/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// copies of the Software, and to permit persons to whom the Software is /// furnished to do so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in /// all copies or substantial portions of the Software. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN /// THE SOFTWARE. /// /// @ref core /// @file glm/core/type.hpp /// @date 2008-01-08 / 2011-06-15 /// @author Christophe Riccio /////////////////////////////////////////////////////////////////////////////////// #ifndef glm_core_type #define glm_core_type #include "type_half.hpp" #include "type_float.hpp" #include "type_int.hpp" #include "type_gentype.hpp" #include "type_vec1.hpp" #include "type_vec2.hpp" #include "type_vec3.hpp" #include "type_vec4.hpp" #include "type_mat2x2.hpp" #include "type_mat2x3.hpp" #include "type_mat2x4.hpp" #include "type_mat3x2.hpp" #include "type_mat3x3.hpp" #include "type_mat3x4.hpp" #include "type_mat4x2.hpp" #include "type_mat4x3.hpp" #include "type_mat4x4.hpp" namespace glm { /// @addtogroup core_types /// @{ ////////////////////////// // Float definition #if(defined(GLM_PRECISION_HIGHP_FLOAT)) typedef highp_vec2 vec2; typedef highp_vec3 vec3; typedef highp_vec4 vec4; typedef highp_mat2x2 mat2x2; typedef highp_mat2x3 mat2x3; typedef highp_mat2x4 mat2x4; typedef highp_mat3x2 mat3x2; typedef highp_mat3x3 mat3x3; typedef highp_mat3x4 mat3x4; typedef highp_mat4x2 mat4x2; typedef highp_mat4x3 mat4x3; typedef highp_mat4x4 mat4x4; #elif(defined(GLM_PRECISION_MEDIUMP_FLOAT)) typedef mediump_vec2 vec2; typedef mediump_vec3 vec3; typedef mediump_vec4 vec4; typedef mediump_mat2x2 mat2x2; typedef mediump_mat2x3 mat2x3; typedef mediump_mat2x4 mat2x4; typedef mediump_mat3x2 mat3x2; typedef mediump_mat3x3 mat3x3; typedef mediump_mat3x4 mat3x4; typedef mediump_mat4x2 mat4x2; typedef mediump_mat4x3 mat4x3; typedef mediump_mat4x4 mat4x4; #elif(defined(GLM_PRECISION_LOWP_FLOAT)) typedef lowp_vec2 vec2; typedef lowp_vec3 vec3; typedef lowp_vec4 vec4; typedef lowp_mat2x2 mat2x2; typedef lowp_mat2x3 mat2x3; typedef lowp_mat2x4 mat2x4; typedef lowp_mat3x2 mat3x2; typedef lowp_mat3x3 mat3x3; typedef lowp_mat3x4 mat3x4; typedef lowp_mat4x2 mat4x2; typedef lowp_mat4x3 mat4x3; typedef lowp_mat4x4 mat4x4; #else /// 2 components vector of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef mediump_vec2 vec2; //! 3 components vector of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef mediump_vec3 vec3; //! 4 components vector of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef mediump_vec4 vec4; //! 2 columns of 2 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mediump_mat2x2 mat2x2; //! 2 columns of 3 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mediump_mat2x3 mat2x3; //! 2 columns of 4 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mediump_mat2x4 mat2x4; //! 3 columns of 2 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mediump_mat3x2 mat3x2; //! 3 columns of 3 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mediump_mat3x3 mat3x3; //! 3 columns of 4 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mediump_mat3x4 mat3x4; //! 4 columns of 2 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mediump_mat4x2 mat4x2; //! 4 columns of 3 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mediump_mat4x3 mat4x3; //! 4 columns of 4 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mediump_mat4x4 mat4x4; #endif//GLM_PRECISION //! 2 columns of 2 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat2x2 mat2; //! 3 columns of 3 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat3x3 mat3; //! 4 columns of 4 components matrix of floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef mat4x4 mat4; ////////////////////////// // Signed integer definition #if(defined(GLM_PRECISION_HIGHP_INT)) typedef highp_ivec2 ivec2; typedef highp_ivec3 ivec3; typedef highp_ivec4 ivec4; #elif(defined(GLM_PRECISION_MEDIUMP_INT)) typedef mediump_ivec2 ivec2; typedef mediump_ivec3 ivec3; typedef mediump_ivec4 ivec4; #elif(defined(GLM_PRECISION_LOWP_INT)) typedef lowp_ivec2 ivec2; typedef lowp_ivec3 ivec3; typedef lowp_ivec4 ivec4; #else //! 2 components vector of signed integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef mediump_ivec2 ivec2; //! 3 components vector of signed integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef mediump_ivec3 ivec3; //! 4 components vector of signed integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef mediump_ivec4 ivec4; #endif//GLM_PRECISION ////////////////////////// // Unsigned integer definition #if(defined(GLM_PRECISION_HIGHP_UINT)) typedef highp_uvec2 uvec2; typedef highp_uvec3 uvec3; typedef highp_uvec4 uvec4; #elif(defined(GLM_PRECISION_MEDIUMP_UINT)) typedef mediump_uvec2 uvec2; typedef mediump_uvec3 uvec3; typedef mediump_uvec4 uvec4; #elif(defined(GLM_PRECISION_LOWP_UINT)) typedef lowp_uvec2 uvec2; typedef lowp_uvec3 uvec3; typedef lowp_uvec4 uvec4; #else //! 2 components vector of unsigned integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef mediump_uvec2 uvec2; //! 3 components vector of unsigned integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef mediump_uvec3 uvec3; //! 4 components vector of unsigned integer numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef mediump_uvec4 uvec4; #endif//GLM_PRECISION ////////////////////////// // Boolean definition //! 2 components vector of boolean. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef detail::tvec2 bvec2; //! 3 components vector of boolean. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef detail::tvec3 bvec3; //! 4 components vector of boolean. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef detail::tvec4 bvec4; ////////////////////////// // Double definition //! Vector of 2 double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef detail::tvec2 dvec2; //! Vector of 3 double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef detail::tvec3 dvec3; //! Vector of 4 double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors typedef detail::tvec4 dvec4; //! 2 * 2 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat2x2 dmat2; //! 3 * 3 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat3x3 dmat3; //! 4 * 4 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat4x4 dmat4; //! 2 * 2 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat2x2 dmat2x2; //! 2 * 3 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat2x3 dmat2x3; //! 2 * 4 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat2x4 dmat2x4; //! 3 * 2 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat3x2 dmat3x2; //! 3 * 3 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat3x3 dmat3x3; //! 3 * 4 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat3x4 dmat3x4; //! 4 * 2 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat4x2 dmat4x2; //! 4 * 3 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat4x3 dmat4x3; //! 4 * 4 matrix of double-precision floating-point numbers. /// /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices typedef detail::tmat4x4 dmat4x4; /// @} }//namespace glm #endif//glm_core_type