From 10bc9167118afa60c8f9430bc73c560d2a7836e7 Mon Sep 17 00:00:00 2001 From: Robert Date: Fri, 4 Sep 2020 21:13:22 +0200 Subject: [PATCH] Initial commit --- .gitignore | 3 + CMakeLists.txt | 12 + README.md | 1 + assets/shaders/basic.frag | 20 + assets/shaders/basic.vert | 19 + assets/shaders/cube.frag | 13 + assets/shaders/cube.vert | 18 + assets/textures/crate.jpg | Bin 0 -> 606208 bytes assets/textures/lauch.jpg | Bin 0 -> 5941 bytes assets/textures/tomato.jpg | Bin 0 -> 91171 bytes src/CMakeLists.txt | 33 + src/main.cpp | 264 + src/objects/Shader.cpp | 112 + src/objects/Shader.hpp | 22 + src/objects/Texture.cpp | 44 + src/objects/Texture.hpp | 18 + src/objects/primitives/Cube.cpp | 80 + src/objects/primitives/Cube.hpp | 15 + vendor/include/KHR/khrplatform.h | 290 + vendor/include/glad/glad.h | 5157 ++++++++ vendor/include/glm/common.hpp | 539 + vendor/include/glm/detail/_features.hpp | 394 + vendor/include/glm/detail/_fixes.hpp | 27 + vendor/include/glm/detail/_noise.hpp | 81 + vendor/include/glm/detail/_swizzle.hpp | 804 ++ vendor/include/glm/detail/_swizzle_func.hpp | 682 + vendor/include/glm/detail/_vectorize.hpp | 162 + vendor/include/glm/detail/compute_common.hpp | 50 + .../glm/detail/compute_vector_relational.hpp | 30 + vendor/include/glm/detail/func_common.inl | 792 ++ .../include/glm/detail/func_common_simd.inl | 231 + .../include/glm/detail/func_exponential.inl | 152 + .../glm/detail/func_exponential_simd.inl | 37 + vendor/include/glm/detail/func_geometric.inl | 243 + .../glm/detail/func_geometric_simd.inl | 163 + vendor/include/glm/detail/func_integer.inl | 372 + .../include/glm/detail/func_integer_simd.inl | 65 + vendor/include/glm/detail/func_matrix.inl | 398 + .../include/glm/detail/func_matrix_simd.inl | 249 + vendor/include/glm/detail/func_packing.inl | 189 + .../include/glm/detail/func_packing_simd.inl | 6 + .../include/glm/detail/func_trigonometric.inl | 197 + .../glm/detail/func_trigonometric_simd.inl | 0 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vendor/include/glm/vec4.hpp | 15 + vendor/include/glm/vector_relational.hpp | 121 + vendor/include/imgui/imconfig.h | 108 + vendor/include/imgui/imgui.h | 2457 ++++ vendor/include/imgui/imgui_impl_glfw.h | 35 + vendor/include/imgui/imgui_impl_opengl3.h | 87 + vendor/include/imgui/imgui_internal.h | 2079 +++ vendor/include/imgui/imstb_rectpack.h | 639 + vendor/include/imgui/imstb_textedit.h | 1417 ++ vendor/include/imgui/imstb_truetype.h | 4903 +++++++ vendor/include/stb_image.h | 7871 ++++++++++++ vendor/src/glad.c | 2532 ++++ vendor/src/imgui.cpp | 10729 ++++++++++++++++ vendor/src/imgui_demo.cpp | 5432 ++++++++ vendor/src/imgui_draw.cpp | 3799 ++++++ vendor/src/imgui_impl_glfw.cpp | 369 + vendor/src/imgui_impl_opengl3.cpp | 682 + vendor/src/imgui_widgets.cpp | 8046 ++++++++++++ vendor/src/stb_img.c | 2 + 456 files changed, 119668 insertions(+) create mode 100644 .gitignore create mode 100644 CMakeLists.txt create mode 100644 README.md create mode 100644 assets/shaders/basic.frag 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vendor/src/glad.c create mode 100644 vendor/src/imgui.cpp create mode 100644 vendor/src/imgui_demo.cpp create mode 100644 vendor/src/imgui_draw.cpp create mode 100644 vendor/src/imgui_impl_glfw.cpp create mode 100644 vendor/src/imgui_impl_opengl3.cpp create mode 100644 vendor/src/imgui_widgets.cpp create mode 100644 vendor/src/stb_img.c diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..6e7349f --- /dev/null +++ b/.gitignore @@ -0,0 +1,3 @@ +.vs +out +*.json \ No newline at end of file diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..37021bd --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,12 @@ +# CMakeList.txt : Top-level CMake project file, do global configuration +# and include sub-projects here. +# +cmake_minimum_required (VERSION 3.8) + +project ("OpenGLTests") + +find_package(OpenGL REQUIRED) +find_package(glfw3 REQUIRED) + +# Include sub-projects. +add_subdirectory ("src") diff --git a/README.md b/README.md new file mode 100644 index 0000000..2312063 --- /dev/null +++ b/README.md @@ -0,0 +1 @@ +# OpenGLTests diff --git a/assets/shaders/basic.frag b/assets/shaders/basic.frag new file mode 100644 index 0000000..02ca0de --- /dev/null +++ b/assets/shaders/basic.frag @@ -0,0 +1,20 @@ +#version 460 core + +in vec3 VertexColor; +in vec2 TexCoord; + +out vec4 fragColor; + +uniform sampler2D texture1; +uniform sampler2D texture2; + +uniform float t; + +void main() +{ + fragColor = mix( + texture(texture1, TexCoord + vec2(t, 0)), + texture(texture2, TexCoord + vec2(0, t)), 0.5) * vec4(VertexColor, + 1.0 + ); +} \ No newline at end of file diff --git a/assets/shaders/basic.vert b/assets/shaders/basic.vert new file mode 100644 index 0000000..27164d4 --- /dev/null +++ b/assets/shaders/basic.vert @@ -0,0 +1,19 @@ +#version 460 core + +layout (location = 0) in vec3 aPos; +layout (location = 1) in vec3 aCol; +layout (location = 2) in vec2 aTex; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; + +out vec3 VertexColor; +out vec2 TexCoord; + +void main() +{ + gl_Position = projection * view * model * vec4(aPos, 1.0f); + VertexColor = aCol; + TexCoord = aTex; +} \ No newline at end of file diff --git a/assets/shaders/cube.frag b/assets/shaders/cube.frag new file mode 100644 index 0000000..50a3bb2 --- /dev/null +++ b/assets/shaders/cube.frag @@ -0,0 +1,13 @@ +#version 460 core + +out vec4 fragmentColor; + +in vec2 textureCoords; +in vec3 vertexCoords; + +uniform sampler2D lauch; + +void main() +{ + fragmentColor = texture(lauch, textureCoords); +} \ No newline at end of file diff --git a/assets/shaders/cube.vert b/assets/shaders/cube.vert new file mode 100644 index 0000000..3646f7b --- /dev/null +++ b/assets/shaders/cube.vert @@ -0,0 +1,18 @@ +#version 460 core + +layout (location = 0) in vec3 aPos; +layout (location = 1) in vec2 aTex; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; + +out vec3 vertexCoords; +out vec2 textureCoords; + +void main() +{ + gl_Position = projection * view * model * vec4(aPos, 1.0f); + textureCoords = aTex; + vertexCoords = aPos; +} \ No newline at end of file diff --git a/assets/textures/crate.jpg b/assets/textures/crate.jpg new file mode 100644 index 0000000000000000000000000000000000000000..fffa97b787983a86b168d3b13a643053c6cf1313 GIT binary patch literal 606208 zcmbTdWmFtb^fovI5*&g<&;$s<-7P@y;O;JiyGw%0FgOGoLU0c{xVyW%4DJC2Uw;4h z?CzKSu?mskI;Z*Jjt_y6HSc*XgD%l{{?*N=ek=D&Y{{2wlaH=eHr z5eMn*NA`EPVk*cc&Ul|Vexl%u$LCaaqEd6Jo)eh5OrjCeaBb3F{0HrSkp2Gy7W99F z?EeAw|KeH#U?3vA{yan+fGFVV1%R_;>ti}xzGyqQ02Q2DI#9{1kYUQi-kbG(3DW54hI4HHQkZQpcLa*_NB^bLWAC>%QG^ z>TMH6l#diYg>&f3DW&dwMEmiy-h#!qosW*Ha6Lis$u_5OW1Zq~d&FYOE+^4yq~<#! zCnV2anH}7ZuioA1{#N6LmpOm|KIQ>gn(FJ#(#B%;Od`3y9t%W^EuGZ;dsAcg_XU6} z!Z9{2hCk8O5hf*zEBed)GQZkuocIw~CW0?qr|y)V8rjCG;B%heT9$21;tV9VL~^Iq z=@>&+gj|>8gz2rM>Xs5xMr0GYu~lP=&&jC#vNz!N8@ReWrFnxet_E4PNufk%PJHM+ zDf!b^cp=??@ts?&M5c4Id!@X<1F?gWwGA7Y+y%(Q{dPjQPU6k_mUJ&V-{;2qu*+*p 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0000000..ee72598 --- /dev/null +++ b/src/main.cpp @@ -0,0 +1,264 @@ +#include + +#include +#include + +#include +#include +#include + +#include +#include +#include + +#include "Shader.hpp" +#include "Texture.hpp" +#include "Cube.hpp" + +void LogGlfwError(const char* message) +{ + const char* error; + int code = glfwGetError(&error); + std::cerr << message << std::endl + << "(" << code << ") " << error << std::endl; +} + +void PrintVersionInfo() +{ + int glfwMajor, glfwMinor, glfwRev; + glfwGetVersion(&glfwMajor, &glfwMinor, &glfwRev); + + const char* vendor = (const char*)glGetString(GL_VENDOR); + const char* renderer = (const char*)glGetString(GL_RENDERER); + const char* version = (const char*)glGetString(GL_VERSION); + const char* glslVersion = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION); + const char* extensions = (const char*)glGetString(GL_EXTENSIONS); + + std::cout << "Using GLFW " << glfwMajor << "." << glfwMinor << "." << glfwRev << std::endl; + std::cout << "GPU Vendor: " << vendor << std::endl; + std::cout << "GPU Model: " << renderer << std::endl; + std::cout << "OpenGL Version: " << version << std::endl; + std::cout << "GLSL Version: " << glslVersion << std::endl; + if (extensions != nullptr) + std::cout << "Loaded extensions: " << extensions << std::endl; + std::cout << "----------------------------------------" << std::endl; +} + +void FramebufferSizeCallback(GLFWwindow* window, int w, int h) +{ + glViewport(0, 0, w, h); +} + +int main(int argc, char** argv) +{ + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + + int success; + success = glfwInit(); + if (!success) + { + LogGlfwError("Failed to initialize GLFW"); + return -1; + } + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + + GLFWwindow* window; + window = glfwCreateWindow(800, 800, "OpenGL Test", NULL, NULL); + if (window == nullptr) + { + LogGlfwError("Failed to create GLFWwindow"); + return -1; + } + + glfwMakeContextCurrent(window); + + ImGui_ImplGlfw_InitForOpenGL(window, true); + + if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) + { + std::cerr << "Failed to initialize GLAD" << std::endl; + return -1; + } + + ImGui_ImplOpenGL3_Init((char*)glGetString(GL_NUM_SHADING_LANGUAGE_VERSIONS)); + + ImGui::StyleColorsDark(); + + PrintVersionInfo(); + + glViewport(0, 0, 800, 800); + glfwSetFramebufferSizeCallback(window, FramebufferSizeCallback); + + /* + Shader shader("basic.vert", "basic.frag"); + Texture texture1("lauch.jpg"); + Texture texture2("tomato.jpg"); + + shader.Use(); + shader.SetUniformInt("texture1", 0); + shader.SetUniformInt("texture2", 1); + + glm::mat4 model = glm::mat4(1.0f); + model = glm::translate(model, glm::vec3(0.f, -0.7f, 0.f)); + model = glm::rotate(model, glm::radians(-55.f), glm::vec3(1.0f, 0.0f, 0.0f)); + + glm::mat4 view = glm::mat4(1.0f); + view = glm::translate(view, glm::vec3(0.f, 0.f, -3.f)); + + glm::mat4 projection = glm::mat4(1.0f); + projection = glm::perspective(glm::radians(45.f), 1.f, 0.1f, 100.0f); + + shader.SetUniformMat4("model", glm::value_ptr(model)); + shader.SetUniformMat4("view", glm::value_ptr(view)); + shader.SetUniformMat4("projection", glm::value_ptr(projection)); + + float vertices[4 * (3 + 3 + 2)] = { + // Position //Color // Texture + -0.5f, 0.5f, 1.0f, 0.3f, 1.0f, 0.6f, 0.0f, 1.0f, + 0.5f, 0.5f, 1.0f, 0.8f, 0.1f, 0.5f, 1.0f, 1.0f, + 0.5f, -0.5f, 1.0f, 0.5f, 0.6f, 0.2f, 1.0f, 0.0f, + -0.5f, -0.5f, 1.0f, 0.2f, 0.7f, 0.8f, 0.0f, 0.0f, + }; + + unsigned int indices[2 * 3] = { + 0, 1, 3, + 1, 2, 3 + }; + + unsigned int VAO, VBO, EBO; + glGenVertexArrays(1, &VAO); + glGenBuffers(1, &VBO); + glGenBuffers(1, &EBO); + + glBindVertexArray(VAO); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, (3 + 3 + 2) * sizeof(float), (void*)0); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, (3 + 3 + 2) * sizeof(float), (void*)(3 * sizeof(float))); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, (3 + 3 + 2) * sizeof(float), (void*)(6 * sizeof(float))); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); + + */ + + Shader cubeShader("cube.vert", "cube.frag"); + Texture cubeTexture("crate.jpg"); + cubeShader.Use(); + + glm::mat4 model = glm::mat4(1.0f); + + glm::mat4 view = glm::mat4(1.0f); + + glm::mat4 perspective = glm::mat4(1.0f); + + cubeShader.SetUniformMat4("model", glm::value_ptr(model)); + cubeShader.SetUniformMat4("view", glm::value_ptr(view)); + + cubeShader.SetUniformInt("lauch", 0); + + Cube cube(0.0f, 0.0f, 0.0f, 0.5f); + + glm::vec3 cubePositions[] = { + glm::vec3(0.0f, 0.0f, 0.0f), + glm::vec3(2.0f, 5.0f, -15.0f), + glm::vec3(-1.5f, -2.2f, -2.5f), + glm::vec3(-3.8f, -2.0f, -12.3f), + glm::vec3(2.4f, -0.4f, -3.5f), + glm::vec3(-1.7f, 3.0f, -7.5f), + glm::vec3(1.3f, -2.0f, -2.5f), + glm::vec3(1.5f, 2.0f, -2.5f), + glm::vec3(1.5f, 0.2f, -1.5f), + glm::vec3(-1.3f, 1.0f, -1.5f) + }; + + glEnable(GL_DEPTH_TEST); + + while (!glfwWindowShouldClose(window)) + { + glfwPollEvents(); + + float t = glfwGetTime(); + static float fov = glm::radians(45.0f); + static float zNear = 0.1f; + static float zFar = 100.0f; + static float camX = 0.0f; + static float camY = 0.0f; + static float camZ = -3.0f; + static float yaw = 0.0f; + static float pitch = 0.0f; + static float roll = 0.0f; + //model = glm::rotate(model, glm::radians(1.0f), glm::vec3(1.0f, 1.0f, 1.0f)); + + glClearColor(0.1f, 0.4f, 0.1f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // Render ImGui + ImGui::Begin("Rendering Controls"); + + if (ImGui::CollapsingHeader("Projection")) + { + ImGui::SliderAngle("FOV", &fov, 10.0f, 120.0f, "%.0f"); + ImGui::SliderFloat("zNear", &zNear, 0.1f, 10.0f); + ImGui::SliderFloat("zFar", &zFar, 10.0f, 100.0f); + } + + if (ImGui::CollapsingHeader("View")) + { + ImGui::SliderFloat("CamX", &camX, -2.0f, 2.0f); + ImGui::SliderFloat("CamY", &camY, -2.0f, 2.0f); + ImGui::SliderFloat("CamZ", &camZ, -10.0f, 0.0f); + ImGui::Separator(); + ImGui::SliderAngle("Yaw", &yaw, -45.0f, 45.0f, "%.0f"); + ImGui::SliderAngle("Pitch", &pitch, -45.0f, 45.0f, "%.0f"); + ImGui::SliderAngle("Roll", &roll, -45.0f, 45.0f, "%.0f"); + } + + ImGui::End(); + + perspective = glm::perspective(fov, 1.0f, zNear, zFar); + view = glm::mat4(1.0f); + view = glm::rotate(view, yaw, glm::vec3(0.f, 1.f, 0.f)); + view = glm::rotate(view, pitch, glm::vec3(1.f, 0.f, 0.f)); + view = glm::rotate(view, roll, glm::vec3(0.f, 0.f, 1.f)); + view = glm::translate(view, glm::vec3(camX, camY, camZ)); + + cubeTexture.Bind(); + cubeShader.Use(); + cubeShader.SetUniformMat4("projection", &perspective[0][0]); + cubeShader.SetUniformMat4("view", &view[0][0]); + + for (int i = 0; i < 10; i++) + { + model = glm::mat4(1.0f); + model = glm::translate(model, cubePositions[i]); + model = glm::rotate(model, glm::radians(20.0f * i), glm::vec3(1.0f, 0.3f, 0.5f)); + + cubeShader.SetUniformMat4("model", &model[0][0]); + cube.Draw(cubeShader); + } + + ImGui::Render(); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + glfwSwapBuffers(window); + } + + glfwDestroyWindow(window); + + return 0; +} \ No newline at end of file diff --git a/src/objects/Shader.cpp b/src/objects/Shader.cpp new file mode 100644 index 0000000..b2d9d18 --- /dev/null +++ b/src/objects/Shader.cpp @@ -0,0 +1,112 @@ +#include "Shader.hpp" + +#include +#include + +#include + +void Shader::LoadShaderSource(const char* filepath, char** buffer) +{ + std::string t = std::string(SHADER_DIR) + std::string(filepath); + std::ifstream file(std::string(SHADER_DIR) + std::string(filepath)); + if (!file.good()) + { + std::cerr << "Could not open file: " << filepath << std::endl; + *buffer = nullptr; + return; + } + + std::string source( + (std::istreambuf_iterator(file)), + std::istreambuf_iterator() + ); + size_t size = source.size(); + *buffer = (char*)malloc(size + sizeof(char)); + if (*buffer == nullptr) + { + std::cerr << "Failed to allocate memory for shader source code" << std::endl; + return; + } + + memcpy_s(*buffer, size, source.c_str(), size); + (*buffer)[size] = '\0'; +} + +Shader::Shader(const char* vertShader, const char* fragShader) : + program(0) +{ + int success; + char error[512]; + + // Load Vertex Shader + unsigned int vert = glCreateShader(GL_VERTEX_SHADER); + char* buffer; + LoadShaderSource(vertShader, &buffer); + if (buffer == nullptr) + buffer = ""; + glShaderSource(vert, 1, &buffer, NULL); + glCompileShader(vert); + glGetShaderiv(vert, GL_COMPILE_STATUS, &success); + if (!success) + { + glGetShaderInfoLog(vert, 512, NULL, error); + std::cerr << error << std::endl; + return; + } + + // Load Fragment Shader + unsigned int frag = glCreateShader(GL_FRAGMENT_SHADER); + LoadShaderSource(fragShader, &buffer); + if (buffer == nullptr) + buffer = ""; + glShaderSource(frag, 1, &buffer, NULL); + glCompileShader(frag); + glGetShaderiv(frag, GL_COMPILE_STATUS, &success); + if (!success) + { + glGetShaderInfoLog(frag, 512, NULL, error); + std::cerr << error << std::endl; + return; + } + + // Link Shaders + program = glCreateProgram(); + glAttachShader(program, vert); + glAttachShader(program, frag); + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &success); + if (!success) + { + glGetProgramInfoLog(program, 512, NULL, error); + std::cerr << error << std::endl; + return; + } + + glDeleteShader(frag); + glDeleteShader(vert); +} + +Shader::~Shader() +{ + glDeleteProgram(program); +} + +void Shader::Use() +{ + glUseProgram(program); +} + +void Shader::SetUniformInt(const char* uniform, int value) +{ + glUniform1i(glGetUniformLocation(program, uniform), value); +} + +void Shader::SetUniformFloat(const char* uniform, float value) +{ + glUniform1f(glGetUniformLocation(program, uniform), value); +} + +void Shader::SetUniformMat4(const char* uniform, const float* ptrToMatrix) +{ + glUniformMatrix4fv(glGetUniformLocation(program, uniform), 1, GL_FALSE, ptrToMatrix); +} diff --git a/src/objects/Shader.hpp b/src/objects/Shader.hpp new file mode 100644 index 0000000..bf86e61 --- /dev/null +++ b/src/objects/Shader.hpp @@ -0,0 +1,22 @@ +#pragma once + +#define SHADER_DIR "assets/shaders/" + +class Shader +{ +public: + static void LoadShaderSource(const char* filepath, char** buffer); + +public: + Shader(const char* vertShader, const char* fragShader); + ~Shader(); + + void Use(); + + void SetUniformInt(const char* uniform, int value); + void SetUniformFloat(const char* uniform, float value); + void SetUniformMat4(const char* uniform, const float* ptrToMatrix); + +private: + unsigned int program; +}; \ No newline at end of file diff --git a/src/objects/Texture.cpp b/src/objects/Texture.cpp new file mode 100644 index 0000000..bd51a3e --- /dev/null +++ b/src/objects/Texture.cpp @@ -0,0 +1,44 @@ +#include "Texture.hpp" + +#include +#include + +#include +#include + +Texture::Texture(const char* name) : + width(0), height(0), nrChannels(0), ID(0) +{ + glGenTextures(1, &ID); + glBindTexture(GL_TEXTURE_2D, ID); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + stbi_set_flip_vertically_on_load(true); + unsigned char* data = stbi_load((TEXTURE_DIR + std::string(name)).c_str(), &width, &height, &nrChannels, 0); + if (data) + { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); + glGenerateMipmap(GL_TEXTURE_2D); + } + else + { + std::cerr << "Failed to load texture: " << name << std::endl; + } + + + stbi_image_free(data); +} + +Texture::~Texture() +{ + glDeleteTextures(1, &ID); +} + +void Texture::Bind() +{ + glBindTexture(GL_TEXTURE_2D, ID); +} diff --git a/src/objects/Texture.hpp b/src/objects/Texture.hpp new file mode 100644 index 0000000..304bae7 --- /dev/null +++ b/src/objects/Texture.hpp @@ -0,0 +1,18 @@ +#pragma once + +#define TEXTURE_DIR "assets/textures/" + +class Texture +{ +public: + Texture(const char* name); + ~Texture(); + + void Bind(); + +private: + int width, height, nrChannels; + +public: + unsigned int ID; +}; \ No newline at end of file diff --git a/src/objects/primitives/Cube.cpp b/src/objects/primitives/Cube.cpp new file mode 100644 index 0000000..6933f27 --- /dev/null +++ b/src/objects/primitives/Cube.cpp @@ -0,0 +1,80 @@ +#include "Cube.hpp" + +#include + +Cube::Cube(float x, float y, float z, float a) : + VAO(0), VBO(0), EBO(0) +{ + float vertices[36 * (3 + 2)] = { + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, + + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + + -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, + -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, + -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, + + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, + 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, + -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, + -0.5f, 0.5f, -0.5f, 0.0f, 1.0f + }; + + glGenVertexArrays(1, &VAO); + glGenBuffers(1, &VBO); + + glBindVertexArray(VAO); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, (3 + 2) * sizeof(float), (void*)0); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, (3 + 2) * sizeof(float), (void*)(3 * sizeof(float))); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + +} + +Cube::~Cube() +{ + glDeleteBuffers(1, &EBO); + glDeleteBuffers(1, &VBO); + glDeleteVertexArrays(1, &VAO); +} + +void Cube::Draw(const Shader& program) +{ + glBindVertexArray(VAO); + glBindBuffer(GL_ARRAY_BUFFER, VBO); + + glDrawArrays(GL_TRIANGLES, 0, 36); +} diff --git a/src/objects/primitives/Cube.hpp b/src/objects/primitives/Cube.hpp new file mode 100644 index 0000000..2169715 --- /dev/null +++ b/src/objects/primitives/Cube.hpp @@ -0,0 +1,15 @@ +#pragma once + +#include "Shader.hpp" + +class Cube +{ +public: + Cube(float x, float y, float z, float a); + ~Cube(); + + void Draw(const Shader& program); + +private: + unsigned int VAO, VBO, EBO; +}; \ No newline at end of file diff --git a/vendor/include/KHR/khrplatform.h b/vendor/include/KHR/khrplatform.h new file mode 100644 index 0000000..dd22d92 --- /dev/null +++ b/vendor/include/KHR/khrplatform.h @@ -0,0 +1,290 @@ +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are 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 Materials. +** +** THE MATERIALS ARE 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 +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ diff --git a/vendor/include/glad/glad.h b/vendor/include/glad/glad.h new file mode 100644 index 0000000..6f9b7b7 --- /dev/null +++ b/vendor/include/glad/glad.h @@ -0,0 +1,5157 @@ +/* + + OpenGL loader generated by glad 0.1.33 on Wed Sep 2 17:24:26 2020. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=4.6 + Profile: compatibility + Extensions: + + Loader: True + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="compatibility" --api="gl=4.6" --generator="c" --spec="gl" --extensions="" + Online: + https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D4.6 +*/ + + +#ifndef __glad_h_ +#define __glad_h_ + +#ifdef __gl_h_ +#error OpenGL header already included, remove this include, glad already provides it +#endif +#define __gl_h_ + +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#define APIENTRY __stdcall +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY APIENTRY +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +struct gladGLversionStruct { + int major; + int minor; +}; + +typedef void* (* GLADloadproc)(const char *name); + +#ifndef GLAPI +# if defined(GLAD_GLAPI_EXPORT) +# if defined(_WIN32) || defined(__CYGWIN__) +# if defined(GLAD_GLAPI_EXPORT_BUILD) +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllexport)) extern +# else +# define GLAPI __declspec(dllexport) extern +# endif +# else +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllimport)) extern +# else +# define GLAPI __declspec(dllimport) extern +# endif +# endif +# elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD) +# define GLAPI __attribute__ ((visibility ("default"))) extern +# else +# define GLAPI extern +# endif +# else +# define GLAPI extern +# endif +#endif + +GLAPI struct gladGLversionStruct GLVersion; + +GLAPI int gladLoadGL(void); + +GLAPI int gladLoadGLLoader(GLADloadproc); + +#include +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef void GLvoid; +typedef khronos_int8_t GLbyte; +typedef khronos_uint8_t GLubyte; +typedef khronos_int16_t GLshort; +typedef khronos_uint16_t GLushort; +typedef int GLint; +typedef unsigned int GLuint; +typedef khronos_int32_t GLclampx; +typedef int GLsizei; +typedef khronos_float_t GLfloat; +typedef khronos_float_t GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void *GLeglClientBufferEXT; +typedef void *GLeglImageOES; +typedef char GLchar; +typedef char GLcharARB; +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif +typedef khronos_uint16_t GLhalf; +typedef khronos_uint16_t GLhalfARB; +typedef khronos_int32_t GLfixed; +typedef khronos_intptr_t GLintptr; +typedef khronos_intptr_t GLintptrARB; +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_ssize_t GLsizeiptrARB; +typedef khronos_int64_t GLint64; +typedef khronos_int64_t GLint64EXT; +typedef khronos_uint64_t GLuint64; +typedef khronos_uint64_t GLuint64EXT; +typedef struct __GLsync *GLsync; +struct _cl_context; +struct _cl_event; +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); +typedef unsigned short GLhalfNV; +typedef GLintptr GLvdpauSurfaceNV; +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_QUADS 0x0007 +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_NONE 0 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_VIEWPORT 0x0BA2 +#define GL_DITHER 0x0BD0 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND 0x0BE2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_READ_BUFFER 0x0C02 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_CLEAR 0x1500 +#define GL_AND 0x1501 +#define GL_AND_REVERSE 0x1502 +#define GL_COPY 0x1503 +#define GL_AND_INVERTED 0x1504 +#define GL_NOOP 0x1505 +#define GL_XOR 0x1506 +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_EQUIV 0x1509 +#define GL_INVERT 0x150A +#define GL_OR_REVERSE 0x150B +#define GL_COPY_INVERTED 0x150C +#define GL_OR_INVERTED 0x150D +#define GL_NAND 0x150E +#define GL_SET 0x150F +#define GL_TEXTURE 0x1702 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_STENCIL_INDEX 0x1901 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_REPEAT 0x2901 +#define GL_CURRENT_BIT 0x00000001 +#define GL_POINT_BIT 0x00000002 +#define GL_LINE_BIT 0x00000004 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_FOG_BIT 0x00000080 +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_ENABLE_BIT 0x00002000 +#define GL_HINT_BIT 0x00008000 +#define GL_EVAL_BIT 0x00010000 +#define GL_LIST_BIT 0x00020000 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_QUAD_STRIP 0x0008 +#define GL_POLYGON 0x0009 +#define GL_ACCUM 0x0100 +#define GL_LOAD 0x0101 +#define GL_RETURN 0x0102 +#define GL_MULT 0x0103 +#define GL_ADD 0x0104 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_2D 0x0600 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_4D_COLOR_TEXTURE 0x0604 +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_POINT_TOKEN 0x0701 +#define GL_LINE_TOKEN 0x0702 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_LINE_RESET_TOKEN 0x0707 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 +#define GL_COEFF 0x0A00 +#define GL_ORDER 0x0A01 +#define GL_DOMAIN 0x0A02 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_POINT_SMOOTH 0x0B10 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LIST_MODE 0x0B30 +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_LIST_BASE 0x0B32 +#define GL_LIST_INDEX 0x0B33 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_EDGE_FLAG 0x0B43 +#define GL_LIGHTING 0x0B50 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_SHADE_MODEL 0x0B54 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_FOG 0x0B60 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_START 0x0B63 +#define GL_FOG_END 0x0B64 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_COLOR 0x0B66 +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_NORMALIZE 0x0BA1 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_FUNC 0x0BC1 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_LOGIC_OP 0x0BF1 +#define GL_AUX_BUFFERS 0x0C00 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_INDEX_MODE 0x0C30 +#define GL_RGBA_MODE 0x0C31 +#define GL_RENDER_MODE 0x0C40 +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_FOG_HINT 0x0C54 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_STENCIL 0x0D11 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_RED_SCALE 0x0D14 +#define GL_RED_BIAS 0x0D15 +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GREEN_BIAS 0x0D19 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BLUE_BIAS 0x0D1B +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_BIAS 0x0D1D +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_BIAS 0x0D1F +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_INDEX_BITS 0x0D51 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_ALPHA_BITS 0x0D55 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_AUTO_NORMAL 0x0D80 +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_AMBIENT 0x1200 +#define GL_DIFFUSE 0x1201 +#define GL_SPECULAR 0x1202 +#define GL_POSITION 0x1203 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_COMPILE 0x1300 +#define GL_COMPILE_AND_EXECUTE 0x1301 +#define GL_2_BYTES 0x1407 +#define GL_3_BYTES 0x1408 +#define GL_4_BYTES 0x1409 +#define GL_EMISSION 0x1600 +#define GL_SHININESS 0x1601 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_COLOR_INDEXES 0x1603 +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_COLOR_INDEX 0x1900 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_BITMAP 0x1A00 +#define GL_RENDER 0x1C00 +#define GL_FEEDBACK 0x1C01 +#define GL_SELECT 0x1C02 +#define GL_FLAT 0x1D00 +#define GL_SMOOTH 0x1D01 +#define GL_S 0x2000 +#define GL_T 0x2001 +#define GL_R 0x2002 +#define GL_Q 0x2003 +#define GL_MODULATE 0x2100 +#define GL_DECAL 0x2101 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_ENV 0x2300 +#define GL_EYE_LINEAR 0x2400 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_SPHERE_MAP 0x2402 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_OBJECT_PLANE 0x2501 +#define GL_EYE_PLANE 0x2502 +#define GL_CLAMP 0x2900 +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 +#define GL_LIGHT0 0x4000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_DOUBLE 0x140A +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_SELECTION_BUFFER_POINTER 0x0DF3 +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 +#define GL_SELECTION_BUFFER_SIZE 0x0DF4 +#define GL_VERTEX_ARRAY 0x8074 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_COLOR_ARRAY 0x8076 +#define GL_INDEX_ARRAY 0x8077 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_C3F_V3F 0x2A24 +#define GL_N3F_V3F 0x2A25 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_V4F 0x2A28 +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T4F_C4F_N3F_V4F 0x2A2D +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_RESCALE_NORMAL 0x803A +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +#define GL_MULTISAMPLE_BIT 0x20000000 +#define GL_NORMAL_MAP 0x8511 +#define GL_REFLECTION_MAP 0x8512 +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMBINE 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_RGB_SCALE 0x8573 +#define GL_ADD_SIGNED 0x8574 +#define GL_INTERPOLATE 0x8575 +#define GL_SUBTRACT 