 3.6.2. GLM_EXT_matrix_transform
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TODO
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This extension exposes matrix transformation functions: `translate`, `rotate` and `scale`.
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```cpp
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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> // mat4x4
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#include <glm/ext/matrix_transform.hpp> // translate, rotate, scale, identity
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glm::mat4 computeModelViewMatrix(float Translate, glm::vec2 const & Rotate)
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{
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glm::mat4 View = glm::translate(glm::identity(), glm::vec3(0.0f, 0.0f, -Translate));
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View = glm::rotate(View, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
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View = glm::rotate(View, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 Model = glm::scale(glm::identity(), glm::vec3(0.5f));
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return View * Model;
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}
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```
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Include `<glm/ext/matrix_transform.hpp>` to use these features.
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#### 3.6.3. GLM_EXT_matrix_clip_space
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#### 3.6.4. GLM_EXT_matrix_clip_space
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TODO
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This extension exposes functions to transform scenes into the clip space.
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```cpp
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#include <glm/ext/matrix_float4x4.hpp> // mat4x4
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#include <glm/ext/matrix_clip_space.hpp> // perspective
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#include <glm/trigonometric.hpp> // radians
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glm::mat4 computeProjection(float Width, float Height)
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{
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return glm::perspective(glm::radians(45.0f), Width / Height, 0.1f, 100.f);
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}
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```
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Include `<glm/ext/matrix_clip_space.hpp>` to use these features.
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#### 3.6.4. GLM_EXT_matrix_projection
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#### 3.6.3. GLM_EXT_matrix_projection
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TODO
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