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Finish clean up Swizzling text
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doc/glm.tex
14
doc/glm.tex
@ -199,9 +199,9 @@ GLM does not depend on external libraries or external headers such as \verb|gl.h
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\newpage{}
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\section{Swizzle Operators}
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\section{Swizzling}
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Shader languages like GLSL often feature so-called swizzle operators, which may be used to freely select and arrange a vector's components. For example, \verb|variable.x|, \verb|variable.xzy| and \verb|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 \verb|xyzw| (usually for positions), \verb|rgba| (usually for colors), or \verb|stpq| (usually for texture coordinates).
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Shader languages like GLSL often feature so-called swizzle expression, which may be used to freely select and arrange a vector's components. For example, \verb|variable.x|, \verb|variable.xzy| and \verb|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 \verb|xyzw| (usually for positions), \verb|rgba| (usually for colors), or \verb|stpq| (usually for texture coordinates).
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\begin{glslcode}
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vec4 A;
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@ -213,13 +213,13 @@ vec3 C = A.bgr;
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vec3 D = B.rsz; // Invalid, won't compile
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\end{glslcode}
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GLM optionally supports some of this functionality, through the methods described in the following sections. Swizzle operators can be enabled by defining \verb|GLM_SWIZZLE| before including any GLM header files, or as part of your project's build process.
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GLM optionally supports some of this functionality via the methods described in the following sections. Swizzling can be enabled by defining \verb|GLM_SWIZZLE| before including any GLM header files, or as part of your project's build process.
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\emph{Note that enabling swizzle operators will massively increase the size of your binaries and the time it takes to compile them!}
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\emph{Note that enabling swizzle expressions will massively increase the size of your binaries and the time it takes to compile them!}
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\subsection{Default C++98 Implementation}
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When compiling GLM as C++98, R-value swizzle operators are simulated through member functions of each vector type.
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When compiling GLM as C++98, R-value swizzle expressions are simulated through member functions of each vector type.
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\begin{cppcode}
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#define GLM_SWIZZLE // Or define when building (e.g. -DGLM_SWIZZLE)
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@ -257,7 +257,7 @@ void foo()
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\subsection{Anonymous Union Member Implementation}
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Visual C++ supports, as a \emph{non-standard language extension}, anonymous \verb|struct|s in \verb|union|s. This enables a very powerful implementation of swizzle operators on Windows, which both allows L-value swizzle operators and makes the syntax for it closer to GLSL's. This implementation of the swizzle operators is only enabled when the language extension is enabled and \verb|GLM_SWIZZLE| is defined.
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Visual C++ supports, as a \emph{non-standard language extension}, anonymous \verb|struct|s in \verb|union|s. This enables a very powerful implementation of swizzle expressions on Windows, which both allows L-value swizzle operators and makes the syntax for it closer to GLSL's. You must enable this language extension in a supported compiler and define \verb|GLM_SWIZZLE| to use this implementation of swizzling.
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\begin{cppcode}
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#define GLM_SWIZZLE
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@ -280,7 +280,7 @@ void foo()
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}
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\end{cppcode}
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This versions returns implementation-specific objects that \emph{implicitly convert} to their respective vector types. Unfortunately, these extra types can't be directly used by GLM functions; the programmer must instead convert a swizzle-made \say{vector} to a conventional vector type or call the swizzle object's \verb|operator()|.
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This versions returns implementation-specific objects that \emph{implicitly convert} to their respective vector types. Unfortunately, these extra types can't be directly used by GLM functions; you must instead convert a swizzle-made \say{vector} to a conventional vector type or call the swizzle object's \verb|operator()|.
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\begin{cppcode}
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#define GLM_SWIZZLE
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