0x84E7 +#define GL_CONSTANT 0x8576 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PREVIOUS 0x8578 +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_POINT_SIZE_MIN 0x8126 +#define GL_POINT_SIZE_MAX 0x8127 +#define GL_POINT_DISTANCE_ATTENUATION 0x8129 +#define GL_GENERATE_MIPMAP 0x8191 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_FOG_COORDINATE_SOURCE 0x8450 +#define GL_FOG_COORDINATE 0x8451 +#define GL_FRAGMENT_DEPTH 0x8452 +#define GL_CURRENT_FOG_COORDINATE 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 +#define GL_FOG_COORDINATE_ARRAY 0x8457 +#define GL_COLOR_SUM 0x8458 +#define GL_CURRENT_SECONDARY_COLOR 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D +#define GL_SECONDARY_COLOR_ARRAY 0x845E +#define GL_TEXTURE_FILTER_CONTROL 0x8500 +#define GL_DEPTH_TEXTURE_MODE 0x884B +#define GL_COMPARE_R_TO_TEXTURE 0x884E +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_EQUATION 0x8009 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SRC1_ALPHA 0x8589 +#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E +#define GL_FOG_COORD_SRC 0x8450 +#define GL_FOG_COORD 0x8451 +#define GL_CURRENT_FOG_COORD 0x8453 +#define GL_FOG_COORD_ARRAY_TYPE 0x8454 +#define GL_FOG_COORD_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORD_ARRAY_POINTER 0x8456 +#define GL_FOG_COORD_ARRAY 0x8457 +#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D +#define GL_SRC0_RGB 0x8580 +#define GL_SRC1_RGB 0x8581 +#define GL_SRC2_RGB 0x8582 +#define GL_SRC0_ALPHA 0x8588 +#define GL_SRC2_ALPHA 0x858A +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 +#define GL_POINT_SPRITE 0x8861 +#define GL_COORD_REPLACE 0x8862 +#define GL_MAX_TEXTURE_COORDS 0x8871 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F +#define GL_SLUMINANCE_ALPHA 0x8C44 +#define GL_SLUMINANCE8_ALPHA8 0x8C45 +#define GL_SLUMINANCE 0x8C46 +#define GL_SLUMINANCE8 0x8C47 +#define GL_COMPRESSED_SLUMINANCE 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_RGBA32F 0x8814 +#define GL_RGB32F 0x8815 +#define GL_RGBA16F 0x881A +#define GL_RGB16F 0x881B +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_RGB9_E5 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_RGBA32UI 0x8D70 +#define GL_RGB32UI 0x8D71 +#define GL_RGBA16UI 0x8D76 +#define GL_RGB16UI 0x8D77 +#define GL_RGBA8UI 0x8D7C +#define GL_RGB8UI 0x8D7D +#define GL_RGBA32I 0x8D82 +#define GL_RGB32I 0x8D83 +#define GL_RGBA16I 0x8D88 +#define GL_RGB16I 0x8D89 +#define GL_RGBA8I 0x8D8E +#define GL_RGB8I 0x8D8F +#define GL_RED_INTEGER 0x8D94 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGRA_INTEGER 0x8D9B +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_MAX_SAMPLES 0x8D57 +#define GL_INDEX 0x8222 +#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_HALF_FLOAT 0x140B +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_CLAMP_VERTEX_COLOR 0x891A +#define GL_CLAMP_FRAGMENT_COLOR 0x891B +#define GL_ALPHA_INTEGER 0x8D97 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_INVALID_INDEX 0xFFFFFFFF +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +#define GL_DEPTH_CLAMP 0x864F +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_OBJECT_TYPE 0x9112 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_UNSIGNALED 0x9118 +#define GL_SIGNALED 0x9119 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_CONDITION_SATISFIED 0x911C +#define GL_WAIT_FAILED 0x911D +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_INTEGER_SAMPLES 0x9110 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#define GL_SRC1_COLOR 0x88F9 +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_RGB10_A2UI 0x906F +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 +#define GL_INT_2_10_10_10_REV 0x8D9F +#define GL_SAMPLE_SHADING 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F +#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F +#define GL_DRAW_INDIRECT_BUFFER 0x8F3F +#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 +#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D +#define GL_MAX_VERTEX_STREAMS 0x8E71 +#define GL_DOUBLE_VEC2 0x8FFC +#define GL_DOUBLE_VEC3 0x8FFD +#define GL_DOUBLE_VEC4 0x8FFE +#define GL_DOUBLE_MAT2 0x8F46 +#define GL_DOUBLE_MAT3 0x8F47 +#define GL_DOUBLE_MAT4 0x8F48 +#define GL_DOUBLE_MAT2x3 0x8F49 +#define GL_DOUBLE_MAT2x4 0x8F4A +#define GL_DOUBLE_MAT3x2 0x8F4B +#define GL_DOUBLE_MAT3x4 0x8F4C +#define GL_DOUBLE_MAT4x2 0x8F4D +#define GL_DOUBLE_MAT4x3 0x8F4E +#define GL_ACTIVE_SUBROUTINES 0x8DE5 +#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 +#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 +#define GL_MAX_SUBROUTINES 0x8DE7 +#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 +#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A +#define GL_COMPATIBLE_SUBROUTINES 0x8E4B +#define GL_PATCHES 0x000E +#define GL_PATCH_VERTICES 0x8E72 +#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 +#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 +#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 +#define GL_TESS_GEN_MODE 0x8E76 +#define GL_TESS_GEN_SPACING 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 +#define GL_TESS_GEN_POINT_MODE 0x8E79 +#define GL_ISOLINES 0x8E7A +#define GL_FRACTIONAL_ODD 0x8E7B +#define GL_FRACTIONAL_EVEN 0x8E7C +#define GL_MAX_PATCH_VERTICES 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 +#define GL_TESS_EVALUATION_SHADER 0x8E87 +#define GL_TESS_CONTROL_SHADER 0x8E88 +#define GL_TRANSFORM_FEEDBACK 0x8E22 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 +#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 +#define GL_FIXED 0x140C +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_RGB565 0x8D62 +#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 +#define GL_PROGRAM_BINARY_LENGTH 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE +#define GL_PROGRAM_BINARY_FORMATS 0x87FF +#define GL_VERTEX_SHADER_BIT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT 0x00000002 +#define GL_GEOMETRY_SHADER_BIT 0x00000004 +#define GL_TESS_CONTROL_SHADER_BIT 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 +#define GL_ALL_SHADER_BITS 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE 0x8258 +#define GL_ACTIVE_PROGRAM 0x8259 +#define GL_PROGRAM_PIPELINE_BINDING 0x825A +#define GL_MAX_VIEWPORTS 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE 0x825D +#define GL_LAYER_PROVOKING_VERTEX 0x825E +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F +#define GL_UNDEFINED_VERTEX 0x8260 +#define GL_COPY_READ_BUFFER_BINDING 0x8F36 +#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 +#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 +#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 +#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 +#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 +#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A +#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B +#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C +#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D +#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E +#define GL_NUM_SAMPLE_COUNTS 0x9380 +#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC +#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 +#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 +#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 +#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 +#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB +#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF +#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 +#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 +#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 +#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 +#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC +#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 +#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 +#define GL_COMMAND_BARRIER_BIT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 +#define GL_ALL_BARRIER_BITS 0xFFFFFFFF +#define GL_MAX_IMAGE_UNITS 0x8F38 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 +#define GL_IMAGE_BINDING_NAME 0x8F3A +#define GL_IMAGE_BINDING_LEVEL 0x8F3B +#define GL_IMAGE_BINDING_LAYERED 0x8F3C +#define GL_IMAGE_BINDING_LAYER 0x8F3D +#define GL_IMAGE_BINDING_ACCESS 0x8F3E +#define GL_IMAGE_1D 0x904C +#define GL_IMAGE_2D 0x904D +#define GL_IMAGE_3D 0x904E +#define GL_IMAGE_2D_RECT 0x904F +#define GL_IMAGE_CUBE 0x9050 +#define GL_IMAGE_BUFFER 0x9051 +#define GL_IMAGE_1D_ARRAY 0x9052 +#define GL_IMAGE_2D_ARRAY 0x9053 +#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 +#define GL_INT_IMAGE_1D 0x9057 +#define GL_INT_IMAGE_2D 0x9058 +#define GL_INT_IMAGE_3D 0x9059 +#define GL_INT_IMAGE_2D_RECT 0x905A +#define GL_INT_IMAGE_CUBE 0x905B +#define GL_INT_IMAGE_BUFFER 0x905C +#define GL_INT_IMAGE_1D_ARRAY 0x905D +#define GL_INT_IMAGE_2D_ARRAY 0x905E +#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 +#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C +#define GL_MAX_IMAGE_SAMPLES 0x906D +#define GL_IMAGE_BINDING_FORMAT 0x906E +#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 +#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD +#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE +#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF +#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F +#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F +#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 +#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E +#define GL_COMPRESSED_RGB8_ETC2 0x9274 +#define GL_COMPRESSED_SRGB8_ETC2 0x9275 +#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 +#define GL_COMPRESSED_R11_EAC 0x9270 +#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define GL_COMPRESSED_RG11_EAC 0x9272 +#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A +#define GL_MAX_ELEMENT_INDEX 0x8D6B +#define GL_COMPUTE_SHADER 0x91B9 +#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB +#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC +#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD +#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 +#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 +#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 +#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 +#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 +#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB +#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE +#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF +#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED +#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE +#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF +#define GL_COMPUTE_SHADER_BIT 0x00000020 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 +#define GL_DEBUG_SOURCE_API 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION 0x824A +#define GL_DEBUG_SOURCE_OTHER 0x824B +#define GL_DEBUG_TYPE_ERROR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 +#define GL_DEBUG_TYPE_OTHER 0x8251 +#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES 0x9145 +#define GL_DEBUG_SEVERITY_HIGH 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 +#define GL_DEBUG_SEVERITY_LOW 0x9148 +#define GL_DEBUG_TYPE_MARKER 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D +#define GL_BUFFER 0x82E0 +#define GL_SHADER 0x82E1 +#define GL_PROGRAM 0x82E2 +#define GL_QUERY 0x82E3 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_SAMPLER 0x82E6 +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_DEBUG_OUTPUT 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_MAX_UNIFORM_LOCATIONS 0x826E +#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 +#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 +#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 +#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 +#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 +#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 +#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 +#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 +#define GL_INTERNALFORMAT_SUPPORTED 0x826F +#define GL_INTERNALFORMAT_PREFERRED 0x8270 +#define GL_INTERNALFORMAT_RED_SIZE 0x8271 +#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 +#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 +#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 +#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 +#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 +#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 +#define GL_INTERNALFORMAT_RED_TYPE 0x8278 +#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 +#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A +#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B +#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C +#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D +#define GL_MAX_WIDTH 0x827E +#define GL_MAX_HEIGHT 0x827F +#define GL_MAX_DEPTH 0x8280 +#define GL_MAX_LAYERS 0x8281 +#define GL_MAX_COMBINED_DIMENSIONS 0x8282 +#define GL_COLOR_COMPONENTS 0x8283 +#define GL_DEPTH_COMPONENTS 0x8284 +#define GL_STENCIL_COMPONENTS 0x8285 +#define GL_COLOR_RENDERABLE 0x8286 +#define GL_DEPTH_RENDERABLE 0x8287 +#define GL_STENCIL_RENDERABLE 0x8288 +#define GL_FRAMEBUFFER_RENDERABLE 0x8289 +#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A +#define GL_FRAMEBUFFER_BLEND 0x828B +#define GL_READ_PIXELS 0x828C +#define GL_READ_PIXELS_FORMAT 0x828D +#define GL_READ_PIXELS_TYPE 0x828E +#define GL_TEXTURE_IMAGE_FORMAT 0x828F +#define GL_TEXTURE_IMAGE_TYPE 0x8290 +#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 +#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 +#define GL_MIPMAP 0x8293 +#define GL_MANUAL_GENERATE_MIPMAP 0x8294 +#define GL_AUTO_GENERATE_MIPMAP 0x8295 +#define GL_COLOR_ENCODING 0x8296 +#define GL_SRGB_READ 0x8297 +#define GL_SRGB_WRITE 0x8298 +#define GL_FILTER 0x829A +#define GL_VERTEX_TEXTURE 0x829B +#define GL_TESS_CONTROL_TEXTURE 0x829C +#define GL_TESS_EVALUATION_TEXTURE 0x829D +#define GL_GEOMETRY_TEXTURE 0x829E +#define GL_FRAGMENT_TEXTURE 0x829F +#define GL_COMPUTE_TEXTURE 0x82A0 +#define GL_TEXTURE_SHADOW 0x82A1 +#define GL_TEXTURE_GATHER 0x82A2 +#define GL_TEXTURE_GATHER_SHADOW 0x82A3 +#define GL_SHADER_IMAGE_LOAD 0x82A4 +#define GL_SHADER_IMAGE_STORE 0x82A5 +#define GL_SHADER_IMAGE_ATOMIC 0x82A6 +#define GL_IMAGE_TEXEL_SIZE 0x82A7 +#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 +#define GL_IMAGE_PIXEL_FORMAT 0x82A9 +#define GL_IMAGE_PIXEL_TYPE 0x82AA +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF +#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 +#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 +#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 +#define GL_CLEAR_BUFFER 0x82B4 +#define GL_TEXTURE_VIEW 0x82B5 +#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 +#define GL_FULL_SUPPORT 0x82B7 +#define GL_CAVEAT_SUPPORT 0x82B8 +#define GL_IMAGE_CLASS_4_X_32 0x82B9 +#define GL_IMAGE_CLASS_2_X_32 0x82BA +#define GL_IMAGE_CLASS_1_X_32 0x82BB +#define GL_IMAGE_CLASS_4_X_16 0x82BC +#define GL_IMAGE_CLASS_2_X_16 0x82BD +#define GL_IMAGE_CLASS_1_X_16 0x82BE +#define GL_IMAGE_CLASS_4_X_8 0x82BF +#define GL_IMAGE_CLASS_2_X_8 0x82C0 +#define GL_IMAGE_CLASS_1_X_8 0x82C1 +#define GL_IMAGE_CLASS_11_11_10 0x82C2 +#define GL_IMAGE_CLASS_10_10_10_2 0x82C3 +#define GL_VIEW_CLASS_128_BITS 0x82C4 +#define GL_VIEW_CLASS_96_BITS 0x82C5 +#define GL_VIEW_CLASS_64_BITS 0x82C6 +#define GL_VIEW_CLASS_48_BITS 0x82C7 +#define GL_VIEW_CLASS_32_BITS 0x82C8 +#define GL_VIEW_CLASS_24_BITS 0x82C9 +#define GL_VIEW_CLASS_16_BITS 0x82CA +#define GL_VIEW_CLASS_8_BITS 0x82CB +#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC +#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD +#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE +#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF +#define GL_VIEW_CLASS_RGTC1_RED 0x82D0 +#define GL_VIEW_CLASS_RGTC2_RG 0x82D1 +#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 +#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 +#define GL_UNIFORM 0x92E1 +#define GL_UNIFORM_BLOCK 0x92E2 +#define GL_PROGRAM_INPUT 0x92E3 +#define GL_PROGRAM_OUTPUT 0x92E4 +#define GL_BUFFER_VARIABLE 0x92E5 +#define GL_SHADER_STORAGE_BLOCK 0x92E6 +#define GL_VERTEX_SUBROUTINE 0x92E8 +#define GL_TESS_CONTROL_SUBROUTINE 0x92E9 +#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA +#define GL_GEOMETRY_SUBROUTINE 0x92EB +#define GL_FRAGMENT_SUBROUTINE 0x92EC +#define GL_COMPUTE_SUBROUTINE 0x92ED +#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE +#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF +#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 +#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 +#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 +#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 +#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 +#define GL_ACTIVE_RESOURCES 0x92F5 +#define GL_MAX_NAME_LENGTH 0x92F6 +#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 +#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 +#define GL_NAME_LENGTH 0x92F9 +#define GL_TYPE 0x92FA +#define GL_ARRAY_SIZE 0x92FB +#define GL_OFFSET 0x92FC +#define GL_BLOCK_INDEX 0x92FD +#define GL_ARRAY_STRIDE 0x92FE +#define GL_MATRIX_STRIDE 0x92FF +#define GL_IS_ROW_MAJOR 0x9300 +#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 +#define GL_BUFFER_BINDING 0x9302 +#define GL_BUFFER_DATA_SIZE 0x9303 +#define GL_NUM_ACTIVE_VARIABLES 0x9304 +#define GL_ACTIVE_VARIABLES 0x9305 +#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 +#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 +#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A +#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B +#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C +#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D +#define GL_LOCATION 0x930E +#define GL_LOCATION_INDEX 0x930F +#define GL_IS_PER_PATCH 0x92E7 +#define GL_SHADER_STORAGE_BUFFER 0x90D2 +#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 +#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 +#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 +#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 +#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA +#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB +#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC +#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD +#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE +#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF +#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 +#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 +#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA +#define GL_TEXTURE_BUFFER_OFFSET 0x919D +#define GL_TEXTURE_BUFFER_SIZE 0x919E +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F +#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +#define GL_VERTEX_ATTRIB_BINDING 0x82D4 +#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 +#define GL_VERTEX_BINDING_DIVISOR 0x82D6 +#define GL_VERTEX_BINDING_OFFSET 0x82D7 +#define GL_VERTEX_BINDING_STRIDE 0x82D8 +#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 +#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA +#define GL_VERTEX_BINDING_BUFFER 0x8F4F +#define GL_DISPLAY_LIST 0x82E7 +#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 +#define GL_TEXTURE_BUFFER_BINDING 0x8C2A +#define GL_MAP_PERSISTENT_BIT 0x0040 +#define GL_MAP_COHERENT_BIT 0x0080 +#define GL_DYNAMIC_STORAGE_BIT 0x0100 +#define GL_CLIENT_STORAGE_BIT 0x0200 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 +#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F +#define GL_BUFFER_STORAGE_FLAGS 0x8220 +#define GL_CLEAR_TEXTURE 0x9365 +#define GL_LOCATION_COMPONENT 0x934A +#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B +#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C +#define GL_QUERY_BUFFER 0x9192 +#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 +#define GL_QUERY_BUFFER_BINDING 0x9193 +#define GL_QUERY_RESULT_NO_WAIT 0x9194 +#define GL_MIRROR_CLAMP_TO_EDGE 0x8743 +#define GL_CONTEXT_LOST 0x0507 +#define GL_NEGATIVE_ONE_TO_ONE 0x935E +#define GL_ZERO_TO_ONE 0x935F +#define GL_CLIP_ORIGIN 0x935C +#define GL_CLIP_DEPTH_MODE 0x935D +#define GL_QUERY_WAIT_INVERTED 0x8E17 +#define GL_QUERY_NO_WAIT_INVERTED 0x8E18 +#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 +#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A +#define GL_MAX_CULL_DISTANCES 0x82F9 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA +#define GL_TEXTURE_TARGET 0x1006 +#define GL_QUERY_TARGET 0x82EA +#define GL_GUILTY_CONTEXT_RESET 0x8253 +#define GL_INNOCENT_CONTEXT_RESET 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY 0x8256 +#define GL_LOSE_CONTEXT_ON_RESET 0x8252 +#define GL_NO_RESET_NOTIFICATION 0x8261 +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004 +#define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB +#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC +#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551 +#define GL_SPIR_V_BINARY 0x9552 +#define GL_PARAMETER_BUFFER 0x80EE +#define GL_PARAMETER_BUFFER_BINDING 0x80EF +#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008 +#define GL_VERTICES_SUBMITTED 0x82EE +#define GL_PRIMITIVES_SUBMITTED 0x82EF +#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0 +#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2 +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3 +#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4 +#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5 +#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6 +#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7 +#define GL_POLYGON_OFFSET_CLAMP 0x8E1B +#define GL_SPIR_V_EXTENSIONS 0x9553 +#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 +#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF +#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED +#ifndef GL_VERSION_1_0 +#define GL_VERSION_1_0 1 +GLAPI int GLAD_GL_VERSION_1_0; +typedef void (APIENTRYP PFNGLCULLFACEPROC)(GLenum mode); +GLAPI PFNGLCULLFACEPROC glad_glCullFace; +#define glCullFace glad_glCullFace +typedef void (APIENTRYP PFNGLFRONTFACEPROC)(GLenum mode); +GLAPI PFNGLFRONTFACEPROC glad_glFrontFace; +#define glFrontFace glad_glFrontFace +typedef void (APIENTRYP PFNGLHINTPROC)(GLenum target, GLenum mode); +GLAPI PFNGLHINTPROC glad_glHint; +#define glHint glad_glHint +typedef void (APIENTRYP PFNGLLINEWIDTHPROC)(GLfloat width); +GLAPI PFNGLLINEWIDTHPROC glad_glLineWidth; +#define glLineWidth glad_glLineWidth +typedef void (APIENTRYP PFNGLPOINTSIZEPROC)(GLfloat size); +GLAPI PFNGLPOINTSIZEPROC glad_glPointSize; +#define glPointSize glad_glPointSize +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode); +GLAPI PFNGLPOLYGONMODEPROC glad_glPolygonMode; +#define glPolygonMode glad_glPolygonMode +typedef void (APIENTRYP PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORPROC glad_glScissor; +#define glScissor glad_glScissor +typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +#define glTexParameterf glad_glTexParameterf +typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +#define glTexParameterfv glad_glTexParameterfv +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +#define glTexParameteri glad_glTexParameteri +typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +#define glTexParameteriv glad_glTexParameteriv +typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +#define glTexImage1D glad_glTexImage1D +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +#define glTexImage2D glad_glTexImage2D +typedef void (APIENTRYP PFNGLDRAWBUFFERPROC)(GLenum buf); +GLAPI PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +#define glDrawBuffer glad_glDrawBuffer +typedef void (APIENTRYP PFNGLCLEARPROC)(GLbitfield mask); +GLAPI PFNGLCLEARPROC glad_glClear; +#define glClear glad_glClear +typedef void (APIENTRYP PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCLEARCOLORPROC glad_glClearColor; +#define glClearColor glad_glClearColor +typedef void (APIENTRYP PFNGLCLEARSTENCILPROC)(GLint s); +GLAPI PFNGLCLEARSTENCILPROC glad_glClearStencil; +#define glClearStencil glad_glClearStencil +typedef void (APIENTRYP PFNGLCLEARDEPTHPROC)(GLdouble depth); +GLAPI PFNGLCLEARDEPTHPROC glad_glClearDepth; +#define glClearDepth glad_glClearDepth +typedef void (APIENTRYP PFNGLSTENCILMASKPROC)(GLuint mask); +GLAPI PFNGLSTENCILMASKPROC glad_glStencilMask; +#define glStencilMask glad_glStencilMask +typedef void (APIENTRYP PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI PFNGLCOLORMASKPROC glad_glColorMask; +#define glColorMask glad_glColorMask +typedef void (APIENTRYP PFNGLDEPTHMASKPROC)(GLboolean flag); +GLAPI PFNGLDEPTHMASKPROC glad_glDepthMask; +#define glDepthMask glad_glDepthMask +typedef void (APIENTRYP PFNGLDISABLEPROC)(GLenum cap); +GLAPI PFNGLDISABLEPROC glad_glDisable; +#define glDisable glad_glDisable +typedef void (APIENTRYP PFNGLENABLEPROC)(GLenum cap); +GLAPI PFNGLENABLEPROC glad_glEnable; +#define glEnable glad_glEnable +typedef void (APIENTRYP PFNGLFINISHPROC)(void); +GLAPI PFNGLFINISHPROC glad_glFinish; +#define glFinish glad_glFinish +typedef void (APIENTRYP PFNGLFLUSHPROC)(void); +GLAPI PFNGLFLUSHPROC glad_glFlush; +#define glFlush glad_glFlush +typedef void (APIENTRYP PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor); +GLAPI PFNGLBLENDFUNCPROC glad_glBlendFunc; +#define glBlendFunc glad_glBlendFunc +typedef void (APIENTRYP PFNGLLOGICOPPROC)(GLenum opcode); +GLAPI PFNGLLOGICOPPROC glad_glLogicOp; +#define glLogicOp glad_glLogicOp +typedef void (APIENTRYP PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCPROC glad_glStencilFunc; +#define glStencilFunc glad_glStencilFunc +typedef void (APIENTRYP PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass); +GLAPI PFNGLSTENCILOPPROC glad_glStencilOp; +#define glStencilOp glad_glStencilOp +typedef void (APIENTRYP PFNGLDEPTHFUNCPROC)(GLenum func); +GLAPI PFNGLDEPTHFUNCPROC glad_glDepthFunc; +#define glDepthFunc glad_glDepthFunc +typedef void (APIENTRYP PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELSTOREFPROC glad_glPixelStoref; +#define glPixelStoref glad_glPixelStoref +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELSTOREIPROC glad_glPixelStorei; +#define glPixelStorei glad_glPixelStorei +typedef void (APIENTRYP PFNGLREADBUFFERPROC)(GLenum src); +GLAPI PFNGLREADBUFFERPROC glad_glReadBuffer; +#define glReadBuffer glad_glReadBuffer +typedef void (APIENTRYP PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLREADPIXELSPROC glad_glReadPixels; +#define glReadPixels glad_glReadPixels +typedef void (APIENTRYP PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean *data); +GLAPI PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +#define glGetBooleanv glad_glGetBooleanv +typedef void (APIENTRYP PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble *data); +GLAPI PFNGLGETDOUBLEVPROC glad_glGetDoublev; +#define glGetDoublev glad_glGetDoublev +typedef GLenum (APIENTRYP PFNGLGETERRORPROC)(void); +GLAPI PFNGLGETERRORPROC glad_glGetError; +#define glGetError glad_glGetError +typedef void (APIENTRYP PFNGLGETFLOATVPROC)(GLenum pname, GLfloat *data); +GLAPI PFNGLGETFLOATVPROC glad_glGetFloatv; +#define glGetFloatv glad_glGetFloatv +typedef void (APIENTRYP PFNGLGETINTEGERVPROC)(GLenum pname, GLint *data); +GLAPI PFNGLGETINTEGERVPROC glad_glGetIntegerv; +#define glGetIntegerv glad_glGetIntegerv +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC)(GLenum name); +GLAPI PFNGLGETSTRINGPROC glad_glGetString; +#define glGetString glad_glGetString +typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +#define glGetTexImage glad_glGetTexImage +typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +#define glGetTexParameterfv glad_glGetTexParameterfv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +#define glGetTexParameteriv glad_glGetTexParameteriv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC)(GLenum cap); +GLAPI PFNGLISENABLEDPROC glad_glIsEnabled; +#define glIsEnabled glad_glIsEnabled +typedef void (APIENTRYP PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f); +GLAPI PFNGLDEPTHRANGEPROC glad_glDepthRange; +#define glDepthRange glad_glDepthRange +typedef void (APIENTRYP PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLVIEWPORTPROC glad_glViewport; +#define glViewport glad_glViewport +typedef void (APIENTRYP PFNGLNEWLISTPROC)(GLuint list, GLenum mode); +GLAPI PFNGLNEWLISTPROC glad_glNewList; +#define glNewList glad_glNewList +typedef void (APIENTRYP PFNGLENDLISTPROC)(void); +GLAPI PFNGLENDLISTPROC glad_glEndList; +#define glEndList glad_glEndList +typedef void (APIENTRYP PFNGLCALLLISTPROC)(GLuint list); +GLAPI PFNGLCALLLISTPROC glad_glCallList; +#define glCallList glad_glCallList +typedef void (APIENTRYP PFNGLCALLLISTSPROC)(GLsizei n, GLenum type, const void *lists); +GLAPI PFNGLCALLLISTSPROC glad_glCallLists; +#define glCallLists glad_glCallLists +typedef void (APIENTRYP PFNGLDELETELISTSPROC)(GLuint list, GLsizei range); +GLAPI PFNGLDELETELISTSPROC glad_glDeleteLists; +#define glDeleteLists glad_glDeleteLists +typedef GLuint (APIENTRYP PFNGLGENLISTSPROC)(GLsizei range); +GLAPI PFNGLGENLISTSPROC glad_glGenLists; +#define glGenLists glad_glGenLists +typedef void (APIENTRYP PFNGLLISTBASEPROC)(GLuint base); +GLAPI PFNGLLISTBASEPROC glad_glListBase; +#define glListBase glad_glListBase +typedef void (APIENTRYP PFNGLBEGINPROC)(GLenum mode); +GLAPI PFNGLBEGINPROC glad_glBegin; +#define glBegin glad_glBegin +typedef void (APIENTRYP PFNGLBITMAPPROC)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); +GLAPI PFNGLBITMAPPROC glad_glBitmap; +#define glBitmap glad_glBitmap +typedef void (APIENTRYP PFNGLCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +GLAPI PFNGLCOLOR3BPROC glad_glColor3b; +#define glColor3b glad_glColor3b +typedef void (APIENTRYP PFNGLCOLOR3BVPROC)(const GLbyte *v); +GLAPI PFNGLCOLOR3BVPROC glad_glColor3bv; +#define glColor3bv glad_glColor3bv +typedef void (APIENTRYP PFNGLCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +GLAPI PFNGLCOLOR3DPROC glad_glColor3d; +#define glColor3d glad_glColor3d +typedef void (APIENTRYP PFNGLCOLOR3DVPROC)(const GLdouble *v); +GLAPI PFNGLCOLOR3DVPROC glad_glColor3dv; +#define glColor3dv glad_glColor3dv +typedef void (APIENTRYP PFNGLCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +GLAPI PFNGLCOLOR3FPROC glad_glColor3f; +#define glColor3f glad_glColor3f +typedef void (APIENTRYP PFNGLCOLOR3FVPROC)(const GLfloat *v); +GLAPI PFNGLCOLOR3FVPROC glad_glColor3fv; +#define glColor3fv glad_glColor3fv +typedef void (APIENTRYP PFNGLCOLOR3IPROC)(GLint red, GLint green, GLint blue); +GLAPI PFNGLCOLOR3IPROC glad_glColor3i; +#define glColor3i glad_glColor3i +typedef void (APIENTRYP PFNGLCOLOR3IVPROC)(const GLint *v); +GLAPI PFNGLCOLOR3IVPROC glad_glColor3iv; +#define glColor3iv glad_glColor3iv +typedef void (APIENTRYP PFNGLCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +GLAPI PFNGLCOLOR3SPROC glad_glColor3s; +#define glColor3s glad_glColor3s +typedef void (APIENTRYP PFNGLCOLOR3SVPROC)(const GLshort *v); +GLAPI PFNGLCOLOR3SVPROC glad_glColor3sv; +#define glColor3sv glad_glColor3sv +typedef void (APIENTRYP PFNGLCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +GLAPI PFNGLCOLOR3UBPROC glad_glColor3ub; +#define glColor3ub glad_glColor3ub +typedef void (APIENTRYP PFNGLCOLOR3UBVPROC)(const GLubyte *v); +GLAPI PFNGLCOLOR3UBVPROC glad_glColor3ubv; +#define glColor3ubv glad_glColor3ubv +typedef void (APIENTRYP PFNGLCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +GLAPI PFNGLCOLOR3UIPROC glad_glColor3ui; +#define glColor3ui glad_glColor3ui +typedef void (APIENTRYP PFNGLCOLOR3UIVPROC)(const GLuint *v); +GLAPI PFNGLCOLOR3UIVPROC glad_glColor3uiv; +#define glColor3uiv glad_glColor3uiv +typedef void (APIENTRYP PFNGLCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +GLAPI PFNGLCOLOR3USPROC glad_glColor3us; +#define glColor3us glad_glColor3us +typedef void (APIENTRYP PFNGLCOLOR3USVPROC)(const GLushort *v); +GLAPI PFNGLCOLOR3USVPROC glad_glColor3usv; +#define glColor3usv glad_glColor3usv +typedef void (APIENTRYP PFNGLCOLOR4BPROC)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); +GLAPI PFNGLCOLOR4BPROC glad_glColor4b; +#define glColor4b glad_glColor4b +typedef void (APIENTRYP PFNGLCOLOR4BVPROC)(const GLbyte *v); +GLAPI PFNGLCOLOR4BVPROC glad_glColor4bv; +#define glColor4bv glad_glColor4bv +typedef void (APIENTRYP PFNGLCOLOR4DPROC)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); +GLAPI PFNGLCOLOR4DPROC glad_glColor4d; +#define glColor4d glad_glColor4d +typedef void (APIENTRYP PFNGLCOLOR4DVPROC)(const GLdouble *v); +GLAPI PFNGLCOLOR4DVPROC glad_glColor4dv; +#define glColor4dv glad_glColor4dv +typedef void (APIENTRYP PFNGLCOLOR4FPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCOLOR4FPROC glad_glColor4f; +#define glColor4f glad_glColor4f +typedef void (APIENTRYP PFNGLCOLOR4FVPROC)(const GLfloat *v); +GLAPI PFNGLCOLOR4FVPROC glad_glColor4fv; +#define glColor4fv glad_glColor4fv +typedef void (APIENTRYP PFNGLCOLOR4IPROC)(GLint red, GLint green, GLint blue, GLint alpha); +GLAPI PFNGLCOLOR4IPROC glad_glColor4i; +#define glColor4i glad_glColor4i +typedef void (APIENTRYP PFNGLCOLOR4IVPROC)(const GLint *v); +GLAPI PFNGLCOLOR4IVPROC glad_glColor4iv; +#define glColor4iv glad_glColor4iv +typedef void (APIENTRYP PFNGLCOLOR4SPROC)(GLshort red, GLshort green, GLshort blue, GLshort alpha); +GLAPI PFNGLCOLOR4SPROC glad_glColor4s; +#define glColor4s glad_glColor4s +typedef void (APIENTRYP PFNGLCOLOR4SVPROC)(const GLshort *v); +GLAPI PFNGLCOLOR4SVPROC glad_glColor4sv; +#define glColor4sv glad_glColor4sv +typedef void (APIENTRYP PFNGLCOLOR4UBPROC)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); +GLAPI PFNGLCOLOR4UBPROC glad_glColor4ub; +#define glColor4ub glad_glColor4ub +typedef void (APIENTRYP PFNGLCOLOR4UBVPROC)(const GLubyte *v); +GLAPI PFNGLCOLOR4UBVPROC glad_glColor4ubv; +#define glColor4ubv glad_glColor4ubv +typedef void (APIENTRYP PFNGLCOLOR4UIPROC)(GLuint red, GLuint green, GLuint blue, GLuint alpha); +GLAPI PFNGLCOLOR4UIPROC glad_glColor4ui; +#define glColor4ui glad_glColor4ui +typedef void (APIENTRYP PFNGLCOLOR4UIVPROC)(const GLuint *v); +GLAPI PFNGLCOLOR4UIVPROC glad_glColor4uiv; +#define glColor4uiv glad_glColor4uiv +typedef void (APIENTRYP PFNGLCOLOR4USPROC)(GLushort red, GLushort green, GLushort blue, GLushort alpha); +GLAPI PFNGLCOLOR4USPROC glad_glColor4us; +#define glColor4us glad_glColor4us +typedef void (APIENTRYP PFNGLCOLOR4USVPROC)(const GLushort *v); +GLAPI PFNGLCOLOR4USVPROC glad_glColor4usv; +#define glColor4usv glad_glColor4usv +typedef void (APIENTRYP PFNGLEDGEFLAGPROC)(GLboolean flag); +GLAPI PFNGLEDGEFLAGPROC glad_glEdgeFlag; +#define glEdgeFlag glad_glEdgeFlag +typedef void (APIENTRYP PFNGLEDGEFLAGVPROC)(const GLboolean *flag); +GLAPI PFNGLEDGEFLAGVPROC glad_glEdgeFlagv; +#define glEdgeFlagv glad_glEdgeFlagv +typedef void (APIENTRYP PFNGLENDPROC)(void); +GLAPI PFNGLENDPROC glad_glEnd; +#define glEnd glad_glEnd +typedef void (APIENTRYP PFNGLINDEXDPROC)(GLdouble c); +GLAPI PFNGLINDEXDPROC glad_glIndexd; +#define glIndexd glad_glIndexd +typedef void (APIENTRYP PFNGLINDEXDVPROC)(const GLdouble *c); +GLAPI PFNGLINDEXDVPROC glad_glIndexdv; +#define glIndexdv glad_glIndexdv +typedef void (APIENTRYP PFNGLINDEXFPROC)(GLfloat c); +GLAPI PFNGLINDEXFPROC glad_glIndexf; +#define glIndexf glad_glIndexf +typedef void (APIENTRYP PFNGLINDEXFVPROC)(const GLfloat *c); +GLAPI PFNGLINDEXFVPROC glad_glIndexfv; +#define glIndexfv glad_glIndexfv +typedef void (APIENTRYP PFNGLINDEXIPROC)(GLint c); +GLAPI PFNGLINDEXIPROC glad_glIndexi; +#define glIndexi glad_glIndexi +typedef void (APIENTRYP PFNGLINDEXIVPROC)(const GLint *c); +GLAPI PFNGLINDEXIVPROC glad_glIndexiv; +#define glIndexiv glad_glIndexiv +typedef void (APIENTRYP PFNGLINDEXSPROC)(GLshort c); +GLAPI PFNGLINDEXSPROC glad_glIndexs; +#define glIndexs glad_glIndexs +typedef void (APIENTRYP PFNGLINDEXSVPROC)(const GLshort *c); +GLAPI PFNGLINDEXSVPROC glad_glIndexsv; +#define glIndexsv glad_glIndexsv +typedef void (APIENTRYP PFNGLNORMAL3BPROC)(GLbyte nx, GLbyte ny, GLbyte nz); +GLAPI PFNGLNORMAL3BPROC glad_glNormal3b; +#define glNormal3b glad_glNormal3b +typedef void (APIENTRYP PFNGLNORMAL3BVPROC)(const GLbyte *v); +GLAPI PFNGLNORMAL3BVPROC glad_glNormal3bv; +#define glNormal3bv glad_glNormal3bv +typedef void (APIENTRYP PFNGLNORMAL3DPROC)(GLdouble nx, GLdouble ny, GLdouble nz); +GLAPI PFNGLNORMAL3DPROC glad_glNormal3d; +#define glNormal3d glad_glNormal3d +typedef void (APIENTRYP PFNGLNORMAL3DVPROC)(const GLdouble *v); +GLAPI PFNGLNORMAL3DVPROC glad_glNormal3dv; +#define glNormal3dv glad_glNormal3dv +typedef void (APIENTRYP PFNGLNORMAL3FPROC)(GLfloat nx, GLfloat ny, GLfloat nz); +GLAPI PFNGLNORMAL3FPROC glad_glNormal3f; +#define glNormal3f glad_glNormal3f +typedef void (APIENTRYP PFNGLNORMAL3FVPROC)(const GLfloat *v); +GLAPI PFNGLNORMAL3FVPROC glad_glNormal3fv; +#define glNormal3fv glad_glNormal3fv +typedef void (APIENTRYP PFNGLNORMAL3IPROC)(GLint nx, GLint ny, GLint nz); +GLAPI PFNGLNORMAL3IPROC glad_glNormal3i; +#define glNormal3i glad_glNormal3i +typedef void (APIENTRYP PFNGLNORMAL3IVPROC)(const GLint *v); +GLAPI PFNGLNORMAL3IVPROC glad_glNormal3iv; +#define glNormal3iv glad_glNormal3iv +typedef void (APIENTRYP PFNGLNORMAL3SPROC)(GLshort nx, GLshort ny, GLshort nz); +GLAPI PFNGLNORMAL3SPROC glad_glNormal3s; +#define glNormal3s glad_glNormal3s +typedef void (APIENTRYP PFNGLNORMAL3SVPROC)(const GLshort *v); +GLAPI PFNGLNORMAL3SVPROC glad_glNormal3sv; +#define glNormal3sv glad_glNormal3sv +typedef void (APIENTRYP PFNGLRASTERPOS2DPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLRASTERPOS2DPROC glad_glRasterPos2d; +#define glRasterPos2d glad_glRasterPos2d +typedef void (APIENTRYP PFNGLRASTERPOS2DVPROC)(const GLdouble *v); +GLAPI PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv; +#define glRasterPos2dv glad_glRasterPos2dv +typedef void (APIENTRYP PFNGLRASTERPOS2FPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLRASTERPOS2FPROC glad_glRasterPos2f; +#define glRasterPos2f glad_glRasterPos2f +typedef void (APIENTRYP PFNGLRASTERPOS2FVPROC)(const GLfloat *v); +GLAPI PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv; +#define glRasterPos2fv glad_glRasterPos2fv +typedef void (APIENTRYP PFNGLRASTERPOS2IPROC)(GLint x, GLint y); +GLAPI PFNGLRASTERPOS2IPROC glad_glRasterPos2i; +#define glRasterPos2i glad_glRasterPos2i +typedef void (APIENTRYP PFNGLRASTERPOS2IVPROC)(const GLint *v); +GLAPI PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv; +#define glRasterPos2iv glad_glRasterPos2iv +typedef void (APIENTRYP PFNGLRASTERPOS2SPROC)(GLshort x, GLshort y); +GLAPI PFNGLRASTERPOS2SPROC glad_glRasterPos2s; +#define glRasterPos2s glad_glRasterPos2s +typedef void (APIENTRYP PFNGLRASTERPOS2SVPROC)(const GLshort *v); +GLAPI PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv; +#define glRasterPos2sv glad_glRasterPos2sv +typedef void (APIENTRYP PFNGLRASTERPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLRASTERPOS3DPROC glad_glRasterPos3d; +#define glRasterPos3d glad_glRasterPos3d +typedef void (APIENTRYP PFNGLRASTERPOS3DVPROC)(const GLdouble *v); +GLAPI PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv; +#define glRasterPos3dv glad_glRasterPos3dv +typedef void (APIENTRYP PFNGLRASTERPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLRASTERPOS3FPROC glad_glRasterPos3f; +#define glRasterPos3f glad_glRasterPos3f +typedef void (APIENTRYP PFNGLRASTERPOS3FVPROC)(const GLfloat *v); +GLAPI PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv; +#define glRasterPos3fv glad_glRasterPos3fv +typedef void (APIENTRYP PFNGLRASTERPOS3IPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLRASTERPOS3IPROC glad_glRasterPos3i; +#define glRasterPos3i glad_glRasterPos3i +typedef void (APIENTRYP PFNGLRASTERPOS3IVPROC)(const GLint *v); +GLAPI PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv; +#define glRasterPos3iv glad_glRasterPos3iv +typedef void (APIENTRYP PFNGLRASTERPOS3SPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLRASTERPOS3SPROC glad_glRasterPos3s; +#define glRasterPos3s glad_glRasterPos3s +typedef void (APIENTRYP PFNGLRASTERPOS3SVPROC)(const GLshort *v); +GLAPI PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv; +#define glRasterPos3sv glad_glRasterPos3sv +typedef void (APIENTRYP PFNGLRASTERPOS4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLRASTERPOS4DPROC glad_glRasterPos4d; +#define glRasterPos4d glad_glRasterPos4d +typedef void (APIENTRYP PFNGLRASTERPOS4DVPROC)(const GLdouble *v); +GLAPI PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv; +#define glRasterPos4dv glad_glRasterPos4dv +typedef void (APIENTRYP PFNGLRASTERPOS4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLRASTERPOS4FPROC glad_glRasterPos4f; +#define glRasterPos4f glad_glRasterPos4f +typedef void (APIENTRYP PFNGLRASTERPOS4FVPROC)(const GLfloat *v); +GLAPI PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv; +#define glRasterPos4fv glad_glRasterPos4fv +typedef void (APIENTRYP PFNGLRASTERPOS4IPROC)(GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLRASTERPOS4IPROC glad_glRasterPos4i; +#define glRasterPos4i glad_glRasterPos4i +typedef void (APIENTRYP PFNGLRASTERPOS4IVPROC)(const GLint *v); +GLAPI PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv; +#define glRasterPos4iv glad_glRasterPos4iv +typedef void (APIENTRYP PFNGLRASTERPOS4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLRASTERPOS4SPROC glad_glRasterPos4s; +#define glRasterPos4s glad_glRasterPos4s +typedef void (APIENTRYP PFNGLRASTERPOS4SVPROC)(const GLshort *v); +GLAPI PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv; +#define glRasterPos4sv glad_glRasterPos4sv +typedef void (APIENTRYP PFNGLRECTDPROC)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); +GLAPI PFNGLRECTDPROC glad_glRectd; +#define glRectd glad_glRectd +typedef void (APIENTRYP PFNGLRECTDVPROC)(const GLdouble *v1, const GLdouble *v2); +GLAPI PFNGLRECTDVPROC glad_glRectdv; +#define glRectdv glad_glRectdv +typedef void (APIENTRYP PFNGLRECTFPROC)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); +GLAPI PFNGLRECTFPROC glad_glRectf; +#define glRectf glad_glRectf +typedef void (APIENTRYP PFNGLRECTFVPROC)(const GLfloat *v1, const GLfloat *v2); +GLAPI PFNGLRECTFVPROC glad_glRectfv; +#define glRectfv glad_glRectfv +typedef void (APIENTRYP PFNGLRECTIPROC)(GLint x1, GLint y1, GLint x2, GLint y2); +GLAPI PFNGLRECTIPROC glad_glRecti; +#define glRecti glad_glRecti +typedef void (APIENTRYP PFNGLRECTIVPROC)(const GLint *v1, const GLint *v2); +GLAPI PFNGLRECTIVPROC glad_glRectiv; +#define glRectiv glad_glRectiv +typedef void (APIENTRYP PFNGLRECTSPROC)(GLshort x1, GLshort y1, GLshort x2, GLshort y2); +GLAPI PFNGLRECTSPROC glad_glRects; +#define glRects glad_glRects +typedef void (APIENTRYP PFNGLRECTSVPROC)(const GLshort *v1, const GLshort *v2); +GLAPI PFNGLRECTSVPROC glad_glRectsv; +#define glRectsv glad_glRectsv +typedef void (APIENTRYP PFNGLTEXCOORD1DPROC)(GLdouble s); +GLAPI PFNGLTEXCOORD1DPROC glad_glTexCoord1d; +#define glTexCoord1d glad_glTexCoord1d +typedef void (APIENTRYP PFNGLTEXCOORD1DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv; +#define glTexCoord1dv glad_glTexCoord1dv +typedef void (APIENTRYP PFNGLTEXCOORD1FPROC)(GLfloat s); +GLAPI PFNGLTEXCOORD1FPROC glad_glTexCoord1f; +#define glTexCoord1f glad_glTexCoord1f +typedef void (APIENTRYP PFNGLTEXCOORD1FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv; +#define glTexCoord1fv glad_glTexCoord1fv +typedef void (APIENTRYP PFNGLTEXCOORD1IPROC)(GLint s); +GLAPI PFNGLTEXCOORD1IPROC glad_glTexCoord1i; +#define glTexCoord1i glad_glTexCoord1i +typedef void (APIENTRYP PFNGLTEXCOORD1IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv; +#define glTexCoord1iv glad_glTexCoord1iv +typedef void (APIENTRYP PFNGLTEXCOORD1SPROC)(GLshort s); +GLAPI PFNGLTEXCOORD1SPROC glad_glTexCoord1s; +#define glTexCoord1s glad_glTexCoord1s +typedef void (APIENTRYP PFNGLTEXCOORD1SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv; +#define glTexCoord1sv glad_glTexCoord1sv +typedef void (APIENTRYP PFNGLTEXCOORD2DPROC)(GLdouble s, GLdouble t); +GLAPI PFNGLTEXCOORD2DPROC glad_glTexCoord2d; +#define glTexCoord2d glad_glTexCoord2d +typedef void (APIENTRYP PFNGLTEXCOORD2DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv; +#define glTexCoord2dv glad_glTexCoord2dv +typedef void (APIENTRYP PFNGLTEXCOORD2FPROC)(GLfloat s, GLfloat t); +GLAPI PFNGLTEXCOORD2FPROC glad_glTexCoord2f; +#define glTexCoord2f glad_glTexCoord2f +typedef void (APIENTRYP PFNGLTEXCOORD2FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv; +#define glTexCoord2fv glad_glTexCoord2fv +typedef void (APIENTRYP PFNGLTEXCOORD2IPROC)(GLint s, GLint t); +GLAPI PFNGLTEXCOORD2IPROC glad_glTexCoord2i; +#define glTexCoord2i glad_glTexCoord2i +typedef void (APIENTRYP PFNGLTEXCOORD2IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv; +#define glTexCoord2iv glad_glTexCoord2iv +typedef void (APIENTRYP PFNGLTEXCOORD2SPROC)(GLshort s, GLshort t); +GLAPI PFNGLTEXCOORD2SPROC glad_glTexCoord2s; +#define glTexCoord2s glad_glTexCoord2s +typedef void (APIENTRYP PFNGLTEXCOORD2SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv; +#define glTexCoord2sv glad_glTexCoord2sv +typedef void (APIENTRYP PFNGLTEXCOORD3DPROC)(GLdouble s, GLdouble t, GLdouble r); +GLAPI PFNGLTEXCOORD3DPROC glad_glTexCoord3d; +#define glTexCoord3d glad_glTexCoord3d +typedef void (APIENTRYP PFNGLTEXCOORD3DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv; +#define glTexCoord3dv glad_glTexCoord3dv +typedef void (APIENTRYP PFNGLTEXCOORD3FPROC)(GLfloat s, GLfloat t, GLfloat r); +GLAPI PFNGLTEXCOORD3FPROC glad_glTexCoord3f; +#define glTexCoord3f glad_glTexCoord3f +typedef void (APIENTRYP PFNGLTEXCOORD3FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv; +#define glTexCoord3fv glad_glTexCoord3fv +typedef void (APIENTRYP PFNGLTEXCOORD3IPROC)(GLint s, GLint t, GLint r); +GLAPI PFNGLTEXCOORD3IPROC glad_glTexCoord3i; +#define glTexCoord3i glad_glTexCoord3i +typedef void (APIENTRYP PFNGLTEXCOORD3IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv; +#define glTexCoord3iv glad_glTexCoord3iv +typedef void (APIENTRYP PFNGLTEXCOORD3SPROC)(GLshort s, GLshort t, GLshort r); +GLAPI PFNGLTEXCOORD3SPROC glad_glTexCoord3s; +#define glTexCoord3s glad_glTexCoord3s +typedef void (APIENTRYP PFNGLTEXCOORD3SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv; +#define glTexCoord3sv glad_glTexCoord3sv +typedef void (APIENTRYP PFNGLTEXCOORD4DPROC)(GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI PFNGLTEXCOORD4DPROC glad_glTexCoord4d; +#define glTexCoord4d glad_glTexCoord4d +typedef void (APIENTRYP PFNGLTEXCOORD4DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv; +#define glTexCoord4dv glad_glTexCoord4dv +typedef void (APIENTRYP PFNGLTEXCOORD4FPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI PFNGLTEXCOORD4FPROC glad_glTexCoord4f; +#define glTexCoord4f glad_glTexCoord4f +typedef void (APIENTRYP PFNGLTEXCOORD4FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv; +#define glTexCoord4fv glad_glTexCoord4fv +typedef void (APIENTRYP PFNGLTEXCOORD4IPROC)(GLint s, GLint t, GLint r, GLint q); +GLAPI PFNGLTEXCOORD4IPROC glad_glTexCoord4i; +#define glTexCoord4i glad_glTexCoord4i +typedef void (APIENTRYP PFNGLTEXCOORD4IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv; +#define glTexCoord4iv glad_glTexCoord4iv +typedef void (APIENTRYP PFNGLTEXCOORD4SPROC)(GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI PFNGLTEXCOORD4SPROC glad_glTexCoord4s; +#define glTexCoord4s glad_glTexCoord4s +typedef void (APIENTRYP PFNGLTEXCOORD4SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv; +#define glTexCoord4sv glad_glTexCoord4sv +typedef void (APIENTRYP PFNGLVERTEX2DPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLVERTEX2DPROC glad_glVertex2d; +#define glVertex2d glad_glVertex2d +typedef void (APIENTRYP PFNGLVERTEX2DVPROC)(const GLdouble *v); +GLAPI PFNGLVERTEX2DVPROC glad_glVertex2dv; +#define glVertex2dv glad_glVertex2dv +typedef void (APIENTRYP PFNGLVERTEX2FPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLVERTEX2FPROC glad_glVertex2f; +#define glVertex2f glad_glVertex2f +typedef void (APIENTRYP PFNGLVERTEX2FVPROC)(const GLfloat *v); +GLAPI PFNGLVERTEX2FVPROC glad_glVertex2fv; +#define glVertex2fv glad_glVertex2fv +typedef void (APIENTRYP PFNGLVERTEX2IPROC)(GLint x, GLint y); +GLAPI PFNGLVERTEX2IPROC glad_glVertex2i; +#define glVertex2i glad_glVertex2i +typedef void (APIENTRYP PFNGLVERTEX2IVPROC)(const GLint *v); +GLAPI PFNGLVERTEX2IVPROC glad_glVertex2iv; +#define glVertex2iv glad_glVertex2iv +typedef void (APIENTRYP PFNGLVERTEX2SPROC)(GLshort x, GLshort y); +GLAPI PFNGLVERTEX2SPROC glad_glVertex2s; +#define glVertex2s glad_glVertex2s +typedef void (APIENTRYP PFNGLVERTEX2SVPROC)(const GLshort *v); +GLAPI PFNGLVERTEX2SVPROC glad_glVertex2sv; +#define glVertex2sv glad_glVertex2sv +typedef void (APIENTRYP PFNGLVERTEX3DPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEX3DPROC glad_glVertex3d; +#define glVertex3d glad_glVertex3d +typedef void (APIENTRYP PFNGLVERTEX3DVPROC)(const GLdouble *v); +GLAPI PFNGLVERTEX3DVPROC glad_glVertex3dv; +#define glVertex3dv glad_glVertex3dv +typedef void (APIENTRYP PFNGLVERTEX3FPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEX3FPROC glad_glVertex3f; +#define glVertex3f glad_glVertex3f +typedef void (APIENTRYP PFNGLVERTEX3FVPROC)(const GLfloat *v); +GLAPI PFNGLVERTEX3FVPROC glad_glVertex3fv; +#define glVertex3fv glad_glVertex3fv +typedef void (APIENTRYP PFNGLVERTEX3IPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEX3IPROC glad_glVertex3i; +#define glVertex3i glad_glVertex3i +typedef void (APIENTRYP PFNGLVERTEX3IVPROC)(const GLint *v); +GLAPI PFNGLVERTEX3IVPROC glad_glVertex3iv; +#define glVertex3iv glad_glVertex3iv +typedef void (APIENTRYP PFNGLVERTEX3SPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEX3SPROC glad_glVertex3s; +#define glVertex3s glad_glVertex3s +typedef void (APIENTRYP PFNGLVERTEX3SVPROC)(const GLshort *v); +GLAPI PFNGLVERTEX3SVPROC glad_glVertex3sv; +#define glVertex3sv glad_glVertex3sv +typedef void (APIENTRYP PFNGLVERTEX4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEX4DPROC glad_glVertex4d; +#define glVertex4d glad_glVertex4d +typedef void (APIENTRYP PFNGLVERTEX4DVPROC)(const GLdouble *v); +GLAPI PFNGLVERTEX4DVPROC glad_glVertex4dv; +#define glVertex4dv glad_glVertex4dv +typedef void (APIENTRYP PFNGLVERTEX4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEX4FPROC glad_glVertex4f; +#define glVertex4f glad_glVertex4f +typedef void (APIENTRYP PFNGLVERTEX4FVPROC)(const GLfloat *v); +GLAPI PFNGLVERTEX4FVPROC glad_glVertex4fv; +#define glVertex4fv glad_glVertex4fv +typedef void (APIENTRYP PFNGLVERTEX4IPROC)(GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEX4IPROC glad_glVertex4i; +#define glVertex4i glad_glVertex4i +typedef void (APIENTRYP PFNGLVERTEX4IVPROC)(const GLint *v); +GLAPI PFNGLVERTEX4IVPROC glad_glVertex4iv; +#define glVertex4iv glad_glVertex4iv +typedef void (APIENTRYP PFNGLVERTEX4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEX4SPROC glad_glVertex4s; +#define glVertex4s glad_glVertex4s +typedef void (APIENTRYP PFNGLVERTEX4SVPROC)(const GLshort *v); +GLAPI PFNGLVERTEX4SVPROC glad_glVertex4sv; +#define glVertex4sv glad_glVertex4sv +typedef void (APIENTRYP PFNGLCLIPPLANEPROC)(GLenum plane, const GLdouble *equation); +GLAPI PFNGLCLIPPLANEPROC glad_glClipPlane; +#define glClipPlane glad_glClipPlane +typedef void (APIENTRYP PFNGLCOLORMATERIALPROC)(GLenum face, GLenum mode); +GLAPI PFNGLCOLORMATERIALPROC glad_glColorMaterial; +#define glColorMaterial glad_glColorMaterial +typedef void (APIENTRYP PFNGLFOGFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLFOGFPROC glad_glFogf; +#define glFogf glad_glFogf +typedef void (APIENTRYP PFNGLFOGFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLFOGFVPROC glad_glFogfv; +#define glFogfv glad_glFogfv +typedef void (APIENTRYP PFNGLFOGIPROC)(GLenum pname, GLint param); +GLAPI PFNGLFOGIPROC glad_glFogi; +#define glFogi glad_glFogi +typedef void (APIENTRYP PFNGLFOGIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLFOGIVPROC glad_glFogiv; +#define glFogiv glad_glFogiv +typedef void (APIENTRYP PFNGLLIGHTFPROC)(GLenum light, GLenum pname, GLfloat param); +GLAPI PFNGLLIGHTFPROC glad_glLightf; +#define glLightf glad_glLightf +typedef void (APIENTRYP PFNGLLIGHTFVPROC)(GLenum light, GLenum pname, const GLfloat *params); +GLAPI PFNGLLIGHTFVPROC glad_glLightfv; +#define glLightfv glad_glLightfv +typedef void (APIENTRYP PFNGLLIGHTIPROC)(GLenum light, GLenum pname, GLint param); +GLAPI PFNGLLIGHTIPROC glad_glLighti; +#define glLighti glad_glLighti +typedef void (APIENTRYP PFNGLLIGHTIVPROC)(GLenum light, GLenum pname, const GLint *params); +GLAPI PFNGLLIGHTIVPROC glad_glLightiv; +#define glLightiv glad_glLightiv +typedef void (APIENTRYP PFNGLLIGHTMODELFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLLIGHTMODELFPROC glad_glLightModelf; +#define glLightModelf glad_glLightModelf +typedef void (APIENTRYP PFNGLLIGHTMODELFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLLIGHTMODELFVPROC glad_glLightModelfv; +#define glLightModelfv glad_glLightModelfv +typedef void (APIENTRYP PFNGLLIGHTMODELIPROC)(GLenum pname, GLint param); +GLAPI PFNGLLIGHTMODELIPROC glad_glLightModeli; +#define glLightModeli glad_glLightModeli +typedef void (APIENTRYP PFNGLLIGHTMODELIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLLIGHTMODELIVPROC glad_glLightModeliv; +#define glLightModeliv glad_glLightModeliv +typedef void (APIENTRYP PFNGLLINESTIPPLEPROC)(GLint factor, GLushort pattern); +GLAPI PFNGLLINESTIPPLEPROC glad_glLineStipple; +#define glLineStipple glad_glLineStipple +typedef void (APIENTRYP PFNGLMATERIALFPROC)(GLenum face, GLenum pname, GLfloat param); +GLAPI PFNGLMATERIALFPROC glad_glMaterialf; +#define glMaterialf glad_glMaterialf +typedef void (APIENTRYP PFNGLMATERIALFVPROC)(GLenum face, GLenum pname, const GLfloat *params); +GLAPI PFNGLMATERIALFVPROC glad_glMaterialfv; +#define glMaterialfv glad_glMaterialfv +typedef void (APIENTRYP PFNGLMATERIALIPROC)(GLenum face, GLenum pname, GLint param); +GLAPI PFNGLMATERIALIPROC glad_glMateriali; +#define glMateriali glad_glMateriali +typedef void (APIENTRYP PFNGLMATERIALIVPROC)(GLenum face, GLenum pname, const GLint *params); +GLAPI PFNGLMATERIALIVPROC glad_glMaterialiv; +#define glMaterialiv glad_glMaterialiv +typedef void (APIENTRYP PFNGLPOLYGONSTIPPLEPROC)(const GLubyte *mask); +GLAPI PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple; +#define glPolygonStipple glad_glPolygonStipple +typedef void (APIENTRYP PFNGLSHADEMODELPROC)(GLenum mode); +GLAPI PFNGLSHADEMODELPROC glad_glShadeModel; +#define glShadeModel glad_glShadeModel +typedef void (APIENTRYP PFNGLTEXENVFPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXENVFPROC glad_glTexEnvf; +#define glTexEnvf glad_glTexEnvf +typedef void (APIENTRYP PFNGLTEXENVFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXENVFVPROC glad_glTexEnvfv; +#define glTexEnvfv glad_glTexEnvfv +typedef void (APIENTRYP PFNGLTEXENVIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXENVIPROC glad_glTexEnvi; +#define glTexEnvi glad_glTexEnvi +typedef void (APIENTRYP PFNGLTEXENVIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXENVIVPROC glad_glTexEnviv; +#define glTexEnviv glad_glTexEnviv +typedef void (APIENTRYP PFNGLTEXGENDPROC)(GLenum coord, GLenum pname, GLdouble param); +GLAPI PFNGLTEXGENDPROC glad_glTexGend; +#define glTexGend glad_glTexGend +typedef void (APIENTRYP PFNGLTEXGENDVPROC)(GLenum coord, GLenum pname, const GLdouble *params); +GLAPI PFNGLTEXGENDVPROC glad_glTexGendv; +#define glTexGendv glad_glTexGendv +typedef void (APIENTRYP PFNGLTEXGENFPROC)(GLenum coord, GLenum pname, GLfloat param); +GLAPI PFNGLTEXGENFPROC glad_glTexGenf; +#define glTexGenf glad_glTexGenf +typedef void (APIENTRYP PFNGLTEXGENFVPROC)(GLenum coord, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXGENFVPROC glad_glTexGenfv; +#define glTexGenfv glad_glTexGenfv +typedef void (APIENTRYP PFNGLTEXGENIPROC)(GLenum coord, GLenum pname, GLint param); +GLAPI PFNGLTEXGENIPROC glad_glTexGeni; +#define glTexGeni glad_glTexGeni +typedef void (APIENTRYP PFNGLTEXGENIVPROC)(GLenum coord, GLenum pname, const GLint *params); +GLAPI PFNGLTEXGENIVPROC glad_glTexGeniv; +#define glTexGeniv glad_glTexGeniv +typedef void (APIENTRYP PFNGLFEEDBACKBUFFERPROC)(GLsizei size, GLenum type, GLfloat *buffer); +GLAPI PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer; +#define glFeedbackBuffer glad_glFeedbackBuffer +typedef void (APIENTRYP PFNGLSELECTBUFFERPROC)(GLsizei size, GLuint *buffer); +GLAPI PFNGLSELECTBUFFERPROC glad_glSelectBuffer; +#define glSelectBuffer glad_glSelectBuffer +typedef GLint (APIENTRYP PFNGLRENDERMODEPROC)(GLenum mode); +GLAPI PFNGLRENDERMODEPROC glad_glRenderMode; +#define glRenderMode glad_glRenderMode +typedef void (APIENTRYP PFNGLINITNAMESPROC)(void); +GLAPI PFNGLINITNAMESPROC glad_glInitNames; +#define glInitNames glad_glInitNames +typedef void (APIENTRYP PFNGLLOADNAMEPROC)(GLuint name); +GLAPI PFNGLLOADNAMEPROC glad_glLoadName; +#define glLoadName glad_glLoadName +typedef void (APIENTRYP PFNGLPASSTHROUGHPROC)(GLfloat token); +GLAPI PFNGLPASSTHROUGHPROC glad_glPassThrough; +#define glPassThrough glad_glPassThrough +typedef void (APIENTRYP PFNGLPOPNAMEPROC)(void); +GLAPI PFNGLPOPNAMEPROC glad_glPopName; +#define glPopName glad_glPopName +typedef void (APIENTRYP PFNGLPUSHNAMEPROC)(GLuint name); +GLAPI PFNGLPUSHNAMEPROC glad_glPushName; +#define glPushName glad_glPushName +typedef void (APIENTRYP PFNGLCLEARACCUMPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCLEARACCUMPROC glad_glClearAccum; +#define glClearAccum glad_glClearAccum +typedef void (APIENTRYP PFNGLCLEARINDEXPROC)(GLfloat c); +GLAPI PFNGLCLEARINDEXPROC glad_glClearIndex; +#define glClearIndex glad_glClearIndex +typedef void (APIENTRYP PFNGLINDEXMASKPROC)(GLuint mask); +GLAPI PFNGLINDEXMASKPROC glad_glIndexMask; +#define glIndexMask glad_glIndexMask +typedef void (APIENTRYP PFNGLACCUMPROC)(GLenum op, GLfloat value); +GLAPI PFNGLACCUMPROC glad_glAccum; +#define glAccum glad_glAccum +typedef void (APIENTRYP PFNGLPOPATTRIBPROC)(void); +GLAPI PFNGLPOPATTRIBPROC glad_glPopAttrib; +#define glPopAttrib glad_glPopAttrib +typedef void (APIENTRYP PFNGLPUSHATTRIBPROC)(GLbitfield mask); +GLAPI PFNGLPUSHATTRIBPROC glad_glPushAttrib; +#define glPushAttrib glad_glPushAttrib +typedef void (APIENTRYP PFNGLMAP1DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); +GLAPI PFNGLMAP1DPROC glad_glMap1d; +#define glMap1d glad_glMap1d +typedef void (APIENTRYP PFNGLMAP1FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); +GLAPI PFNGLMAP1FPROC glad_glMap1f; +#define glMap1f glad_glMap1f +typedef void (APIENTRYP PFNGLMAP2DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); +GLAPI PFNGLMAP2DPROC glad_glMap2d; +#define glMap2d glad_glMap2d +typedef void (APIENTRYP PFNGLMAP2FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); +GLAPI PFNGLMAP2FPROC glad_glMap2f; +#define glMap2f glad_glMap2f +typedef void (APIENTRYP PFNGLMAPGRID1DPROC)(GLint un, GLdouble u1, GLdouble u2); +GLAPI PFNGLMAPGRID1DPROC glad_glMapGrid1d; +#define glMapGrid1d glad_glMapGrid1d +typedef void (APIENTRYP PFNGLMAPGRID1FPROC)(GLint un, GLfloat u1, GLfloat u2); +GLAPI PFNGLMAPGRID1FPROC glad_glMapGrid1f; +#define glMapGrid1f glad_glMapGrid1f +typedef void (APIENTRYP PFNGLMAPGRID2DPROC)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); +GLAPI PFNGLMAPGRID2DPROC glad_glMapGrid2d; +#define glMapGrid2d glad_glMapGrid2d +typedef void (APIENTRYP PFNGLMAPGRID2FPROC)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); +GLAPI PFNGLMAPGRID2FPROC glad_glMapGrid2f; +#define glMapGrid2f glad_glMapGrid2f +typedef void (APIENTRYP PFNGLEVALCOORD1DPROC)(GLdouble u); +GLAPI PFNGLEVALCOORD1DPROC glad_glEvalCoord1d; +#define glEvalCoord1d glad_glEvalCoord1d +typedef void (APIENTRYP PFNGLEVALCOORD1DVPROC)(const GLdouble *u); +GLAPI PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv; +#define glEvalCoord1dv glad_glEvalCoord1dv +typedef void (APIENTRYP PFNGLEVALCOORD1FPROC)(GLfloat u); +GLAPI PFNGLEVALCOORD1FPROC glad_glEvalCoord1f; +#define glEvalCoord1f glad_glEvalCoord1f +typedef void (APIENTRYP PFNGLEVALCOORD1FVPROC)(const GLfloat *u); +GLAPI PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv; +#define glEvalCoord1fv glad_glEvalCoord1fv +typedef void (APIENTRYP PFNGLEVALCOORD2DPROC)(GLdouble u, GLdouble v); +GLAPI PFNGLEVALCOORD2DPROC glad_glEvalCoord2d; +#define glEvalCoord2d glad_glEvalCoord2d +typedef void (APIENTRYP PFNGLEVALCOORD2DVPROC)(const GLdouble *u); +GLAPI PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv; +#define glEvalCoord2dv glad_glEvalCoord2dv +typedef void (APIENTRYP PFNGLEVALCOORD2FPROC)(GLfloat u, GLfloat v); +GLAPI PFNGLEVALCOORD2FPROC glad_glEvalCoord2f; +#define glEvalCoord2f glad_glEvalCoord2f +typedef void (APIENTRYP PFNGLEVALCOORD2FVPROC)(const GLfloat *u); +GLAPI PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv; +#define glEvalCoord2fv glad_glEvalCoord2fv +typedef void (APIENTRYP PFNGLEVALMESH1PROC)(GLenum mode, GLint i1, GLint i2); +GLAPI PFNGLEVALMESH1PROC glad_glEvalMesh1; +#define glEvalMesh1 glad_glEvalMesh1 +typedef void (APIENTRYP PFNGLEVALPOINT1PROC)(GLint i); +GLAPI PFNGLEVALPOINT1PROC glad_glEvalPoint1; +#define glEvalPoint1 glad_glEvalPoint1 +typedef void (APIENTRYP PFNGLEVALMESH2PROC)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); +GLAPI PFNGLEVALMESH2PROC glad_glEvalMesh2; +#define glEvalMesh2 glad_glEvalMesh2 +typedef void (APIENTRYP PFNGLEVALPOINT2PROC)(GLint i, GLint j); +GLAPI PFNGLEVALPOINT2PROC glad_glEvalPoint2; +#define glEvalPoint2 glad_glEvalPoint2 +typedef void (APIENTRYP PFNGLALPHAFUNCPROC)(GLenum func, GLfloat ref); +GLAPI PFNGLALPHAFUNCPROC glad_glAlphaFunc; +#define glAlphaFunc glad_glAlphaFunc +typedef void (APIENTRYP PFNGLPIXELZOOMPROC)(GLfloat xfactor, GLfloat yfactor); +GLAPI PFNGLPIXELZOOMPROC glad_glPixelZoom; +#define glPixelZoom glad_glPixelZoom +typedef void (APIENTRYP PFNGLPIXELTRANSFERFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf; +#define glPixelTransferf glad_glPixelTransferf +typedef void (APIENTRYP PFNGLPIXELTRANSFERIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi; +#define glPixelTransferi glad_glPixelTransferi +typedef void (APIENTRYP PFNGLPIXELMAPFVPROC)(GLenum map, GLsizei mapsize, const GLfloat *values); +GLAPI PFNGLPIXELMAPFVPROC glad_glPixelMapfv; +#define glPixelMapfv glad_glPixelMapfv +typedef void (APIENTRYP PFNGLPIXELMAPUIVPROC)(GLenum map, GLsizei mapsize, const GLuint *values); +GLAPI PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv; +#define glPixelMapuiv glad_glPixelMapuiv +typedef void (APIENTRYP PFNGLPIXELMAPUSVPROC)(GLenum map, GLsizei mapsize, const GLushort *values); +GLAPI PFNGLPIXELMAPUSVPROC glad_glPixelMapusv; +#define glPixelMapusv glad_glPixelMapusv +typedef void (APIENTRYP PFNGLCOPYPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); +GLAPI PFNGLCOPYPIXELSPROC glad_glCopyPixels; +#define glCopyPixels glad_glCopyPixels +typedef void (APIENTRYP PFNGLDRAWPIXELSPROC)(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLDRAWPIXELSPROC glad_glDrawPixels; +#define glDrawPixels glad_glDrawPixels +typedef void (APIENTRYP PFNGLGETCLIPPLANEPROC)(GLenum plane, GLdouble *equation); +GLAPI PFNGLGETCLIPPLANEPROC glad_glGetClipPlane; +#define glGetClipPlane glad_glGetClipPlane +typedef void (APIENTRYP PFNGLGETLIGHTFVPROC)(GLenum light, GLenum pname, GLfloat *params); +GLAPI PFNGLGETLIGHTFVPROC glad_glGetLightfv; +#define glGetLightfv glad_glGetLightfv +typedef void (APIENTRYP PFNGLGETLIGHTIVPROC)(GLenum light, GLenum pname, GLint *params); +GLAPI PFNGLGETLIGHTIVPROC glad_glGetLightiv; +#define glGetLightiv glad_glGetLightiv +typedef void (APIENTRYP PFNGLGETMAPDVPROC)(GLenum target, GLenum query, GLdouble *v); +GLAPI PFNGLGETMAPDVPROC glad_glGetMapdv; +#define glGetMapdv glad_glGetMapdv +typedef void (APIENTRYP PFNGLGETMAPFVPROC)(GLenum target, GLenum query, GLfloat *v); +GLAPI PFNGLGETMAPFVPROC glad_glGetMapfv; +#define glGetMapfv glad_glGetMapfv +typedef void (APIENTRYP PFNGLGETMAPIVPROC)(GLenum target, GLenum query, GLint *v); +GLAPI PFNGLGETMAPIVPROC glad_glGetMapiv; +#define glGetMapiv glad_glGetMapiv +typedef void (APIENTRYP PFNGLGETMATERIALFVPROC)(GLenum face, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMATERIALFVPROC glad_glGetMaterialfv; +#define glGetMaterialfv glad_glGetMaterialfv +typedef void (APIENTRYP PFNGLGETMATERIALIVPROC)(GLenum face, GLenum pname, GLint *params); +GLAPI PFNGLGETMATERIALIVPROC glad_glGetMaterialiv; +#define glGetMaterialiv glad_glGetMaterialiv +typedef void (APIENTRYP PFNGLGETPIXELMAPFVPROC)(GLenum map, GLfloat *values); +GLAPI PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv; +#define glGetPixelMapfv glad_glGetPixelMapfv +typedef void (APIENTRYP PFNGLGETPIXELMAPUIVPROC)(GLenum map, GLuint *values); +GLAPI PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv; +#define glGetPixelMapuiv glad_glGetPixelMapuiv +typedef void (APIENTRYP PFNGLGETPIXELMAPUSVPROC)(GLenum map, GLushort *values); +GLAPI PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv; +#define glGetPixelMapusv glad_glGetPixelMapusv +typedef void (APIENTRYP PFNGLGETPOLYGONSTIPPLEPROC)(GLubyte *mask); +GLAPI PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple; +#define glGetPolygonStipple glad_glGetPolygonStipple +typedef void (APIENTRYP PFNGLGETTEXENVFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv; +#define glGetTexEnvfv glad_glGetTexEnvfv +typedef void (APIENTRYP PFNGLGETTEXENVIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXENVIVPROC glad_glGetTexEnviv; +#define glGetTexEnviv glad_glGetTexEnviv +typedef void (APIENTRYP PFNGLGETTEXGENDVPROC)(GLenum coord, GLenum pname, GLdouble *params); +GLAPI PFNGLGETTEXGENDVPROC glad_glGetTexGendv; +#define glGetTexGendv glad_glGetTexGendv +typedef void (APIENTRYP PFNGLGETTEXGENFVPROC)(GLenum coord, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXGENFVPROC glad_glGetTexGenfv; +#define glGetTexGenfv glad_glGetTexGenfv +typedef void (APIENTRYP PFNGLGETTEXGENIVPROC)(GLenum coord, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXGENIVPROC glad_glGetTexGeniv; +#define glGetTexGeniv glad_glGetTexGeniv +typedef GLboolean (APIENTRYP PFNGLISLISTPROC)(GLuint list); +GLAPI PFNGLISLISTPROC glad_glIsList; +#define glIsList glad_glIsList +typedef void (APIENTRYP PFNGLFRUSTUMPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI PFNGLFRUSTUMPROC glad_glFrustum; +#define glFrustum glad_glFrustum +typedef void (APIENTRYP PFNGLLOADIDENTITYPROC)(void); +GLAPI PFNGLLOADIDENTITYPROC glad_glLoadIdentity; +#define glLoadIdentity glad_glLoadIdentity +typedef void (APIENTRYP PFNGLLOADMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLLOADMATRIXFPROC glad_glLoadMatrixf; +#define glLoadMatrixf glad_glLoadMatrixf +typedef void (APIENTRYP PFNGLLOADMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLLOADMATRIXDPROC glad_glLoadMatrixd; +#define glLoadMatrixd glad_glLoadMatrixd +typedef void (APIENTRYP PFNGLMATRIXMODEPROC)(GLenum mode); +GLAPI PFNGLMATRIXMODEPROC glad_glMatrixMode; +#define glMatrixMode glad_glMatrixMode +typedef void (APIENTRYP PFNGLMULTMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLMULTMATRIXFPROC glad_glMultMatrixf; +#define glMultMatrixf glad_glMultMatrixf +typedef void (APIENTRYP PFNGLMULTMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLMULTMATRIXDPROC glad_glMultMatrixd; +#define glMultMatrixd glad_glMultMatrixd +typedef void (APIENTRYP PFNGLORTHOPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI PFNGLORTHOPROC glad_glOrtho; +#define glOrtho glad_glOrtho +typedef void (APIENTRYP PFNGLPOPMATRIXPROC)(void); +GLAPI PFNGLPOPMATRIXPROC glad_glPopMatrix; +#define glPopMatrix glad_glPopMatrix +typedef void (APIENTRYP PFNGLPUSHMATRIXPROC)(void); +GLAPI PFNGLPUSHMATRIXPROC glad_glPushMatrix; +#define glPushMatrix glad_glPushMatrix +typedef void (APIENTRYP PFNGLROTATEDPROC)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLROTATEDPROC glad_glRotated; +#define glRotated glad_glRotated +typedef void (APIENTRYP PFNGLROTATEFPROC)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLROTATEFPROC glad_glRotatef; +#define glRotatef glad_glRotatef +typedef void (APIENTRYP PFNGLSCALEDPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLSCALEDPROC glad_glScaled; +#define glScaled glad_glScaled +typedef void (APIENTRYP PFNGLSCALEFPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLSCALEFPROC glad_glScalef; +#define glScalef glad_glScalef +typedef void (APIENTRYP PFNGLTRANSLATEDPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLTRANSLATEDPROC glad_glTranslated; +#define glTranslated glad_glTranslated +typedef void (APIENTRYP PFNGLTRANSLATEFPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLTRANSLATEFPROC glad_glTranslatef; +#define glTranslatef glad_glTranslatef +#endif +#ifndef GL_VERSION_1_1 +#define GL_VERSION_1_1 1 +GLAPI int GLAD_GL_VERSION_1_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count); +GLAPI PFNGLDRAWARRAYSPROC glad_glDrawArrays; +#define glDrawArrays glad_glDrawArrays +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWELEMENTSPROC glad_glDrawElements; +#define glDrawElements glad_glDrawElements +typedef void (APIENTRYP PFNGLGETPOINTERVPROC)(GLenum pname, void **params); +GLAPI PFNGLGETPOINTERVPROC glad_glGetPointerv; +#define glGetPointerv glad_glGetPointerv +typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units); +GLAPI PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +#define glPolygonOffset glad_glPolygonOffset +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; +#define glCopyTexImage1D glad_glCopyTexImage1D +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +#define glCopyTexImage2D glad_glCopyTexImage2D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +#define glCopyTexSubImage1D glad_glCopyTexSubImage1D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +#define glCopyTexSubImage2D glad_glCopyTexSubImage2D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +#define glTexSubImage1D glad_glTexSubImage1D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +#define glTexSubImage2D glad_glTexSubImage2D +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture); +GLAPI PFNGLBINDTEXTUREPROC glad_glBindTexture; +#define glBindTexture glad_glBindTexture +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint *textures); +GLAPI PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +#define glDeleteTextures glad_glDeleteTextures +typedef void (APIENTRYP PFNGLGENTEXTURESPROC)(GLsizei n, GLuint *textures); +GLAPI PFNGLGENTEXTURESPROC glad_glGenTextures; +#define glGenTextures glad_glGenTextures +typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC)(GLuint texture); +GLAPI PFNGLISTEXTUREPROC glad_glIsTexture; +#define glIsTexture glad_glIsTexture +typedef void (APIENTRYP PFNGLARRAYELEMENTPROC)(GLint i); +GLAPI PFNGLARRAYELEMENTPROC glad_glArrayElement; +#define glArrayElement glad_glArrayElement +typedef void (APIENTRYP PFNGLCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLCOLORPOINTERPROC glad_glColorPointer; +#define glColorPointer glad_glColorPointer +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEPROC)(GLenum array); +GLAPI PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState; +#define glDisableClientState glad_glDisableClientState +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERPROC)(GLsizei stride, const void *pointer); +GLAPI PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer; +#define glEdgeFlagPointer glad_glEdgeFlagPointer +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEPROC)(GLenum array); +GLAPI PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState; +#define glEnableClientState glad_glEnableClientState +typedef void (APIENTRYP PFNGLINDEXPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLINDEXPOINTERPROC glad_glIndexPointer; +#define glIndexPointer glad_glIndexPointer +typedef void (APIENTRYP PFNGLINTERLEAVEDARRAYSPROC)(GLenum format, GLsizei stride, const void *pointer); +GLAPI PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays; +#define glInterleavedArrays glad_glInterleavedArrays +typedef void (APIENTRYP PFNGLNORMALPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLNORMALPOINTERPROC glad_glNormalPointer; +#define glNormalPointer glad_glNormalPointer +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer; +#define glTexCoordPointer glad_glTexCoordPointer +typedef void (APIENTRYP PFNGLVERTEXPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXPOINTERPROC glad_glVertexPointer; +#define glVertexPointer glad_glVertexPointer +typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTPROC)(GLsizei n, const GLuint *textures, GLboolean *residences); +GLAPI PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident; +#define glAreTexturesResident glad_glAreTexturesResident +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESPROC)(GLsizei n, const GLuint *textures, const GLfloat *priorities); +GLAPI PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures; +#define glPrioritizeTextures glad_glPrioritizeTextures +typedef void (APIENTRYP PFNGLINDEXUBPROC)(GLubyte c); +GLAPI PFNGLINDEXUBPROC glad_glIndexub; +#define glIndexub glad_glIndexub +typedef void (APIENTRYP PFNGLINDEXUBVPROC)(const GLubyte *c); +GLAPI PFNGLINDEXUBVPROC glad_glIndexubv; +#define glIndexubv glad_glIndexubv +typedef void (APIENTRYP PFNGLPOPCLIENTATTRIBPROC)(void); +GLAPI PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib; +#define glPopClientAttrib glad_glPopClientAttrib +typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBPROC)(GLbitfield mask); +GLAPI PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib; +#define glPushClientAttrib glad_glPushClientAttrib +#endif +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 +GLAPI int GLAD_GL_VERSION_1_2; +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +#define glDrawRangeElements glad_glDrawRangeElements +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +#define glTexImage3D glad_glTexImage3D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +#define glTexSubImage3D glad_glTexSubImage3D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +#define glCopyTexSubImage3D glad_glCopyTexSubImage3D +#endif +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 +GLAPI int GLAD_GL_VERSION_1_3; +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC)(GLenum texture); +GLAPI PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +#define glActiveTexture glad_glActiveTexture +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert); +GLAPI PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +#define glSampleCoverage glad_glSampleCoverage +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +#define glCompressedTexImage3D glad_glCompressedTexImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +#define glCompressedTexImage2D glad_glCompressedTexImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +#define glCompressedTexImage1D glad_glCompressedTexImage1D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void *img); +GLAPI PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +#define glGetCompressedTexImage glad_glGetCompressedTexImage +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC)(GLenum texture); +GLAPI PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture; +#define glClientActiveTexture glad_glClientActiveTexture +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC)(GLenum target, GLdouble s); +GLAPI PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d; +#define glMultiTexCoord1d glad_glMultiTexCoord1d +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv; +#define glMultiTexCoord1dv glad_glMultiTexCoord1dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC)(GLenum target, GLfloat s); +GLAPI PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f; +#define glMultiTexCoord1f glad_glMultiTexCoord1f +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv; +#define glMultiTexCoord1fv glad_glMultiTexCoord1fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC)(GLenum target, GLint s); +GLAPI PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i; +#define glMultiTexCoord1i glad_glMultiTexCoord1i +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv; +#define glMultiTexCoord1iv glad_glMultiTexCoord1iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC)(GLenum target, GLshort s); +GLAPI PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s; +#define glMultiTexCoord1s glad_glMultiTexCoord1s +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv; +#define glMultiTexCoord1sv glad_glMultiTexCoord1sv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC)(GLenum target, GLdouble s, GLdouble t); +GLAPI PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d; +#define glMultiTexCoord2d glad_glMultiTexCoord2d +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv; +#define glMultiTexCoord2dv glad_glMultiTexCoord2dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC)(GLenum target, GLfloat s, GLfloat t); +GLAPI PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f; +#define glMultiTexCoord2f glad_glMultiTexCoord2f +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv; +#define glMultiTexCoord2fv glad_glMultiTexCoord2fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC)(GLenum target, GLint s, GLint t); +GLAPI PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i; +#define glMultiTexCoord2i glad_glMultiTexCoord2i +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv; +#define glMultiTexCoord2iv glad_glMultiTexCoord2iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC)(GLenum target, GLshort s, GLshort t); +GLAPI PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s; +#define glMultiTexCoord2s glad_glMultiTexCoord2s +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv; +#define glMultiTexCoord2sv glad_glMultiTexCoord2sv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d; +#define glMultiTexCoord3d glad_glMultiTexCoord3d +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv; +#define glMultiTexCoord3dv glad_glMultiTexCoord3dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f; +#define glMultiTexCoord3f glad_glMultiTexCoord3f +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv; +#define glMultiTexCoord3fv glad_glMultiTexCoord3fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC)(GLenum target, GLint s, GLint t, GLint r); +GLAPI PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i; +#define glMultiTexCoord3i glad_glMultiTexCoord3i +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv; +#define glMultiTexCoord3iv glad_glMultiTexCoord3iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC)(GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s; +#define glMultiTexCoord3s glad_glMultiTexCoord3s +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv; +#define glMultiTexCoord3sv glad_glMultiTexCoord3sv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d; +#define glMultiTexCoord4d glad_glMultiTexCoord4d +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv; +#define glMultiTexCoord4dv glad_glMultiTexCoord4dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f; +#define glMultiTexCoord4f glad_glMultiTexCoord4f +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv; +#define glMultiTexCoord4fv glad_glMultiTexCoord4fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i; +#define glMultiTexCoord4i glad_glMultiTexCoord4i +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv; +#define glMultiTexCoord4iv glad_glMultiTexCoord4iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s; +#define glMultiTexCoord4s glad_glMultiTexCoord4s +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv; +#define glMultiTexCoord4sv glad_glMultiTexCoord4sv +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf; +#define glLoadTransposeMatrixf glad_glLoadTransposeMatrixf +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd; +#define glLoadTransposeMatrixd glad_glLoadTransposeMatrixd +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf; +#define glMultTransposeMatrixf glad_glMultTransposeMatrixf +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd; +#define glMultTransposeMatrixd glad_glMultTransposeMatrixd +#endif +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 +GLAPI int GLAD_GL_VERSION_1_4; +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +#define glBlendFuncSeparate glad_glBlendFuncSeparate +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +#define glMultiDrawArrays glad_glMultiDrawArrays +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +#define glMultiDrawElements glad_glMultiDrawElements +typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +#define glPointParameterf glad_glPointParameterf +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +#define glPointParameterfv glad_glPointParameterfv +typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +#define glPointParameteri glad_glPointParameteri +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +#define glPointParameteriv glad_glPointParameteriv +typedef void (APIENTRYP PFNGLFOGCOORDFPROC)(GLfloat coord); +GLAPI PFNGLFOGCOORDFPROC glad_glFogCoordf; +#define glFogCoordf glad_glFogCoordf +typedef void (APIENTRYP PFNGLFOGCOORDFVPROC)(const GLfloat *coord); +GLAPI PFNGLFOGCOORDFVPROC glad_glFogCoordfv; +#define glFogCoordfv glad_glFogCoordfv +typedef void (APIENTRYP PFNGLFOGCOORDDPROC)(GLdouble coord); +GLAPI PFNGLFOGCOORDDPROC glad_glFogCoordd; +#define glFogCoordd glad_glFogCoordd +typedef void (APIENTRYP PFNGLFOGCOORDDVPROC)(const GLdouble *coord); +GLAPI PFNGLFOGCOORDDVPROC glad_glFogCoorddv; +#define glFogCoorddv glad_glFogCoorddv +typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer; +#define glFogCoordPointer glad_glFogCoordPointer +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +GLAPI PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b; +#define glSecondaryColor3b glad_glSecondaryColor3b +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC)(const GLbyte *v); +GLAPI PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv; +#define glSecondaryColor3bv glad_glSecondaryColor3bv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +GLAPI PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d; +#define glSecondaryColor3d glad_glSecondaryColor3d +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC)(const GLdouble *v); +GLAPI PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv; +#define glSecondaryColor3dv glad_glSecondaryColor3dv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +GLAPI PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f; +#define glSecondaryColor3f glad_glSecondaryColor3f +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC)(const GLfloat *v); +GLAPI PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv; +#define glSecondaryColor3fv glad_glSecondaryColor3fv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC)(GLint red, GLint green, GLint blue); +GLAPI PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i; +#define glSecondaryColor3i glad_glSecondaryColor3i +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC)(const GLint *v); +GLAPI PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv; +#define glSecondaryColor3iv glad_glSecondaryColor3iv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +GLAPI PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s; +#define glSecondaryColor3s glad_glSecondaryColor3s +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC)(const GLshort *v); +GLAPI PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv; +#define glSecondaryColor3sv glad_glSecondaryColor3sv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +GLAPI PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub; +#define glSecondaryColor3ub glad_glSecondaryColor3ub +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC)(const GLubyte *v); +GLAPI PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv; +#define glSecondaryColor3ubv glad_glSecondaryColor3ubv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +GLAPI PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui; +#define glSecondaryColor3ui glad_glSecondaryColor3ui +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC)(const GLuint *v); +GLAPI PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv; +#define glSecondaryColor3uiv glad_glSecondaryColor3uiv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +GLAPI PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us; +#define glSecondaryColor3us glad_glSecondaryColor3us +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC)(const GLushort *v); +GLAPI PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv; +#define glSecondaryColor3usv glad_glSecondaryColor3usv +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer; +#define glSecondaryColorPointer glad_glSecondaryColorPointer +typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLWINDOWPOS2DPROC glad_glWindowPos2d; +#define glWindowPos2d glad_glWindowPos2d +typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv; +#define glWindowPos2dv glad_glWindowPos2dv +typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLWINDOWPOS2FPROC glad_glWindowPos2f; +#define glWindowPos2f glad_glWindowPos2f +typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv; +#define glWindowPos2fv glad_glWindowPos2fv +typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC)(GLint x, GLint y); +GLAPI PFNGLWINDOWPOS2IPROC glad_glWindowPos2i; +#define glWindowPos2i glad_glWindowPos2i +typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv; +#define glWindowPos2iv glad_glWindowPos2iv +typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC)(GLshort x, GLshort y); +GLAPI PFNGLWINDOWPOS2SPROC glad_glWindowPos2s; +#define glWindowPos2s glad_glWindowPos2s +typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv; +#define glWindowPos2sv glad_glWindowPos2sv +typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLWINDOWPOS3DPROC glad_glWindowPos3d; +#define glWindowPos3d glad_glWindowPos3d +typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv; +#define glWindowPos3dv glad_glWindowPos3dv +typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLWINDOWPOS3FPROC glad_glWindowPos3f; +#define glWindowPos3f glad_glWindowPos3f +typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv; +#define glWindowPos3fv glad_glWindowPos3fv +typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLWINDOWPOS3IPROC glad_glWindowPos3i; +#define glWindowPos3i glad_glWindowPos3i +typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv; +#define glWindowPos3iv glad_glWindowPos3iv +typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLWINDOWPOS3SPROC glad_glWindowPos3s; +#define glWindowPos3s glad_glWindowPos3s +typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv; +#define glWindowPos3sv glad_glWindowPos3sv +typedef void (APIENTRYP PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLBLENDCOLORPROC glad_glBlendColor; +#define glBlendColor glad_glBlendColor +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC)(GLenum mode); +GLAPI PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +#define glBlendEquation glad_glBlendEquation +#endif +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 +GLAPI int GLAD_GL_VERSION_1_5; +typedef void (APIENTRYP PFNGLGENQUERIESPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENQUERIESPROC glad_glGenQueries; +#define glGenQueries glad_glGenQueries +typedef void (APIENTRYP PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +#define glDeleteQueries glad_glDeleteQueries +typedef GLboolean (APIENTRYP PFNGLISQUERYPROC)(GLuint id); +GLAPI PFNGLISQUERYPROC glad_glIsQuery; +#define glIsQuery glad_glIsQuery +typedef void (APIENTRYP PFNGLBEGINQUERYPROC)(GLenum target, GLuint id); +GLAPI PFNGLBEGINQUERYPROC glad_glBeginQuery; +#define glBeginQuery glad_glBeginQuery +typedef void (APIENTRYP PFNGLENDQUERYPROC)(GLenum target); +GLAPI PFNGLENDQUERYPROC glad_glEndQuery; +#define glEndQuery glad_glEndQuery +typedef void (APIENTRYP PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYIVPROC glad_glGetQueryiv; +#define glGetQueryiv glad_glGetQueryiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +#define glGetQueryObjectiv glad_glGetQueryObjectiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +#define glGetQueryObjectuiv glad_glGetQueryObjectuiv +typedef void (APIENTRYP PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer); +GLAPI PFNGLBINDBUFFERPROC glad_glBindBuffer; +#define glBindBuffer glad_glBindBuffer +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint *buffers); +GLAPI PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +#define glDeleteBuffers glad_glDeleteBuffers +typedef void (APIENTRYP PFNGLGENBUFFERSPROC)(GLsizei n, GLuint *buffers); +GLAPI PFNGLGENBUFFERSPROC glad_glGenBuffers; +#define glGenBuffers glad_glGenBuffers +typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC)(GLuint buffer); +GLAPI PFNGLISBUFFERPROC glad_glIsBuffer; +#define glIsBuffer glad_glIsBuffer +typedef void (APIENTRYP PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI PFNGLBUFFERDATAPROC glad_glBufferData; +#define glBufferData glad_glBufferData +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +#define glBufferSubData glad_glBufferSubData +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void *data); +GLAPI PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +#define glGetBufferSubData glad_glGetBufferSubData +typedef void * (APIENTRYP PFNGLMAPBUFFERPROC)(GLenum target, GLenum access); +GLAPI PFNGLMAPBUFFERPROC glad_glMapBuffer; +#define glMapBuffer glad_glMapBuffer +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC)(GLenum target); +GLAPI PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +#define glUnmapBuffer glad_glUnmapBuffer +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +#define glGetBufferParameteriv glad_glGetBufferParameteriv +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void **params); +GLAPI PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +#define glGetBufferPointerv glad_glGetBufferPointerv +#endif +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +GLAPI int GLAD_GL_VERSION_2_0; +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +#define glBlendEquationSeparate glad_glBlendEquationSeparate +typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +#define glDrawBuffers glad_glDrawBuffers +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +#define glStencilOpSeparate glad_glStencilOpSeparate +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +#define glStencilFuncSeparate glad_glStencilFuncSeparate +typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask); +GLAPI PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +#define glStencilMaskSeparate glad_glStencilMaskSeparate +typedef void (APIENTRYP PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLATTACHSHADERPROC glad_glAttachShader; +#define glAttachShader glad_glAttachShader +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar *name); +GLAPI PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +#define glBindAttribLocation glad_glBindAttribLocation +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC)(GLuint shader); +GLAPI PFNGLCOMPILESHADERPROC glad_glCompileShader; +#define glCompileShader glad_glCompileShader +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC)(void); +GLAPI PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +#define glCreateProgram glad_glCreateProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC)(GLenum type); +GLAPI PFNGLCREATESHADERPROC glad_glCreateShader; +#define glCreateShader glad_glCreateShader +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC)(GLuint program); +GLAPI PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +#define glDeleteProgram glad_glDeleteProgram +typedef void (APIENTRYP PFNGLDELETESHADERPROC)(GLuint shader); +GLAPI PFNGLDELETESHADERPROC glad_glDeleteShader; +#define glDeleteShader glad_glDeleteShader +typedef void (APIENTRYP PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLDETACHSHADERPROC glad_glDetachShader; +#define glDetachShader glad_glDetachShader +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +#define glDisableVertexAttribArray glad_glDisableVertexAttribArray +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +#define glEnableVertexAttribArray glad_glEnableVertexAttribArray +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +#define glGetActiveAttrib glad_glGetActiveAttrib +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +#define glGetActiveUniform glad_glGetActiveUniform +typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLAPI PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +#define glGetAttachedShaders glad_glGetAttachedShaders +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +#define glGetAttribLocation glad_glGetAttribLocation +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +#define glGetProgramiv glad_glGetProgramiv +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +#define glGetProgramInfoLog glad_glGetProgramInfoLog +typedef void (APIENTRYP PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint *params); +GLAPI PFNGLGETSHADERIVPROC glad_glGetShaderiv; +#define glGetShaderiv glad_glGetShaderiv +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +#define glGetShaderInfoLog glad_glGetShaderInfoLog +typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +#define glGetShaderSource glad_glGetShaderSource +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +#define glGetUniformLocation glad_glGetUniformLocation +typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat *params); +GLAPI PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +#define glGetUniformfv glad_glGetUniformfv +typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint *params); +GLAPI PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +#define glGetUniformiv glad_glGetUniformiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +#define glGetVertexAttribdv glad_glGetVertexAttribdv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +#define glGetVertexAttribfv glad_glGetVertexAttribfv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +#define glGetVertexAttribiv glad_glGetVertexAttribiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void **pointer); +GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC)(GLuint program); +GLAPI PFNGLISPROGRAMPROC glad_glIsProgram; +#define glIsProgram glad_glIsProgram +typedef GLboolean (APIENTRYP PFNGLISSHADERPROC)(GLuint shader); +GLAPI PFNGLISSHADERPROC glad_glIsShader; +#define glIsShader glad_glIsShader +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC)(GLuint program); +GLAPI PFNGLLINKPROGRAMPROC glad_glLinkProgram; +#define glLinkProgram glad_glLinkProgram +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI PFNGLSHADERSOURCEPROC glad_glShaderSource; +#define glShaderSource glad_glShaderSource +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC)(GLuint program); +GLAPI PFNGLUSEPROGRAMPROC glad_glUseProgram; +#define glUseProgram glad_glUseProgram +typedef void (APIENTRYP PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0); +GLAPI PFNGLUNIFORM1FPROC glad_glUniform1f; +#define glUniform1f glad_glUniform1f +typedef void (APIENTRYP PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLUNIFORM2FPROC glad_glUniform2f; +#define glUniform2f glad_glUniform2f +typedef void (APIENTRYP PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLUNIFORM3FPROC glad_glUniform3f; +#define glUniform3f glad_glUniform3f +typedef void (APIENTRYP PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLUNIFORM4FPROC glad_glUniform4f; +#define glUniform4f glad_glUniform4f +typedef void (APIENTRYP PFNGLUNIFORM1IPROC)(GLint location, GLint v0); +GLAPI PFNGLUNIFORM1IPROC glad_glUniform1i; +#define glUniform1i glad_glUniform1i +typedef void (APIENTRYP PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1); +GLAPI PFNGLUNIFORM2IPROC glad_glUniform2i; +#define glUniform2i glad_glUniform2i +typedef void (APIENTRYP PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLUNIFORM3IPROC glad_glUniform3i; +#define glUniform3i glad_glUniform3i +typedef void (APIENTRYP PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLUNIFORM4IPROC glad_glUniform4i; +#define glUniform4i glad_glUniform4i +typedef void (APIENTRYP PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM1FVPROC glad_glUniform1fv; +#define glUniform1fv glad_glUniform1fv +typedef void (APIENTRYP PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM2FVPROC glad_glUniform2fv; +#define glUniform2fv glad_glUniform2fv +typedef void (APIENTRYP PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM3FVPROC glad_glUniform3fv; +#define glUniform3fv glad_glUniform3fv +typedef void (APIENTRYP PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM4FVPROC glad_glUniform4fv; +#define glUniform4fv glad_glUniform4fv +typedef void (APIENTRYP PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM1IVPROC glad_glUniform1iv; +#define glUniform1iv glad_glUniform1iv +typedef void (APIENTRYP PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM2IVPROC glad_glUniform2iv; +#define glUniform2iv glad_glUniform2iv +typedef void (APIENTRYP PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM3IVPROC glad_glUniform3iv; +#define glUniform3iv glad_glUniform3iv +typedef void (APIENTRYP PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM4IVPROC glad_glUniform4iv; +#define glUniform4iv glad_glUniform4iv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +#define glUniformMatrix2fv glad_glUniformMatrix2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +#define glUniformMatrix3fv glad_glUniformMatrix3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +#define glUniformMatrix4fv glad_glUniformMatrix4fv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC)(GLuint program); +GLAPI PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +#define glValidateProgram glad_glValidateProgram +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +#define glVertexAttrib1d glad_glVertexAttrib1d +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +#define glVertexAttrib1dv glad_glVertexAttrib1dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x); +GLAPI PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +#define glVertexAttrib1f glad_glVertexAttrib1f +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +#define glVertexAttrib1fv glad_glVertexAttrib1fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x); +GLAPI PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; +#define glVertexAttrib1s glad_glVertexAttrib1s +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +#define glVertexAttrib1sv glad_glVertexAttrib1sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +#define glVertexAttrib2d glad_glVertexAttrib2d +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +#define glVertexAttrib2dv glad_glVertexAttrib2dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y); +GLAPI PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +#define glVertexAttrib2f glad_glVertexAttrib2f +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +#define glVertexAttrib2fv glad_glVertexAttrib2fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y); +GLAPI PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +#define glVertexAttrib2s glad_glVertexAttrib2s +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +#define glVertexAttrib2sv glad_glVertexAttrib2sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; +#define glVertexAttrib3d glad_glVertexAttrib3d +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; +#define glVertexAttrib3dv glad_glVertexAttrib3dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +#define glVertexAttrib3f glad_glVertexAttrib3f +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +#define glVertexAttrib3fv glad_glVertexAttrib3fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +#define glVertexAttrib3s glad_glVertexAttrib3s +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +#define glVertexAttrib3sv glad_glVertexAttrib3sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; +#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +#define glVertexAttrib4Niv glad_glVertexAttrib4Niv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +#define glVertexAttrib4Nub glad_glVertexAttrib4Nub +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +#define glVertexAttrib4bv glad_glVertexAttrib4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +#define glVertexAttrib4d glad_glVertexAttrib4d +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +#define glVertexAttrib4dv glad_glVertexAttrib4dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +#define glVertexAttrib4f glad_glVertexAttrib4f +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +#define glVertexAttrib4fv glad_glVertexAttrib4fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +#define glVertexAttrib4iv glad_glVertexAttrib4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +#define glVertexAttrib4s glad_glVertexAttrib4s +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +#define glVertexAttrib4sv glad_glVertexAttrib4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +#define glVertexAttrib4ubv glad_glVertexAttrib4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +#define glVertexAttrib4uiv glad_glVertexAttrib4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +#define glVertexAttrib4usv glad_glVertexAttrib4usv +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +#define glVertexAttribPointer glad_glVertexAttribPointer +#endif +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 +GLAPI int GLAD_GL_VERSION_2_1; +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; +#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv +#endif +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 +GLAPI int GLAD_GL_VERSION_3_0; +typedef void (APIENTRYP PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI PFNGLCOLORMASKIPROC glad_glColorMaski; +#define glColorMaski glad_glColorMaski +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean *data); +GLAPI PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +#define glGetBooleani_v glad_glGetBooleani_v +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint *data); +GLAPI PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +#define glGetIntegeri_v glad_glGetIntegeri_v +typedef void (APIENTRYP PFNGLENABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEIPROC glad_glEnablei; +#define glEnablei glad_glEnablei +typedef void (APIENTRYP PFNGLDISABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEIPROC glad_glDisablei; +#define glDisablei glad_glDisablei +typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDIPROC glad_glIsEnabledi; +#define glIsEnabledi glad_glIsEnabledi +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode); +GLAPI PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +#define glBeginTransformFeedback glad_glBeginTransformFeedback +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +#define glEndTransformFeedback glad_glEndTransformFeedback +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +#define glBindBufferRange glad_glBindBufferRange +typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer); +GLAPI PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +#define glBindBufferBase glad_glBindBufferBase +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying +typedef void (APIENTRYP PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp); +GLAPI PFNGLCLAMPCOLORPROC glad_glClampColor; +#define glClampColor glad_glClampColor +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode); +GLAPI PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +#define glBeginConditionalRender glad_glBeginConditionalRender +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC)(void); +GLAPI PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +#define glEndConditionalRender glad_glEndConditionalRender +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +#define glVertexAttribIPointer glad_glVertexAttribIPointer +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +#define glGetVertexAttribIiv glad_glGetVertexAttribIiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint *params); +GLAPI PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x); +GLAPI PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +#define glVertexAttribI1i glad_glVertexAttribI1i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y); +GLAPI PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +#define glVertexAttribI2i glad_glVertexAttribI2i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +#define glVertexAttribI3i glad_glVertexAttribI3i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +#define glVertexAttribI4i glad_glVertexAttribI4i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x); +GLAPI PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +#define glVertexAttribI1ui glad_glVertexAttribI1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y); +GLAPI PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +#define glVertexAttribI2ui glad_glVertexAttribI2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; +#define glVertexAttribI3ui glad_glVertexAttribI3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +#define glVertexAttribI4ui glad_glVertexAttribI4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +#define glVertexAttribI1iv glad_glVertexAttribI1iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +#define glVertexAttribI2iv glad_glVertexAttribI2iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +#define glVertexAttribI3iv glad_glVertexAttribI3iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +#define glVertexAttribI4iv glad_glVertexAttribI4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +#define glVertexAttribI1uiv glad_glVertexAttribI1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +#define glVertexAttribI2uiv glad_glVertexAttribI2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +#define glVertexAttribI3uiv glad_glVertexAttribI3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +#define glVertexAttribI4uiv glad_glVertexAttribI4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +#define glVertexAttribI4bv glad_glVertexAttribI4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +#define glVertexAttribI4sv glad_glVertexAttribI4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +#define glVertexAttribI4ubv glad_glVertexAttribI4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +#define glVertexAttribI4usv glad_glVertexAttribI4usv +typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +#define glGetUniformuiv glad_glGetUniformuiv +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +#define glBindFragDataLocation glad_glBindFragDataLocation +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +#define glGetFragDataLocation glad_glGetFragDataLocation +typedef void (APIENTRYP PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0); +GLAPI PFNGLUNIFORM1UIPROC glad_glUniform1ui; +#define glUniform1ui glad_glUniform1ui +typedef void (APIENTRYP PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLUNIFORM2UIPROC glad_glUniform2ui; +#define glUniform2ui glad_glUniform2ui +typedef void (APIENTRYP PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLUNIFORM3UIPROC glad_glUniform3ui; +#define glUniform3ui glad_glUniform3ui +typedef void (APIENTRYP PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLUNIFORM4UIPROC glad_glUniform4ui; +#define glUniform4ui glad_glUniform4ui +typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +#define glUniform1uiv glad_glUniform1uiv +typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +#define glUniform2uiv glad_glUniform2uiv +typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +#define glUniform3uiv glad_glUniform3uiv +typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +#define glUniform4uiv glad_glUniform4uiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +#define glTexParameterIiv glad_glTexParameterIiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +#define glTexParameterIuiv glad_glTexParameterIuiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +#define glGetTexParameterIiv glad_glGetTexParameterIiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; +#define glGetTexParameterIuiv glad_glGetTexParameterIuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; +#define glClearBufferiv glad_glClearBufferiv +typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +#define glClearBufferuiv glad_glClearBufferuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +#define glClearBufferfv glad_glClearBufferfv +typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +#define glClearBufferfi glad_glClearBufferfi +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC)(GLenum name, GLuint index); +GLAPI PFNGLGETSTRINGIPROC glad_glGetStringi; +#define glGetStringi glad_glGetStringi +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer); +GLAPI PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +#define glIsRenderbuffer glad_glIsRenderbuffer +typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer); +GLAPI PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +#define glBindRenderbuffer glad_glBindRenderbuffer +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint *renderbuffers); +GLAPI PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +#define glDeleteRenderbuffers glad_glDeleteRenderbuffers +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); +GLAPI PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +#define glGenRenderbuffers glad_glGenRenderbuffers +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +#define glRenderbufferStorage glad_glRenderbufferStorage +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer); +GLAPI PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +#define glIsFramebuffer glad_glIsFramebuffer +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer); +GLAPI PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +#define glBindFramebuffer glad_glBindFramebuffer +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint *framebuffers); +GLAPI PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +#define glDeleteFramebuffers glad_glDeleteFramebuffers +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); +GLAPI PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +#define glGenFramebuffers glad_glGenFramebuffers +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target); +GLAPI PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +#define glCheckFramebufferStatus glad_glCheckFramebufferStatus +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +#define glFramebufferTexture1D glad_glFramebufferTexture1D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +#define glFramebufferTexture2D glad_glFramebufferTexture2D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +#define glFramebufferTexture3D glad_glFramebufferTexture3D +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv +typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC)(GLenum target); +GLAPI PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +#define glGenerateMipmap glad_glGenerateMipmap +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +#define glBlitFramebuffer glad_glBlitFramebuffer +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +#define glFramebufferTextureLayer glad_glFramebufferTextureLayer +typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +#define glMapBufferRange glad_glMapBufferRange +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; +#define glFlushMappedBufferRange glad_glFlushMappedBufferRange +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +#define glBindVertexArray glad_glBindVertexArray +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint *arrays); +GLAPI PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; +#define glDeleteVertexArrays glad_glDeleteVertexArrays +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +#define glGenVertexArrays glad_glGenVertexArrays +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; +#define glIsVertexArray glad_glIsVertexArray +#endif +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +GLAPI int GLAD_GL_VERSION_3_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +GLAPI PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +#define glDrawArraysInstanced glad_glDrawArraysInstanced +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +#define glDrawElementsInstanced glad_glDrawElementsInstanced +typedef void (APIENTRYP PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXBUFFERPROC glad_glTexBuffer; +#define glTexBuffer glad_glTexBuffer +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index); +GLAPI PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +#define glCopyBufferSubData glad_glCopyBufferSubData +typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +GLAPI PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; +#define glGetUniformIndices glad_glGetUniformIndices +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +#define glGetActiveUniformsiv glad_glGetActiveUniformsiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +GLAPI PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; +#define glGetActiveUniformName glad_glGetActiveUniformName +typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar *uniformBlockName); +GLAPI PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +#define glGetUniformBlockIndex glad_glGetUniformBlockIndex +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName +typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +GLAPI PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +#define glUniformBlockBinding glad_glUniformBlockBinding +#endif +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +GLAPI int GLAD_GL_VERSION_3_2; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC)(GLenum mode); +GLAPI PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +#define glProvokingVertex glad_glProvokingVertex +typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags); +GLAPI PFNGLFENCESYNCPROC glad_glFenceSync; +#define glFenceSync glad_glFenceSync +typedef GLboolean (APIENTRYP PFNGLISSYNCPROC)(GLsync sync); +GLAPI PFNGLISSYNCPROC glad_glIsSync; +#define glIsSync glad_glIsSync +typedef void (APIENTRYP PFNGLDELETESYNCPROC)(GLsync sync); +GLAPI PFNGLDELETESYNCPROC glad_glDeleteSync; +#define glDeleteSync glad_glDeleteSync +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +#define glClientWaitSync glad_glClientWaitSync +typedef void (APIENTRYP PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLWAITSYNCPROC glad_glWaitSync; +#define glWaitSync glad_glWaitSync +typedef void (APIENTRYP PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 *data); +GLAPI PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +#define glGetInteger64v glad_glGetInteger64v +typedef void (APIENTRYP PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI PFNGLGETSYNCIVPROC glad_glGetSynciv; +#define glGetSynciv glad_glGetSynciv +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 *data); +GLAPI PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; +#define glGetInteger64i_v glad_glGetInteger64i_v +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 *params); +GLAPI PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; +#define glGetBufferParameteri64v glad_glGetBufferParameteri64v +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; +#define glFramebufferTexture glad_glFramebufferTexture +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +#define glTexImage2DMultisample glad_glTexImage2DMultisample +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +#define glTexImage3DMultisample glad_glTexImage3DMultisample +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat *val); +GLAPI PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +#define glGetMultisamplefv glad_glGetMultisamplefv +typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask); +GLAPI PFNGLSAMPLEMASKIPROC glad_glSampleMaski; +#define glSampleMaski glad_glSampleMaski +#endif +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +GLAPI int GLAD_GL_VERSION_3_3; +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; +#define glGetFragDataIndex glad_glGetFragDataIndex +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint *samplers); +GLAPI PFNGLGENSAMPLERSPROC glad_glGenSamplers; +#define glGenSamplers glad_glGenSamplers +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint *samplers); +GLAPI PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; +#define glDeleteSamplers glad_glDeleteSamplers +typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC)(GLuint sampler); +GLAPI PFNGLISSAMPLERPROC glad_glIsSampler; +#define glIsSampler glad_glIsSampler +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler); +GLAPI PFNGLBINDSAMPLERPROC glad_glBindSampler; +#define glBindSampler glad_glBindSampler +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param); +GLAPI PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +#define glSamplerParameteri glad_glSamplerParameteri +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +#define glSamplerParameteriv glad_glSamplerParameteriv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param); +GLAPI PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +#define glSamplerParameterf glad_glSamplerParameterf +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat *param); +GLAPI PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; +#define glSamplerParameterfv glad_glSamplerParameterfv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; +#define glSamplerParameterIiv glad_glSamplerParameterIiv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint *param); +GLAPI PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +#define glSamplerParameterIuiv glad_glSamplerParameterIuiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +#define glGetSamplerParameteriv glad_glGetSamplerParameteriv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; +#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat *params); +GLAPI PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; +#define glGetSamplerParameterfv glad_glGetSamplerParameterfv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv +typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target); +GLAPI PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +#define glQueryCounter glad_glQueryCounter +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 *params); +GLAPI PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +#define glGetQueryObjecti64v glad_glGetQueryObjecti64v +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 *params); +GLAPI PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; +#define glGetQueryObjectui64v glad_glGetQueryObjectui64v +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; +#define glVertexAttribDivisor glad_glVertexAttribDivisor +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +#define glVertexAttribP1ui glad_glVertexAttribP1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +#define glVertexAttribP1uiv glad_glVertexAttribP1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; +#define glVertexAttribP2ui glad_glVertexAttribP2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +#define glVertexAttribP2uiv glad_glVertexAttribP2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +#define glVertexAttribP3ui glad_glVertexAttribP3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +#define glVertexAttribP3uiv glad_glVertexAttribP3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +#define glVertexAttribP4ui glad_glVertexAttribP4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +#define glVertexAttribP4uiv glad_glVertexAttribP4uiv +typedef void (APIENTRYP PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +#define glVertexP2ui glad_glVertexP2ui +typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +#define glVertexP2uiv glad_glVertexP2uiv +typedef void (APIENTRYP PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +#define glVertexP3ui glad_glVertexP3ui +typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +#define glVertexP3uiv glad_glVertexP3uiv +typedef void (APIENTRYP PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +#define glVertexP4ui glad_glVertexP4ui +typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +#define glVertexP4uiv glad_glVertexP4uiv +typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +#define glTexCoordP1ui glad_glTexCoordP1ui +typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +#define glTexCoordP1uiv glad_glTexCoordP1uiv +typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +#define glTexCoordP2ui glad_glTexCoordP2ui +typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +#define glTexCoordP2uiv glad_glTexCoordP2uiv +typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; +#define glTexCoordP3ui glad_glTexCoordP3ui +typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +#define glTexCoordP3uiv glad_glTexCoordP3uiv +typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +#define glTexCoordP4ui glad_glTexCoordP4ui +typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +#define glTexCoordP4uiv glad_glTexCoordP4uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; +#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; +#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv +typedef void (APIENTRYP PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLNORMALP3UIPROC glad_glNormalP3ui; +#define glNormalP3ui glad_glNormalP3ui +typedef void (APIENTRYP PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +#define glNormalP3uiv glad_glNormalP3uiv +typedef void (APIENTRYP PFNGLCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP3UIPROC glad_glColorP3ui; +#define glColorP3ui glad_glColorP3ui +typedef void (APIENTRYP PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP3UIVPROC glad_glColorP3uiv; +#define glColorP3uiv glad_glColorP3uiv +typedef void (APIENTRYP PFNGLCOLORP4UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP4UIPROC glad_glColorP4ui; +#define glColorP4ui glad_glColorP4ui +typedef void (APIENTRYP PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +#define glColorP4uiv glad_glColorP4uiv +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; +#define glSecondaryColorP3ui glad_glSecondaryColorP3ui +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv +#endif +#ifndef GL_VERSION_4_0 +#define GL_VERSION_4_0 1 +GLAPI int GLAD_GL_VERSION_4_0; +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC)(GLfloat value); +GLAPI PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading; +#define glMinSampleShading glad_glMinSampleShading +typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC)(GLuint buf, GLenum mode); +GLAPI PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi; +#define glBlendEquationi glad_glBlendEquationi +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei; +#define glBlendEquationSeparatei glad_glBlendEquationSeparatei +typedef void (APIENTRYP PFNGLBLENDFUNCIPROC)(GLuint buf, GLenum src, GLenum dst); +GLAPI PFNGLBLENDFUNCIPROC glad_glBlendFunci; +#define glBlendFunci glad_glBlendFunci +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei; +#define glBlendFuncSeparatei glad_glBlendFuncSeparatei +typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect); +GLAPI PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect; +#define glDrawArraysIndirect glad_glDrawArraysIndirect +typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect); +GLAPI PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect; +#define glDrawElementsIndirect glad_glDrawElementsIndirect +typedef void (APIENTRYP PFNGLUNIFORM1DPROC)(GLint location, GLdouble x); +GLAPI PFNGLUNIFORM1DPROC glad_glUniform1d; +#define glUniform1d glad_glUniform1d +typedef void (APIENTRYP PFNGLUNIFORM2DPROC)(GLint location, GLdouble x, GLdouble y); +GLAPI PFNGLUNIFORM2DPROC glad_glUniform2d; +#define glUniform2d glad_glUniform2d +typedef void (APIENTRYP PFNGLUNIFORM3DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLUNIFORM3DPROC glad_glUniform3d; +#define glUniform3d glad_glUniform3d +typedef void (APIENTRYP PFNGLUNIFORM4DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLUNIFORM4DPROC glad_glUniform4d; +#define glUniform4d glad_glUniform4d +typedef void (APIENTRYP PFNGLUNIFORM1DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM1DVPROC glad_glUniform1dv; +#define glUniform1dv glad_glUniform1dv +typedef void (APIENTRYP PFNGLUNIFORM2DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM2DVPROC glad_glUniform2dv; +#define glUniform2dv glad_glUniform2dv +typedef void (APIENTRYP PFNGLUNIFORM3DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM3DVPROC glad_glUniform3dv; +#define glUniform3dv glad_glUniform3dv +typedef void (APIENTRYP PFNGLUNIFORM4DVPROC)(GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLUNIFORM4DVPROC glad_glUniform4dv; +#define glUniform4dv glad_glUniform4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv; +#define glUniformMatrix2dv glad_glUniformMatrix2dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv; +#define glUniformMatrix3dv glad_glUniformMatrix3dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv; +#define glUniformMatrix4dv glad_glUniformMatrix4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv; +#define glUniformMatrix2x3dv glad_glUniformMatrix2x3dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv; +#define glUniformMatrix2x4dv glad_glUniformMatrix2x4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv; +#define glUniformMatrix3x2dv glad_glUniformMatrix3x2dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv; +#define glUniformMatrix3x4dv glad_glUniformMatrix3x4dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv; +#define glUniformMatrix4x2dv glad_glUniformMatrix4x2dv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv; +#define glUniformMatrix4x3dv glad_glUniformMatrix4x3dv +typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC)(GLuint program, GLint location, GLdouble *params); +GLAPI PFNGLGETUNIFORMDVPROC glad_glGetUniformdv; +#define glGetUniformdv glad_glGetUniformdv +typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)(GLuint program, GLenum shadertype, const GLchar *name); +GLAPI PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation; +#define glGetSubroutineUniformLocation glad_glGetSubroutineUniformLocation +typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC)(GLuint program, GLenum shadertype, const GLchar *name); +GLAPI PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex; +#define glGetSubroutineIndex glad_glGetSubroutineIndex +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv; +#define glGetActiveSubroutineUniformiv glad_glGetActiveSubroutineUniformiv +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName; +#define glGetActiveSubroutineUniformName glad_glGetActiveSubroutineUniformName +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName; +#define glGetActiveSubroutineName glad_glGetActiveSubroutineName +typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC)(GLenum shadertype, GLsizei count, const GLuint *indices); +GLAPI PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv; +#define glUniformSubroutinesuiv glad_glUniformSubroutinesuiv +typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC)(GLenum shadertype, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv; +#define glGetUniformSubroutineuiv glad_glGetUniformSubroutineuiv +typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC)(GLuint program, GLenum shadertype, GLenum pname, GLint *values); +GLAPI PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv; +#define glGetProgramStageiv glad_glGetProgramStageiv +typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC)(GLenum pname, GLint value); +GLAPI PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri; +#define glPatchParameteri glad_glPatchParameteri +typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC)(GLenum pname, const GLfloat *values); +GLAPI PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv; +#define glPatchParameterfv glad_glPatchParameterfv +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC)(GLenum target, GLuint id); +GLAPI PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback; +#define glBindTransformFeedback glad_glBindTransformFeedback +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks; +#define glDeleteTransformFeedbacks glad_glDeleteTransformFeedbacks +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks; +#define glGenTransformFeedbacks glad_glGenTransformFeedbacks +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC)(GLuint id); +GLAPI PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback; +#define glIsTransformFeedback glad_glIsTransformFeedback +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback; +#define glPauseTransformFeedback glad_glPauseTransformFeedback +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC)(void); +GLAPI PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback; +#define glResumeTransformFeedback glad_glResumeTransformFeedback +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC)(GLenum mode, GLuint id); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback; +#define glDrawTransformFeedback glad_glDrawTransformFeedback +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)(GLenum mode, GLuint id, GLuint stream); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream; +#define glDrawTransformFeedbackStream glad_glDrawTransformFeedbackStream +typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC)(GLenum target, GLuint index, GLuint id); +GLAPI PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed; +#define glBeginQueryIndexed glad_glBeginQueryIndexed +typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC)(GLenum target, GLuint index); +GLAPI PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed; +#define glEndQueryIndexed glad_glEndQueryIndexed +typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC)(GLenum target, GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv; +#define glGetQueryIndexediv glad_glGetQueryIndexediv +#endif +#ifndef GL_VERSION_4_1 +#define GL_VERSION_4_1 1 +GLAPI int GLAD_GL_VERSION_4_1; +typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC)(void); +GLAPI PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler; +#define glReleaseShaderCompiler glad_glReleaseShaderCompiler +typedef void (APIENTRYP PFNGLSHADERBINARYPROC)(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length); +GLAPI PFNGLSHADERBINARYPROC glad_glShaderBinary; +#define glShaderBinary glad_glShaderBinary +typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +GLAPI PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; +#define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat +typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f); +GLAPI PFNGLDEPTHRANGEFPROC glad_glDepthRangef; +#define glDepthRangef glad_glDepthRangef +typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC)(GLfloat d); +GLAPI PFNGLCLEARDEPTHFPROC glad_glClearDepthf; +#define glClearDepthf glad_glClearDepthf +typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +GLAPI PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary; +#define glGetProgramBinary glad_glGetProgramBinary +typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC)(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +GLAPI PFNGLPROGRAMBINARYPROC glad_glProgramBinary; +#define glProgramBinary glad_glProgramBinary +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC)(GLuint program, GLenum pname, GLint value); +GLAPI PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri; +#define glProgramParameteri glad_glProgramParameteri +typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC)(GLuint pipeline, GLbitfield stages, GLuint program); +GLAPI PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages; +#define glUseProgramStages glad_glUseProgramStages +typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC)(GLuint pipeline, GLuint program); +GLAPI PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram; +#define glActiveShaderProgram glad_glActiveShaderProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC)(GLenum type, GLsizei count, const GLchar *const*strings); +GLAPI PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv; +#define glCreateShaderProgramv glad_glCreateShaderProgramv +typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline; +#define glBindProgramPipeline glad_glBindProgramPipeline +typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC)(GLsizei n, const GLuint *pipelines); +GLAPI PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines; +#define glDeleteProgramPipelines glad_glDeleteProgramPipelines +typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines); +GLAPI PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines; +#define glGenProgramPipelines glad_glGenProgramPipelines +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline; +#define glIsProgramPipeline glad_glIsProgramPipeline +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC)(GLuint pipeline, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv; +#define glGetProgramPipelineiv glad_glGetProgramPipelineiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC)(GLuint program, GLint location, GLint v0); +GLAPI PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i; +#define glProgramUniform1i glad_glProgramUniform1i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv; +#define glProgramUniform1iv glad_glProgramUniform1iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC)(GLuint program, GLint location, GLfloat v0); +GLAPI PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f; +#define glProgramUniform1f glad_glProgramUniform1f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv; +#define glProgramUniform1fv glad_glProgramUniform1fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC)(GLuint program, GLint location, GLdouble v0); +GLAPI PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d; +#define glProgramUniform1d glad_glProgramUniform1d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv; +#define glProgramUniform1dv glad_glProgramUniform1dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC)(GLuint program, GLint location, GLuint v0); +GLAPI PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui; +#define glProgramUniform1ui glad_glProgramUniform1ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv; +#define glProgramUniform1uiv glad_glProgramUniform1uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC)(GLuint program, GLint location, GLint v0, GLint v1); +GLAPI PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i; +#define glProgramUniform2i glad_glProgramUniform2i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv; +#define glProgramUniform2iv glad_glProgramUniform2iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f; +#define glProgramUniform2f glad_glProgramUniform2f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv; +#define glProgramUniform2fv glad_glProgramUniform2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1); +GLAPI PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d; +#define glProgramUniform2d glad_glProgramUniform2d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv; +#define glProgramUniform2dv glad_glProgramUniform2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui; +#define glProgramUniform2ui glad_glProgramUniform2ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv; +#define glProgramUniform2uiv glad_glProgramUniform2uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i; +#define glProgramUniform3i glad_glProgramUniform3i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv; +#define glProgramUniform3iv glad_glProgramUniform3iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f; +#define glProgramUniform3f glad_glProgramUniform3f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv; +#define glProgramUniform3fv glad_glProgramUniform3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +GLAPI PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d; +#define glProgramUniform3d glad_glProgramUniform3d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv; +#define glProgramUniform3dv glad_glProgramUniform3dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui; +#define glProgramUniform3ui glad_glProgramUniform3ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv; +#define glProgramUniform3uiv glad_glProgramUniform3uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i; +#define glProgramUniform4i glad_glProgramUniform4i +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv; +#define glProgramUniform4iv glad_glProgramUniform4iv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f; +#define glProgramUniform4f glad_glProgramUniform4f +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv; +#define glProgramUniform4fv glad_glProgramUniform4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +GLAPI PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d; +#define glProgramUniform4d glad_glProgramUniform4d +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv; +#define glProgramUniform4dv glad_glProgramUniform4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui; +#define glProgramUniform4ui glad_glProgramUniform4ui +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv; +#define glProgramUniform4uiv glad_glProgramUniform4uiv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv; +#define glProgramUniformMatrix2fv glad_glProgramUniformMatrix2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv; +#define glProgramUniformMatrix3fv glad_glProgramUniformMatrix3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv; +#define glProgramUniformMatrix4fv glad_glProgramUniformMatrix4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv; +#define glProgramUniformMatrix2dv glad_glProgramUniformMatrix2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv; +#define glProgramUniformMatrix3dv glad_glProgramUniformMatrix3dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv; +#define glProgramUniformMatrix4dv glad_glProgramUniformMatrix4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv; +#define glProgramUniformMatrix2x3fv glad_glProgramUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv; +#define glProgramUniformMatrix3x2fv glad_glProgramUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv; +#define glProgramUniformMatrix2x4fv glad_glProgramUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv; +#define glProgramUniformMatrix4x2fv glad_glProgramUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv; +#define glProgramUniformMatrix3x4fv glad_glProgramUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv; +#define glProgramUniformMatrix4x3fv glad_glProgramUniformMatrix4x3fv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv; +#define glProgramUniformMatrix2x3dv glad_glProgramUniformMatrix2x3dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv; +#define glProgramUniformMatrix3x2dv glad_glProgramUniformMatrix3x2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv; +#define glProgramUniformMatrix2x4dv glad_glProgramUniformMatrix2x4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv; +#define glProgramUniformMatrix4x2dv glad_glProgramUniformMatrix4x2dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv; +#define glProgramUniformMatrix3x4dv glad_glProgramUniformMatrix3x4dv +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv; +#define glProgramUniformMatrix4x3dv glad_glProgramUniformMatrix4x3dv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC)(GLuint pipeline); +GLAPI PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline; +#define glValidateProgramPipeline glad_glValidateProgramPipeline +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC)(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog; +#define glGetProgramPipelineInfoLog glad_glGetProgramPipelineInfoLog +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d; +#define glVertexAttribL1d glad_glVertexAttribL1d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d; +#define glVertexAttribL2d glad_glVertexAttribL2d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d; +#define glVertexAttribL3d glad_glVertexAttribL3d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d; +#define glVertexAttribL4d glad_glVertexAttribL4d +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv; +#define glVertexAttribL1dv glad_glVertexAttribL1dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv; +#define glVertexAttribL2dv glad_glVertexAttribL2dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv; +#define glVertexAttribL3dv glad_glVertexAttribL3dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv; +#define glVertexAttribL4dv glad_glVertexAttribL4dv +typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer; +#define glVertexAttribLPointer glad_glVertexAttribLPointer +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv; +#define glGetVertexAttribLdv glad_glGetVertexAttribLdv +typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC)(GLuint first, GLsizei count, const GLfloat *v); +GLAPI PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv; +#define glViewportArrayv glad_glViewportArrayv +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GLAPI PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf; +#define glViewportIndexedf glad_glViewportIndexedf +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv; +#define glViewportIndexedfv glad_glViewportIndexedfv +typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC)(GLuint first, GLsizei count, const GLint *v); +GLAPI PFNGLSCISSORARRAYVPROC glad_glScissorArrayv; +#define glScissorArrayv glad_glScissorArrayv +typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC)(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed; +#define glScissorIndexed glad_glScissorIndexed +typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv; +#define glScissorIndexedv glad_glScissorIndexedv +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC)(GLuint first, GLsizei count, const GLdouble *v); +GLAPI PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv; +#define glDepthRangeArrayv glad_glDepthRangeArrayv +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f); +GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed; +#define glDepthRangeIndexed glad_glDepthRangeIndexed +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data); +GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v; +#define glGetFloati_v glad_glGetFloati_v +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC)(GLenum target, GLuint index, GLdouble *data); +GLAPI PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v; +#define glGetDoublei_v glad_glGetDoublei_v +#endif +#ifndef GL_VERSION_4_2 +#define GL_VERSION_4_2 1 +GLAPI int GLAD_GL_VERSION_4_2; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +GLAPI PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance; +#define glDrawArraysInstancedBaseInstance glad_glDrawArraysInstancedBaseInstance +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance; +#define glDrawElementsInstancedBaseInstance glad_glDrawElementsInstancedBaseInstance +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance; +#define glDrawElementsInstancedBaseVertexBaseInstance glad_glDrawElementsInstancedBaseVertexBaseInstance +typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); +GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ; +#define glGetInternalformativ glad_glGetInternalformativ +typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv; +#define glGetActiveAtomicCounterBufferiv glad_glGetActiveAtomicCounterBufferiv +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +GLAPI PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture; +#define glBindImageTexture glad_glBindImageTexture +typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC)(GLbitfield barriers); +GLAPI PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier; +#define glMemoryBarrier glad_glMemoryBarrier +typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D; +#define glTexStorage1D glad_glTexStorage1D +typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D; +#define glTexStorage2D glad_glTexStorage2D +typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D; +#define glTexStorage3D glad_glTexStorage3D +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)(GLenum mode, GLuint id, GLsizei instancecount); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced; +#define glDrawTransformFeedbackInstanced glad_glDrawTransformFeedbackInstanced +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced; +#define glDrawTransformFeedbackStreamInstanced glad_glDrawTransformFeedbackStreamInstanced +#endif +#ifndef GL_VERSION_4_3 +#define GL_VERSION_4_3 1 +GLAPI int GLAD_GL_VERSION_4_3; +typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC)(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData; +#define glClearBufferData glad_glClearBufferData +typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC)(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData; +#define glClearBufferSubData glad_glClearBufferSubData +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +GLAPI PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute; +#define glDispatchCompute glad_glDispatchCompute +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC)(GLintptr indirect); +GLAPI PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect; +#define glDispatchComputeIndirect glad_glDispatchComputeIndirect +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +GLAPI PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData; +#define glCopyImageSubData glad_glCopyImageSubData +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri; +#define glFramebufferParameteri glad_glFramebufferParameteri +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv; +#define glGetFramebufferParameteriv glad_glGetFramebufferParameteriv +typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); +GLAPI PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v; +#define glGetInternalformati64v glad_glGetInternalformati64v +typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage; +#define glInvalidateTexSubImage glad_glInvalidateTexSubImage +typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC)(GLuint texture, GLint level); +GLAPI PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage; +#define glInvalidateTexImage glad_glInvalidateTexImage +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData; +#define glInvalidateBufferSubData glad_glInvalidateBufferSubData +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC)(GLuint buffer); +GLAPI PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData; +#define glInvalidateBufferData glad_glInvalidateBufferData +typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments); +GLAPI PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer; +#define glInvalidateFramebuffer glad_glInvalidateFramebuffer +typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer; +#define glInvalidateSubFramebuffer glad_glInvalidateSubFramebuffer +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect; +#define glMultiDrawArraysIndirect glad_glMultiDrawArraysIndirect +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect; +#define glMultiDrawElementsIndirect glad_glMultiDrawElementsIndirect +typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC)(GLuint program, GLenum programInterface, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv; +#define glGetProgramInterfaceiv glad_glGetProgramInterfaceiv +typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex; +#define glGetProgramResourceIndex glad_glGetProgramResourceIndex +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName; +#define glGetProgramResourceName glad_glGetProgramResourceName +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); +GLAPI PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv; +#define glGetProgramResourceiv glad_glGetProgramResourceiv +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation; +#define glGetProgramResourceLocation glad_glGetProgramResourceLocation +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name); +GLAPI PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex; +#define glGetProgramResourceLocationIndex glad_glGetProgramResourceLocationIndex +typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +GLAPI PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding; +#define glShaderStorageBlockBinding glad_glShaderStorageBlockBinding +typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange; +#define glTexBufferRange glad_glTexBufferRange +typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample; +#define glTexStorage2DMultisample glad_glTexStorage2DMultisample +typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample; +#define glTexStorage3DMultisample glad_glTexStorage3DMultisample +typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC)(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +GLAPI PFNGLTEXTUREVIEWPROC glad_glTextureView; +#define glTextureView glad_glTextureView +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer; +#define glBindVertexBuffer glad_glBindVertexBuffer +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat; +#define glVertexAttribFormat glad_glVertexAttribFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat; +#define glVertexAttribIFormat glad_glVertexAttribIFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat; +#define glVertexAttribLFormat glad_glVertexAttribLFormat +typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC)(GLuint attribindex, GLuint bindingindex); +GLAPI PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding; +#define glVertexAttribBinding glad_glVertexAttribBinding +typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC)(GLuint bindingindex, GLuint divisor); +GLAPI PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor; +#define glVertexBindingDivisor glad_glVertexBindingDivisor +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl; +#define glDebugMessageControl glad_glDebugMessageControl +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert; +#define glDebugMessageInsert glad_glDebugMessageInsert +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC callback, const void *userParam); +GLAPI PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback; +#define glDebugMessageCallback glad_glDebugMessageCallback +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog; +#define glGetDebugMessageLog glad_glGetDebugMessageLog +typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC)(GLenum source, GLuint id, GLsizei length, const GLchar *message); +GLAPI PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup; +#define glPushDebugGroup glad_glPushDebugGroup +typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC)(void); +GLAPI PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup; +#define glPopDebugGroup glad_glPopDebugGroup +typedef void (APIENTRYP PFNGLOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTLABELPROC glad_glObjectLabel; +#define glObjectLabel glad_glObjectLabel +typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel; +#define glGetObjectLabel glad_glGetObjectLabel +typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC)(const void *ptr, GLsizei length, const GLchar *label); +GLAPI PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel; +#define glObjectPtrLabel glad_glObjectPtrLabel +typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel; +#define glGetObjectPtrLabel glad_glGetObjectPtrLabel +#endif +#ifndef GL_VERSION_4_4 +#define GL_VERSION_4_4 1 +GLAPI int GLAD_GL_VERSION_4_4; +typedef void (APIENTRYP PFNGLBUFFERSTORAGEPROC)(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI PFNGLBUFFERSTORAGEPROC glad_glBufferStorage; +#define glBufferStorage glad_glBufferStorage +typedef void (APIENTRYP PFNGLCLEARTEXIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage; +#define glClearTexImage glad_glClearTexImage +typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage; +#define glClearTexSubImage glad_glClearTexSubImage +typedef void (APIENTRYP PFNGLBINDBUFFERSBASEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers); +GLAPI PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase; +#define glBindBuffersBase glad_glBindBuffersBase +typedef void (APIENTRYP PFNGLBINDBUFFERSRANGEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); +GLAPI PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange; +#define glBindBuffersRange glad_glBindBuffersRange +typedef void (APIENTRYP PFNGLBINDTEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures); +GLAPI PFNGLBINDTEXTURESPROC glad_glBindTextures; +#define glBindTextures glad_glBindTextures +typedef void (APIENTRYP PFNGLBINDSAMPLERSPROC)(GLuint first, GLsizei count, const GLuint *samplers); +GLAPI PFNGLBINDSAMPLERSPROC glad_glBindSamplers; +#define glBindSamplers glad_glBindSamplers +typedef void (APIENTRYP PFNGLBINDIMAGETEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures); +GLAPI PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures; +#define glBindImageTextures glad_glBindImageTextures +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERSPROC)(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +GLAPI PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers; +#define glBindVertexBuffers glad_glBindVertexBuffers +#endif +#ifndef GL_VERSION_4_5 +#define GL_VERSION_4_5 1 +GLAPI int GLAD_GL_VERSION_4_5; +typedef void (APIENTRYP PFNGLCLIPCONTROLPROC)(GLenum origin, GLenum depth); +GLAPI PFNGLCLIPCONTROLPROC glad_glClipControl; +#define glClipControl glad_glClipControl +typedef void (APIENTRYP PFNGLCREATETRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks; +#define glCreateTransformFeedbacks glad_glCreateTransformFeedbacks +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)(GLuint xfb, GLuint index, GLuint buffer); +GLAPI PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase; +#define glTransformFeedbackBufferBase glad_glTransformFeedbackBufferBase +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange; +#define glTransformFeedbackBufferRange glad_glTransformFeedbackBufferRange +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKIVPROC)(GLuint xfb, GLenum pname, GLint *param); +GLAPI PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv; +#define glGetTransformFeedbackiv glad_glGetTransformFeedbackiv +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint *param); +GLAPI PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v; +#define glGetTransformFeedbacki_v glad_glGetTransformFeedbacki_v +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +GLAPI PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v; +#define glGetTransformFeedbacki64_v glad_glGetTransformFeedbacki64_v +typedef void (APIENTRYP PFNGLCREATEBUFFERSPROC)(GLsizei n, GLuint *buffers); +GLAPI PFNGLCREATEBUFFERSPROC glad_glCreateBuffers; +#define glCreateBuffers glad_glCreateBuffers +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage; +#define glNamedBufferStorage glad_glNamedBufferStorage +typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +GLAPI PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData; +#define glNamedBufferData glad_glNamedBufferData +typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData; +#define glNamedBufferSubData glad_glNamedBufferSubData +typedef void (APIENTRYP PFNGLCOPYNAMEDBUFFERSUBDATAPROC)(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData; +#define glCopyNamedBufferSubData glad_glCopyNamedBufferSubData +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAPROC)(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData; +#define glClearNamedBufferData glad_glClearNamedBufferData +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData; +#define glClearNamedBufferSubData glad_glClearNamedBufferSubData +typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERPROC)(GLuint buffer, GLenum access); +GLAPI PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer; +#define glMapNamedBuffer glad_glMapNamedBuffer +typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange; +#define glMapNamedBufferRange glad_glMapNamedBufferRange +typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFERPROC)(GLuint buffer); +GLAPI PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer; +#define glUnmapNamedBuffer glad_glUnmapNamedBuffer +typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange; +#define glFlushMappedNamedBufferRange glad_glFlushMappedNamedBufferRange +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVPROC)(GLuint buffer, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv; +#define glGetNamedBufferParameteriv glad_glGetNamedBufferParameteriv +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)(GLuint buffer, GLenum pname, GLint64 *params); +GLAPI PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v; +#define glGetNamedBufferParameteri64v glad_glGetNamedBufferParameteri64v +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVPROC)(GLuint buffer, GLenum pname, void **params); +GLAPI PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv; +#define glGetNamedBufferPointerv glad_glGetNamedBufferPointerv +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +GLAPI PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData; +#define glGetNamedBufferSubData glad_glGetNamedBufferSubData +typedef void (APIENTRYP PFNGLCREATEFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); +GLAPI PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers; +#define glCreateFramebuffers glad_glCreateFramebuffers +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer; +#define glNamedFramebufferRenderbuffer glad_glNamedFramebufferRenderbuffer +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)(GLuint framebuffer, GLenum pname, GLint param); +GLAPI PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri; +#define glNamedFramebufferParameteri glad_glNamedFramebufferParameteri +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture; +#define glNamedFramebufferTexture glad_glNamedFramebufferTexture +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer; +#define glNamedFramebufferTextureLayer glad_glNamedFramebufferTextureLayer +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)(GLuint framebuffer, GLenum buf); +GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer; +#define glNamedFramebufferDrawBuffer glad_glNamedFramebufferDrawBuffer +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)(GLuint framebuffer, GLsizei n, const GLenum *bufs); +GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers; +#define glNamedFramebufferDrawBuffers glad_glNamedFramebufferDrawBuffers +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)(GLuint framebuffer, GLenum src); +GLAPI PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer; +#define glNamedFramebufferReadBuffer glad_glNamedFramebufferReadBuffer +typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); +GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData; +#define glInvalidateNamedFramebufferData glad_glInvalidateNamedFramebufferData +typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData; +#define glInvalidateNamedFramebufferSubData glad_glInvalidateNamedFramebufferSubData +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv; +#define glClearNamedFramebufferiv glad_glClearNamedFramebufferiv +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv; +#define glClearNamedFramebufferuiv glad_glClearNamedFramebufferuiv +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv; +#define glClearNamedFramebufferfv glad_glClearNamedFramebufferfv +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi; +#define glClearNamedFramebufferfi glad_glClearNamedFramebufferfi +typedef void (APIENTRYP PFNGLBLITNAMEDFRAMEBUFFERPROC)(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer; +#define glBlitNamedFramebuffer glad_glBlitNamedFramebuffer +typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)(GLuint framebuffer, GLenum target); +GLAPI PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus; +#define glCheckNamedFramebufferStatus glad_glCheckNamedFramebufferStatus +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)(GLuint framebuffer, GLenum pname, GLint *param); +GLAPI PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv; +#define glGetNamedFramebufferParameteriv glad_glGetNamedFramebufferParameteriv +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv; +#define glGetNamedFramebufferAttachmentParameteriv glad_glGetNamedFramebufferAttachmentParameteriv +typedef void (APIENTRYP PFNGLCREATERENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); +GLAPI PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers; +#define glCreateRenderbuffers glad_glCreateRenderbuffers +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEPROC)(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage; +#define glNamedRenderbufferStorage glad_glNamedRenderbufferStorage +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample; +#define glNamedRenderbufferStorageMultisample glad_glNamedRenderbufferStorageMultisample +typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)(GLuint renderbuffer, GLenum pname, GLint *params); +GLAPI PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv; +#define glGetNamedRenderbufferParameteriv glad_glGetNamedRenderbufferParameteriv +typedef void (APIENTRYP PFNGLCREATETEXTURESPROC)(GLenum target, GLsizei n, GLuint *textures); +GLAPI PFNGLCREATETEXTURESPROC glad_glCreateTextures; +#define glCreateTextures glad_glCreateTextures +typedef void (APIENTRYP PFNGLTEXTUREBUFFERPROC)(GLuint texture, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer; +#define glTextureBuffer glad_glTextureBuffer +typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEPROC)(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange; +#define glTextureBufferRange glad_glTextureBufferRange +typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D; +#define glTextureStorage1D glad_glTextureStorage1D +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D; +#define glTextureStorage2D glad_glTextureStorage2D +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D; +#define glTextureStorage3D glad_glTextureStorage3D +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample; +#define glTextureStorage2DMultisample glad_glTextureStorage2DMultisample +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample; +#define glTextureStorage3DMultisample glad_glTextureStorage3DMultisample +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D; +#define glTextureSubImage1D glad_glTextureSubImage1D +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D; +#define glTextureSubImage2D glad_glTextureSubImage2D +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D; +#define glTextureSubImage3D glad_glTextureSubImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D; +#define glCompressedTextureSubImage1D glad_glCompressedTextureSubImage1D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D; +#define glCompressedTextureSubImage2D glad_glCompressedTextureSubImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D; +#define glCompressedTextureSubImage3D glad_glCompressedTextureSubImage3D +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D; +#define glCopyTextureSubImage1D glad_glCopyTextureSubImage1D +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D; +#define glCopyTextureSubImage2D glad_glCopyTextureSubImage2D +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D; +#define glCopyTextureSubImage3D glad_glCopyTextureSubImage3D +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFPROC)(GLuint texture, GLenum pname, GLfloat param); +GLAPI PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf; +#define glTextureParameterf glad_glTextureParameterf +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, const GLfloat *param); +GLAPI PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv; +#define glTextureParameterfv glad_glTextureParameterfv +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIPROC)(GLuint texture, GLenum pname, GLint param); +GLAPI PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri; +#define glTextureParameteri glad_glTextureParameteri +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, const GLint *params); +GLAPI PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv; +#define glTextureParameterIiv glad_glTextureParameterIiv +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv; +#define glTextureParameterIuiv glad_glTextureParameterIuiv +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, const GLint *param); +GLAPI PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv; +#define glTextureParameteriv glad_glTextureParameteriv +typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPPROC)(GLuint texture); +GLAPI PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap; +#define glGenerateTextureMipmap glad_glGenerateTextureMipmap +typedef void (APIENTRYP PFNGLBINDTEXTUREUNITPROC)(GLuint unit, GLuint texture); +GLAPI PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit; +#define glBindTextureUnit glad_glBindTextureUnit +typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage; +#define glGetTextureImage glad_glGetTextureImage +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage; +#define glGetCompressedTextureImage glad_glGetCompressedTextureImage +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVPROC)(GLuint texture, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv; +#define glGetTextureLevelParameterfv glad_glGetTextureLevelParameterfv +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVPROC)(GLuint texture, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv; +#define glGetTextureLevelParameteriv glad_glGetTextureLevelParameteriv +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv; +#define glGetTextureParameterfv glad_glGetTextureParameterfv +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv; +#define glGetTextureParameterIiv glad_glGetTextureParameterIiv +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv; +#define glGetTextureParameterIuiv glad_glGetTextureParameterIuiv +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv; +#define glGetTextureParameteriv glad_glGetTextureParameteriv +typedef void (APIENTRYP PFNGLCREATEVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays; +#define glCreateVertexArrays glad_glCreateVertexArrays +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); +GLAPI PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib; +#define glDisableVertexArrayAttrib glad_glDisableVertexArrayAttrib +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); +GLAPI PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib; +#define glEnableVertexArrayAttrib glad_glEnableVertexArrayAttrib +typedef void (APIENTRYP PFNGLVERTEXARRAYELEMENTBUFFERPROC)(GLuint vaobj, GLuint buffer); +GLAPI PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer; +#define glVertexArrayElementBuffer glad_glVertexArrayElementBuffer +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERPROC)(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer; +#define glVertexArrayVertexBuffer glad_glVertexArrayVertexBuffer +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERSPROC)(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +GLAPI PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers; +#define glVertexArrayVertexBuffers glad_glVertexArrayVertexBuffers +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBBINDINGPROC)(GLuint vaobj, GLuint attribindex, GLuint bindingindex); +GLAPI PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding; +#define glVertexArrayAttribBinding glad_glVertexArrayAttribBinding +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat; +#define glVertexArrayAttribFormat glad_glVertexArrayAttribFormat +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBIFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat; +#define glVertexArrayAttribIFormat glad_glVertexArrayAttribIFormat +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBLFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat; +#define glVertexArrayAttribLFormat glad_glVertexArrayAttribLFormat +typedef void (APIENTRYP PFNGLVERTEXARRAYBINDINGDIVISORPROC)(GLuint vaobj, GLuint bindingindex, GLuint divisor); +GLAPI PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor; +#define glVertexArrayBindingDivisor glad_glVertexArrayBindingDivisor +typedef void (APIENTRYP PFNGLGETVERTEXARRAYIVPROC)(GLuint vaobj, GLenum pname, GLint *param); +GLAPI PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv; +#define glGetVertexArrayiv glad_glGetVertexArrayiv +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXEDIVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint *param); +GLAPI PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv; +#define glGetVertexArrayIndexediv glad_glGetVertexArrayIndexediv +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXED64IVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); +GLAPI PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv; +#define glGetVertexArrayIndexed64iv glad_glGetVertexArrayIndexed64iv +typedef void (APIENTRYP PFNGLCREATESAMPLERSPROC)(GLsizei n, GLuint *samplers); +GLAPI PFNGLCREATESAMPLERSPROC glad_glCreateSamplers; +#define glCreateSamplers glad_glCreateSamplers +typedef void (APIENTRYP PFNGLCREATEPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines); +GLAPI PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines; +#define glCreateProgramPipelines glad_glCreateProgramPipelines +typedef void (APIENTRYP PFNGLCREATEQUERIESPROC)(GLenum target, GLsizei n, GLuint *ids); +GLAPI PFNGLCREATEQUERIESPROC glad_glCreateQueries; +#define glCreateQueries glad_glCreateQueries +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v; +#define glGetQueryBufferObjecti64v glad_glGetQueryBufferObjecti64v +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv; +#define glGetQueryBufferObjectiv glad_glGetQueryBufferObjectiv +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v; +#define glGetQueryBufferObjectui64v glad_glGetQueryBufferObjectui64v +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv; +#define glGetQueryBufferObjectuiv glad_glGetQueryBufferObjectuiv +typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC)(GLbitfield barriers); +GLAPI PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion; +#define glMemoryBarrierByRegion glad_glMemoryBarrierByRegion +typedef void (APIENTRYP PFNGLGETTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage; +#define glGetTextureSubImage glad_glGetTextureSubImage +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage; +#define glGetCompressedTextureSubImage glad_glGetCompressedTextureSubImage +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSPROC)(void); +GLAPI PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus; +#define glGetGraphicsResetStatus glad_glGetGraphicsResetStatus +typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint lod, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETNCOMPRESSEDTEXIMAGEPROC glad_glGetnCompressedTexImage; +#define glGetnCompressedTexImage glad_glGetnCompressedTexImage +typedef void (APIENTRYP PFNGLGETNTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI PFNGLGETNTEXIMAGEPROC glad_glGetnTexImage; +#define glGetnTexImage glad_glGetnTexImage +typedef void (APIENTRYP PFNGLGETNUNIFORMDVPROC)(GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +GLAPI PFNGLGETNUNIFORMDVPROC glad_glGetnUniformdv; +#define glGetnUniformdv glad_glGetnUniformdv +typedef void (APIENTRYP PFNGLGETNUNIFORMFVPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv; +#define glGetnUniformfv glad_glGetnUniformfv +typedef void (APIENTRYP PFNGLGETNUNIFORMIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv; +#define glGetnUniformiv glad_glGetnUniformiv +typedef void (APIENTRYP PFNGLGETNUNIFORMUIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint *params); +GLAPI PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv; +#define glGetnUniformuiv glad_glGetnUniformuiv +typedef void (APIENTRYP PFNGLREADNPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GLAPI PFNGLREADNPIXELSPROC glad_glReadnPixels; +#define glReadnPixels glad_glReadnPixels +typedef void (APIENTRYP PFNGLGETNMAPDVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +GLAPI PFNGLGETNMAPDVPROC glad_glGetnMapdv; +#define glGetnMapdv glad_glGetnMapdv +typedef void (APIENTRYP PFNGLGETNMAPFVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +GLAPI PFNGLGETNMAPFVPROC glad_glGetnMapfv; +#define glGetnMapfv glad_glGetnMapfv +typedef void (APIENTRYP PFNGLGETNMAPIVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLint *v); +GLAPI PFNGLGETNMAPIVPROC glad_glGetnMapiv; +#define glGetnMapiv glad_glGetnMapiv +typedef void (APIENTRYP PFNGLGETNPIXELMAPFVPROC)(GLenum map, GLsizei bufSize, GLfloat *values); +GLAPI PFNGLGETNPIXELMAPFVPROC glad_glGetnPixelMapfv; +#define glGetnPixelMapfv glad_glGetnPixelMapfv +typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVPROC)(GLenum map, GLsizei bufSize, GLuint *values); +GLAPI PFNGLGETNPIXELMAPUIVPROC glad_glGetnPixelMapuiv; +#define glGetnPixelMapuiv glad_glGetnPixelMapuiv +typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVPROC)(GLenum map, GLsizei bufSize, GLushort *values); +GLAPI PFNGLGETNPIXELMAPUSVPROC glad_glGetnPixelMapusv; +#define glGetnPixelMapusv glad_glGetnPixelMapusv +typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEPROC)(GLsizei bufSize, GLubyte *pattern); +GLAPI PFNGLGETNPOLYGONSTIPPLEPROC glad_glGetnPolygonStipple; +#define glGetnPolygonStipple glad_glGetnPolygonStipple +typedef void (APIENTRYP PFNGLGETNCOLORTABLEPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +GLAPI PFNGLGETNCOLORTABLEPROC glad_glGetnColorTable; +#define glGetnColorTable glad_glGetnColorTable +typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +GLAPI PFNGLGETNCONVOLUTIONFILTERPROC glad_glGetnConvolutionFilter; +#define glGetnConvolutionFilter glad_glGetnConvolutionFilter +typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERPROC)(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +GLAPI PFNGLGETNSEPARABLEFILTERPROC glad_glGetnSeparableFilter; +#define glGetnSeparableFilter glad_glGetnSeparableFilter +typedef void (APIENTRYP PFNGLGETNHISTOGRAMPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI PFNGLGETNHISTOGRAMPROC glad_glGetnHistogram; +#define glGetnHistogram glad_glGetnHistogram +typedef void (APIENTRYP PFNGLGETNMINMAXPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI PFNGLGETNMINMAXPROC glad_glGetnMinmax; +#define glGetnMinmax glad_glGetnMinmax +typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC)(void); +GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier; +#define glTextureBarrier glad_glTextureBarrier +#endif +#ifndef GL_VERSION_4_6 +#define GL_VERSION_4_6 1 +GLAPI int GLAD_GL_VERSION_4_6; +typedef void (APIENTRYP PFNGLSPECIALIZESHADERPROC)(GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +GLAPI PFNGLSPECIALIZESHADERPROC glad_glSpecializeShader; +#define glSpecializeShader glad_glSpecializeShader +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC)(GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC glad_glMultiDrawArraysIndirectCount; +#define glMultiDrawArraysIndirectCount glad_glMultiDrawArraysIndirectCount +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC)(GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC glad_glMultiDrawElementsIndirectCount; +#define glMultiDrawElementsIndirectCount glad_glMultiDrawElementsIndirectCount +typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPPROC)(GLfloat factor, GLfloat units, GLfloat clamp); +GLAPI PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp; +#define glPolygonOffsetClamp glad_glPolygonOffsetClamp +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/vendor/include/glm/common.hpp b/vendor/include/glm/common.hpp new file mode 100644 index 0000000..0328dc9 --- /dev/null +++ b/vendor/include/glm/common.hpp @@ -0,0 +1,539 @@ +/// @ref core +/// @file glm/common.hpp +/// +/// @see GLSL 4.20.8 specification, section 8.3 Common Functions +/// +/// @defgroup core_func_common Common functions +/// @ingroup core +/// +/// Provides GLSL common functions +/// +/// These all operate component-wise. The description is per component. +/// +/// Include to use these core features. + +#pragma once + +#include "detail/qualifier.hpp" +#include "detail/_fixes.hpp" + +namespace glm +{ + /// @addtogroup core_func_common + /// @{ + + /// Returns x if x >= 0; otherwise, it returns -x. + /// + /// @tparam genType floating-point or signed integer; scalar or vector types. + /// + /// @see GLSL abs man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR genType abs(genType x); + + /// Returns x if x >= 0; otherwise, it returns -x. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or signed integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL abs man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec abs(vec const& x); + + /// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL sign man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec sign(vec const& x); + + /// Returns a value equal to the nearest integer that is less then or equal to x. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL floor man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec floor(vec const& x); + + /// Returns a value equal to the nearest integer to x + /// whose absolute value is not larger than the absolute value of x. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL trunc man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec trunc(vec const& x); + + /// Returns a value equal to the nearest integer to x. + /// The fraction 0.5 will round in a direction chosen by the + /// implementation, presumably the direction that is fastest. + /// This includes the possibility that round(x) returns the + /// same value as roundEven(x) for all values of x. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL round man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec round(vec const& x); + + /// Returns a value equal to the nearest integer to x. + /// A fractional part of 0.5 will round toward the nearest even + /// integer. (Both 3.5 and 4.5 for x will return 4.0.) + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL roundEven man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + /// @see New round to even technique + template + GLM_FUNC_DECL vec roundEven(vec const& x); + + /// Returns a value equal to the nearest integer + /// that is greater than or equal to x. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL ceil man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec ceil(vec const& x); + + /// Return x - floor(x). + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see GLSL fract man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL genType fract(genType x); + + /// Return x - floor(x). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL fract man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec fract(vec const& x); + + template + GLM_FUNC_DECL genType mod(genType x, genType y); + + template + GLM_FUNC_DECL vec mod(vec const& x, T y); + + /// Modulus. Returns x - y * floor(x / y) + /// for each component in x using the floating point value y. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types, include glm/gtc/integer for integer scalar types support + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL mod man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec mod(vec const& x, vec const& y); + + /// Returns the fractional part of x and sets i to the integer + /// part (as a whole number floating point value). Both the + /// return value and the output parameter will have the same + /// sign as x. + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see GLSL modf man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL genType modf(genType x, genType& i); + + /// Returns y if y < x; otherwise, it returns x. + /// + /// @tparam genType Floating-point or integer; scalar or vector types. + /// + /// @see GLSL min man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR genType min(genType x, genType y); + + /// Returns y if y < x; otherwise, it returns x. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL min man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec min(vec const& x, T y); + + /// Returns y if y < x; otherwise, it returns x. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL min man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec min(vec const& x, vec const& y); + + /// Returns y if x < y; otherwise, it returns x. + /// + /// @tparam genType Floating-point or integer; scalar or vector types. + /// + /// @see GLSL max man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR genType max(genType x, genType y); + + /// Returns y if x < y; otherwise, it returns x. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL max man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec max(vec const& x, T y); + + /// Returns y if x < y; otherwise, it returns x. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL max man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec max(vec const& x, vec const& y); + + /// Returns min(max(x, minVal), maxVal) for each component in x + /// using the floating-point values minVal and maxVal. + /// + /// @tparam genType Floating-point or integer; scalar or vector types. + /// + /// @see GLSL clamp man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal); + + /// Returns min(max(x, minVal), maxVal) for each component in x + /// using the floating-point values minVal and maxVal. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL clamp man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec clamp(vec const& x, T minVal, T maxVal); + + /// Returns min(max(x, minVal), maxVal) for each component in x + /// using the floating-point values minVal and maxVal. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL clamp man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec clamp(vec const& x, vec const& minVal, vec const& maxVal); + + /// If genTypeU is a floating scalar or vector: + /// Returns x * (1.0 - a) + y * a, i.e., the linear blend of + /// x and y using the floating-point value a. + /// The value for a is not restricted to the range [0, 1]. + /// + /// If genTypeU is a boolean scalar or vector: + /// Selects which vector each returned component comes + /// from. For a component of 'a' that is false, the + /// corresponding component of 'x' is returned. For a + /// component of 'a' that is true, the corresponding + /// component of 'y' is returned. Components of 'x' and 'y' that + /// are not selected are allowed to be invalid floating point + /// values and will have no effect on the results. Thus, this + /// provides different functionality than + /// genType mix(genType x, genType y, genType(a)) + /// where a is a Boolean vector. + /// + /// @see GLSL mix man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + /// + /// @param[in] x Value to interpolate. + /// @param[in] y Value to interpolate. + /// @param[in] a Interpolant. + /// + /// @tparam genTypeT Floating point scalar or vector. + /// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT. + /// + /// @code + /// #include + /// ... + /// float a; + /// bool b; + /// glm::dvec3 e; + /// glm::dvec3 f; + /// glm::vec4 g; + /// glm::vec4 h; + /// ... + /// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors. + /// glm::vec4 s = glm::mix(g, h, b); // Returns g or h; + /// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second. + /// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter. + /// @endcode + template + GLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a); + + template + GLM_FUNC_DECL vec mix(vec const& x, vec const& y, vec const& a); + + template + GLM_FUNC_DECL vec mix(vec const& x, vec const& y, U a); + + /// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType. + /// + /// @see GLSL step man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL genType step(genType edge, genType x); + + /// Returns 0.0 if x < edge, otherwise it returns 1.0. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL step man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec step(T edge, vec const& x); + + /// Returns 0.0 if x < edge, otherwise it returns 1.0. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL step man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec step(vec const& edge, vec const& x); + + /// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and + /// performs smooth Hermite interpolation between 0 and 1 + /// when edge0 < x < edge1. This is useful in cases where + /// you would want a threshold function with a smooth + /// transition. This is equivalent to: + /// genType t; + /// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1); + /// return t * t * (3 - 2 * t); + /// Results are undefined if edge0 >= edge1. + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see GLSL smoothstep man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x); + + template + GLM_FUNC_DECL vec smoothstep(T edge0, T edge1, vec const& x); + + template + GLM_FUNC_DECL vec smoothstep(vec const& edge0, vec const& edge1, vec const& x); + + /// Returns true if x holds a NaN (not a number) + /// representation in the underlying implementation's set of + /// floating point representations. Returns false otherwise, + /// including for implementations with no NaN + /// representations. + /// + /// /!\ When using compiler fast math, this function may fail. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL isnan man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec isnan(vec const& x); + + /// Returns true if x holds a positive infinity or negative + /// infinity representation in the underlying implementation's + /// set of floating point representations. Returns false + /// otherwise, including for implementations with no infinity + /// representations. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL isinf man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec isinf(vec const& x); + + /// Returns a signed integer value representing + /// the encoding of a floating-point value. The floating-point + /// value's bit-level representation is preserved. + /// + /// @see GLSL floatBitsToInt man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + GLM_FUNC_DECL int floatBitsToInt(float const& v); + + /// Returns a signed integer value representing + /// the encoding of a floating-point value. The floatingpoint + /// value's bit-level representation is preserved. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL floatBitsToInt man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec floatBitsToInt(vec const& v); + + /// Returns a unsigned integer value representing + /// the encoding of a floating-point value. The floatingpoint + /// value's bit-level representation is preserved. + /// + /// @see GLSL floatBitsToUint man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + GLM_FUNC_DECL uint floatBitsToUint(float const& v); + + /// Returns a unsigned integer value representing + /// the encoding of a floating-point value. The floatingpoint + /// value's bit-level representation is preserved. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL floatBitsToUint man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec floatBitsToUint(vec const& v); + + /// Returns a floating-point value corresponding to a signed + /// integer encoding of a floating-point value. + /// If an inf or NaN is passed in, it will not signal, and the + /// resulting floating point value is unspecified. Otherwise, + /// the bit-level representation is preserved. + /// + /// @see GLSL intBitsToFloat man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + GLM_FUNC_DECL float intBitsToFloat(int const& v); + + /// Returns a floating-point value corresponding to a signed + /// integer encoding of a floating-point value. + /// If an inf or NaN is passed in, it will not signal, and the + /// resulting floating point value is unspecified. Otherwise, + /// the bit-level representation is preserved. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL intBitsToFloat man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec intBitsToFloat(vec const& v); + + /// Returns a floating-point value corresponding to a + /// unsigned integer encoding of a floating-point value. + /// If an inf or NaN is passed in, it will not signal, and the + /// resulting floating point value is unspecified. Otherwise, + /// the bit-level representation is preserved. + /// + /// @see GLSL uintBitsToFloat man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + GLM_FUNC_DECL float uintBitsToFloat(uint const& v); + + /// Returns a floating-point value corresponding to a + /// unsigned integer encoding of a floating-point value. + /// If an inf or NaN is passed in, it will not signal, and the + /// resulting floating point value is unspecified. Otherwise, + /// the bit-level representation is preserved. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL uintBitsToFloat man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL vec uintBitsToFloat(vec const& v); + + /// Computes and returns a * b + c. + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see GLSL fma man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL genType fma(genType const& a, genType const& b, genType const& c); + + /// Splits x into a floating-point significand in the range + /// [0.5, 1.0) and an integral exponent of two, such that: + /// x = significand * exp(2, exponent) + /// + /// The significand is returned by the function and the + /// exponent is returned in the parameter exp. For a + /// floating-point value of zero, the significant and exponent + /// are both zero. For a floating-point value that is an + /// infinity or is not a number, the results are undefined. + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see GLSL frexp man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL genType frexp(genType x, int& exp); + + template + GLM_FUNC_DECL vec frexp(vec const& v, vec& exp); + + /// Builds a floating-point number from x and the + /// corresponding integral exponent of two in exp, returning: + /// significand * exp(2, exponent) + /// + /// If this product is too large to be represented in the + /// floating-point type, the result is undefined. + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see GLSL ldexp man page; + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL genType ldexp(genType const& x, int const& exp); + + template + GLM_FUNC_DECL vec ldexp(vec const& v, vec const& exp); + + /// @} +}//namespace glm + +#include "detail/func_common.inl" + diff --git a/vendor/include/glm/detail/_features.hpp b/vendor/include/glm/detail/_features.hpp new file mode 100644 index 0000000..b0cbe9f --- /dev/null +++ b/vendor/include/glm/detail/_features.hpp @@ -0,0 +1,394 @@ +#pragma once + +// #define GLM_CXX98_EXCEPTIONS +// #define GLM_CXX98_RTTI + +// #define GLM_CXX11_RVALUE_REFERENCES +// Rvalue references - GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n2118.html + +// GLM_CXX11_TRAILING_RETURN +// Rvalue references for *this - GCC not supported +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2439.htm + +// GLM_CXX11_NONSTATIC_MEMBER_INIT +// Initialization of class objects by rvalues - GCC any +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1610.html + +// GLM_CXX11_NONSTATIC_MEMBER_INIT +// Non-static data member initializers - GCC 4.7 +// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2008/n2756.htm + +// #define GLM_CXX11_VARIADIC_TEMPLATE +// Variadic templates - GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2242.pdf + +// +// Extending variadic template template parameters - GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2555.pdf + +// #define GLM_CXX11_GENERALIZED_INITIALIZERS +// Initializer lists - GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm + +// #define GLM_CXX11_STATIC_ASSERT +// Static assertions - GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1720.html + +// #define GLM_CXX11_AUTO_TYPE +// auto-typed variables - GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1984.pdf + +// #define GLM_CXX11_AUTO_TYPE +// Multi-declarator auto - GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1737.pdf + +// #define GLM_CXX11_AUTO_TYPE +// Removal of auto as a storage-class specifier - GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2546.htm + +// #define GLM_CXX11_AUTO_TYPE +// New function declarator syntax - GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2541.htm + +// #define GLM_CXX11_LAMBDAS +// New wording for C++0x lambdas - GCC 4.5 +// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2927.pdf + +// #define GLM_CXX11_DECLTYPE +// Declared type of an expression - GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2343.pdf + +// +// Right angle brackets - GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1757.html + +// +// Default template arguments for function templates DR226 GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#226 + +// +// Solving the SFINAE problem for expressions DR339 GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2634.html + +// #define GLM_CXX11_ALIAS_TEMPLATE +// Template aliases N2258 GCC 4.7 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf + +// +// Extern templates N1987 Yes +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1987.htm + +// #define GLM_CXX11_NULLPTR +// Null pointer constant N2431 GCC 4.6 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2431.pdf + +// #define GLM_CXX11_STRONG_ENUMS +// Strongly-typed enums N2347 GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2347.pdf + +// +// Forward declarations for enums N2764 GCC 4.6 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2764.pdf + +// +// Generalized attributes N2761 GCC 4.8 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2761.pdf + +// +// Generalized constant expressions N2235 GCC 4.6 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf + +// +// Alignment support N2341 GCC 4.8 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf + +// #define GLM_CXX11_DELEGATING_CONSTRUCTORS +// Delegating constructors N1986 GCC 4.7 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1986.pdf + +// +// Inheriting constructors N2540 GCC 4.8 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2540.htm + +// #define GLM_CXX11_EXPLICIT_CONVERSIONS +// Explicit conversion operators N2437 GCC 4.5 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf + +// +// New character types N2249 GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2249.html + +// +// Unicode string literals N2442 GCC 4.5 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm + +// +// Raw string literals N2442 GCC 4.5 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2442.htm + +// +// Universal character name literals N2170 GCC 4.5 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2170.html + +// #define GLM_CXX11_USER_LITERALS +// User-defined literals N2765 GCC 4.7 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2765.pdf + +// +// Standard Layout Types N2342 GCC 4.5 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2342.htm + +// #define GLM_CXX11_DEFAULTED_FUNCTIONS +// #define GLM_CXX11_DELETED_FUNCTIONS +// Defaulted and deleted functions N2346 GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2346.htm + +// +// Extended friend declarations N1791 GCC 4.7 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1791.pdf + +// +// Extending sizeof N2253 GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2253.html + +// #define GLM_CXX11_INLINE_NAMESPACES +// Inline namespaces N2535 GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2535.htm + +// #define GLM_CXX11_UNRESTRICTED_UNIONS +// Unrestricted unions N2544 GCC 4.6 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf + +// #define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS +// Local and unnamed types as template arguments N2657 GCC 4.5 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2657.htm + +// #define GLM_CXX11_RANGE_FOR +// Range-based for N2930 GCC 4.6 +// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2930.html + +// #define GLM_CXX11_OVERRIDE_CONTROL +// Explicit virtual overrides N2928 N3206 N3272 GCC 4.7 +// http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2009/n2928.htm +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3206.htm +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2011/n3272.htm + +// +// Minimal support for garbage collection and reachability-based leak detection N2670 No +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2670.htm + +// #define GLM_CXX11_NOEXCEPT +// Allowing move constructors to throw [noexcept] N3050 GCC 4.6 (core language only) +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3050.html + +// +// Defining move special member functions N3053 GCC 4.6 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2010/n3053.html + +// +// Sequence points N2239 Yes +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html + +// +// Atomic operations N2427 GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2239.html + +// +// Strong Compare and Exchange N2748 GCC 4.5 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2427.html + +// +// Bidirectional Fences N2752 GCC 4.8 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2752.htm + +// +// Memory model N2429 GCC 4.8 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2429.htm + +// +// Data-dependency ordering: atomics and memory model N2664 GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2664.htm + +// +// Propagating exceptions N2179 GCC 4.4 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2179.html + +// +// Abandoning a process and at_quick_exit N2440 GCC 4.8 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2440.htm + +// +// Allow atomics use in signal handlers N2547 Yes +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2547.htm + +// +// Thread-local storage N2659 GCC 4.8 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2659.htm + +// +// Dynamic initialization and destruction with concurrency N2660 GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2660.htm + +// +// __func__ predefined identifier N2340 GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2340.htm + +// +// C99 preprocessor N1653 GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2004/n1653.htm + +// +// long long N1811 GCC 4.3 +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2005/n1811.pdf + +// +// Extended integral types N1988 Yes +// http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2006/n1988.pdf + +#if(GLM_COMPILER & GLM_COMPILER_GCC) + +# define GLM_CXX11_STATIC_ASSERT + +#elif(GLM_COMPILER & GLM_COMPILER_CLANG) +# if(__has_feature(cxx_exceptions)) +# define GLM_CXX98_EXCEPTIONS +# endif + +# if(__has_feature(cxx_rtti)) +# define GLM_CXX98_RTTI +# endif + +# if(__has_feature(cxx_access_control_sfinae)) +# define GLM_CXX11_ACCESS_CONTROL_SFINAE +# endif + +# if(__has_feature(cxx_alias_templates)) +# define GLM_CXX11_ALIAS_TEMPLATE +# endif + +# if(__has_feature(cxx_alignas)) +# define GLM_CXX11_ALIGNAS +# endif + +# if(__has_feature(cxx_attributes)) +# define GLM_CXX11_ATTRIBUTES +# endif + +# if(__has_feature(cxx_constexpr)) +# define GLM_CXX11_CONSTEXPR +# endif + +# if(__has_feature(cxx_decltype)) +# define GLM_CXX11_DECLTYPE +# endif + +# if(__has_feature(cxx_default_function_template_args)) +# define GLM_CXX11_DEFAULT_FUNCTION_TEMPLATE_ARGS +# endif + +# if(__has_feature(cxx_defaulted_functions)) +# define GLM_CXX11_DEFAULTED_FUNCTIONS +# endif + +# if(__has_feature(cxx_delegating_constructors)) +# define GLM_CXX11_DELEGATING_CONSTRUCTORS +# endif + +# if(__has_feature(cxx_deleted_functions)) +# define GLM_CXX11_DELETED_FUNCTIONS +# endif + +# if(__has_feature(cxx_explicit_conversions)) +# define GLM_CXX11_EXPLICIT_CONVERSIONS +# endif + +# if(__has_feature(cxx_generalized_initializers)) +# define GLM_CXX11_GENERALIZED_INITIALIZERS +# endif + +# if(__has_feature(cxx_implicit_moves)) +# define GLM_CXX11_IMPLICIT_MOVES +# endif + +# if(__has_feature(cxx_inheriting_constructors)) +# define GLM_CXX11_INHERITING_CONSTRUCTORS +# endif + +# if(__has_feature(cxx_inline_namespaces)) +# define GLM_CXX11_INLINE_NAMESPACES +# endif + +# if(__has_feature(cxx_lambdas)) +# define GLM_CXX11_LAMBDAS +# endif + +# if(__has_feature(cxx_local_type_template_args)) +# define GLM_CXX11_LOCAL_TYPE_TEMPLATE_ARGS +# endif + +# if(__has_feature(cxx_noexcept)) +# define GLM_CXX11_NOEXCEPT +# endif + +# if(__has_feature(cxx_nonstatic_member_init)) +# define GLM_CXX11_NONSTATIC_MEMBER_INIT +# endif + +# if(__has_feature(cxx_nullptr)) +# define GLM_CXX11_NULLPTR +# endif + +# if(__has_feature(cxx_override_control)) +# define GLM_CXX11_OVERRIDE_CONTROL +# endif + +# if(__has_feature(cxx_reference_qualified_functions)) +# define GLM_CXX11_REFERENCE_QUALIFIED_FUNCTIONS +# endif + +# if(__has_feature(cxx_range_for)) +# define GLM_CXX11_RANGE_FOR +# endif + +# if(__has_feature(cxx_raw_string_literals)) +# define GLM_CXX11_RAW_STRING_LITERALS +# endif + +# if(__has_feature(cxx_rvalue_references)) +# define GLM_CXX11_RVALUE_REFERENCES +# endif + +# if(__has_feature(cxx_static_assert)) +# define GLM_CXX11_STATIC_ASSERT +# endif + +# if(__has_feature(cxx_auto_type)) +# define GLM_CXX11_AUTO_TYPE +# endif + +# if(__has_feature(cxx_strong_enums)) +# define GLM_CXX11_STRONG_ENUMS +# endif + +# if(__has_feature(cxx_trailing_return)) +# define GLM_CXX11_TRAILING_RETURN +# endif + +# if(__has_feature(cxx_unicode_literals)) +# define GLM_CXX11_UNICODE_LITERALS +# endif + +# if(__has_feature(cxx_unrestricted_unions)) +# define GLM_CXX11_UNRESTRICTED_UNIONS +# endif + +# if(__has_feature(cxx_user_literals)) +# define GLM_CXX11_USER_LITERALS +# endif + +# if(__has_feature(cxx_variadic_templates)) +# define GLM_CXX11_VARIADIC_TEMPLATES +# endif + +#endif//(GLM_COMPILER & GLM_COMPILER_CLANG) diff --git a/vendor/include/glm/detail/_fixes.hpp b/vendor/include/glm/detail/_fixes.hpp new file mode 100644 index 0000000..a503c7c --- /dev/null +++ b/vendor/include/glm/detail/_fixes.hpp @@ -0,0 +1,27 @@ +#include + +//! Workaround for compatibility with other libraries +#ifdef max +#undef max +#endif + +//! Workaround for compatibility with other libraries +#ifdef min +#undef min +#endif + +//! Workaround for Android +#ifdef isnan +#undef isnan +#endif + +//! Workaround for Android +#ifdef isinf +#undef isinf +#endif + +//! Workaround for Chrone Native Client +#ifdef log2 +#undef log2 +#endif + diff --git a/vendor/include/glm/detail/_noise.hpp b/vendor/include/glm/detail/_noise.hpp new file mode 100644 index 0000000..5a874a0 --- /dev/null +++ b/vendor/include/glm/detail/_noise.hpp @@ -0,0 +1,81 @@ +#pragma once + +#include "../common.hpp" + +namespace glm{ +namespace detail +{ + template + GLM_FUNC_QUALIFIER T mod289(T const& x) + { + return x - floor(x * (static_cast(1.0) / static_cast(289.0))) * static_cast(289.0); + } + + template + GLM_FUNC_QUALIFIER T permute(T const& x) + { + return mod289(((x * static_cast(34)) + static_cast(1)) * x); + } + + template + GLM_FUNC_QUALIFIER vec<2, T, Q> permute(vec<2, T, Q> const& x) + { + return mod289(((x * static_cast(34)) + static_cast(1)) * x); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> permute(vec<3, T, Q> const& x) + { + return mod289(((x * static_cast(34)) + static_cast(1)) * x); + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> permute(vec<4, T, Q> const& x) + { + return mod289(((x * static_cast(34)) + static_cast(1)) * x); + } + + template + GLM_FUNC_QUALIFIER T taylorInvSqrt(T const& r) + { + return static_cast(1.79284291400159) - static_cast(0.85373472095314) * r; + } + + template + GLM_FUNC_QUALIFIER vec<2, T, Q> taylorInvSqrt(vec<2, T, Q> const& r) + { + return static_cast(1.79284291400159) - static_cast(0.85373472095314) * r; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> taylorInvSqrt(vec<3, T, Q> const& r) + { + return static_cast(1.79284291400159) - static_cast(0.85373472095314) * r; + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> taylorInvSqrt(vec<4, T, Q> const& r) + { + return static_cast(1.79284291400159) - static_cast(0.85373472095314) * r; + } + + template + GLM_FUNC_QUALIFIER vec<2, T, Q> fade(vec<2, T, Q> const& t) + { + return (t * t * t) * (t * (t * static_cast(6) - static_cast(15)) + static_cast(10)); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> fade(vec<3, T, Q> const& t) + { + return (t * t * t) * (t * (t * static_cast(6) - static_cast(15)) + static_cast(10)); + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> fade(vec<4, T, Q> const& t) + { + return (t * t * t) * (t * (t * static_cast(6) - static_cast(15)) + static_cast(10)); + } +}//namespace detail +}//namespace glm + diff --git a/vendor/include/glm/detail/_swizzle.hpp b/vendor/include/glm/detail/_swizzle.hpp new file mode 100644 index 0000000..87896ef --- /dev/null +++ b/vendor/include/glm/detail/_swizzle.hpp @@ -0,0 +1,804 @@ +#pragma once + +namespace glm{ +namespace detail +{ + // Internal class for implementing swizzle operators + template + struct _swizzle_base0 + { + protected: + GLM_FUNC_QUALIFIER T& elem(size_t i){ return (reinterpret_cast(_buffer))[i]; } + GLM_FUNC_QUALIFIER T const& elem(size_t i) const{ return (reinterpret_cast(_buffer))[i]; } + + // Use an opaque buffer to *ensure* the compiler doesn't call a constructor. + // The size 1 buffer is assumed to aligned to the actual members so that the + // elem() + char _buffer[1]; + }; + + template + struct _swizzle_base1 : public _swizzle_base0 + { + }; + + template + struct _swizzle_base1<2, T, Q, E0,E1,-1,-2, Aligned> : public _swizzle_base0 + { + GLM_FUNC_QUALIFIER vec<2, T, Q> operator ()() const { return vec<2, T, Q>(this->elem(E0), this->elem(E1)); } + }; + + template + struct _swizzle_base1<3, T, Q, E0,E1,E2,-1, Aligned> : public _swizzle_base0 + { + GLM_FUNC_QUALIFIER vec<3, T, Q> operator ()() const { return vec<3, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2)); } + }; + + template + struct _swizzle_base1<4, T, Q, E0,E1,E2,E3, Aligned> : public _swizzle_base0 + { + GLM_FUNC_QUALIFIER vec<4, T, Q> operator ()() const { return vec<4, T, Q>(this->elem(E0), this->elem(E1), this->elem(E2), this->elem(E3)); } + }; + + // Internal class for implementing swizzle operators + /* + Template parameters: + + T = type of scalar values (e.g. float, double) + N = number of components in the vector (e.g. 3) + E0...3 = what index the n-th element of this swizzle refers to in the unswizzled vec + + DUPLICATE_ELEMENTS = 1 if there is a repeated element, 0 otherwise (used to specialize swizzles + containing duplicate elements so that they cannot be used as r-values). + */ + template + struct _swizzle_base2 : public _swizzle_base1::value> + { + struct op_equal + { + GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e = t; } + }; + + struct op_minus + { + GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e -= t; } + }; + + struct op_plus + { + GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e += t; } + }; + + struct op_mul + { + GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e *= t; } + }; + + struct op_div + { + GLM_FUNC_QUALIFIER void operator() (T& e, T& t) const{ e /= t; } + }; + + public: + GLM_FUNC_QUALIFIER _swizzle_base2& operator= (const T& t) + { + for (int i = 0; i < N; ++i) + (*this)[i] = t; + return *this; + } + + GLM_FUNC_QUALIFIER _swizzle_base2& operator= (vec const& that) + { + _apply_op(that, op_equal()); + return *this; + } + + GLM_FUNC_QUALIFIER void operator -= (vec const& that) + { + _apply_op(that, op_minus()); + } + + GLM_FUNC_QUALIFIER void operator += (vec const& that) + { + _apply_op(that, op_plus()); + } + + GLM_FUNC_QUALIFIER void operator *= (vec const& that) + { + _apply_op(that, op_mul()); + } + + GLM_FUNC_QUALIFIER void operator /= (vec const& that) + { + _apply_op(that, op_div()); + } + + GLM_FUNC_QUALIFIER T& operator[](size_t i) + { + const int offset_dst[4] = { E0, E1, E2, E3 }; + return this->elem(offset_dst[i]); + } + GLM_FUNC_QUALIFIER T operator[](size_t i) const + { + const int offset_dst[4] = { E0, E1, E2, E3 }; + return this->elem(offset_dst[i]); + } + + protected: + template + GLM_FUNC_QUALIFIER void _apply_op(vec const& that, const U& op) + { + // Make a copy of the data in this == &that. + // The copier should optimize out the copy in cases where the function is + // properly inlined and the copy is not necessary. + T t[N]; + for (int i = 0; i < N; ++i) + t[i] = that[i]; + for (int i = 0; i < N; ++i) + op( (*this)[i], t[i] ); + } + }; + + // Specialization for swizzles containing duplicate elements. These cannot be modified. + template + struct _swizzle_base2 : public _swizzle_base1::value> + { + struct Stub {}; + + GLM_FUNC_QUALIFIER _swizzle_base2& operator= (Stub const&) { return *this; } + + GLM_FUNC_QUALIFIER T operator[] (size_t i) const + { + const int offset_dst[4] = { E0, E1, E2, E3 }; + return this->elem(offset_dst[i]); + } + }; + + template + struct _swizzle : public _swizzle_base2 + { + typedef _swizzle_base2 base_type; + + using base_type::operator=; + + GLM_FUNC_QUALIFIER operator vec () const { return (*this)(); } + }; + +// +// To prevent the C++ syntax from getting entirely overwhelming, define some alias macros +// +#define GLM_SWIZZLE_TEMPLATE1 template +#define GLM_SWIZZLE_TEMPLATE2 template +#define GLM_SWIZZLE_TYPE1 _swizzle +#define GLM_SWIZZLE_TYPE2 _swizzle + +// +// Wrapper for a binary operator (e.g. u.yy + v.zy) +// +#define GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND) \ + GLM_SWIZZLE_TEMPLATE2 \ + GLM_FUNC_QUALIFIER vec operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b) \ + { \ + return a() OPERAND b(); \ + } \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER vec operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const vec& b) \ + { \ + return a() OPERAND b; \ + } \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER vec operator OPERAND ( const vec& a, const GLM_SWIZZLE_TYPE1& b) \ + { \ + return a OPERAND b(); \ + } + +// +// Wrapper for a operand between a swizzle and a binary (e.g. 1.0f - u.xyz) +// +#define GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND) \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER vec operator OPERAND ( const GLM_SWIZZLE_TYPE1& a, const T& b) \ + { \ + return a() OPERAND b; \ + } \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER vec operator OPERAND ( const T& a, const GLM_SWIZZLE_TYPE1& b) \ + { \ + return a OPERAND b(); \ + } + +// +// Macro for wrapping a function taking one argument (e.g. abs()) +// +#define GLM_SWIZZLE_FUNCTION_1_ARGS(RETURN_TYPE,FUNCTION) \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a) \ + { \ + return FUNCTION(a()); \ + } + +// +// Macro for wrapping a function taking two vector arguments (e.g. dot()). +// +#define GLM_SWIZZLE_FUNCTION_2_ARGS(RETURN_TYPE,FUNCTION) \ + GLM_SWIZZLE_TEMPLATE2 \ + GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b) \ + { \ + return FUNCTION(a(), b()); \ + } \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b) \ + { \ + return FUNCTION(a(), b()); \ + } \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename V& b) \ + { \ + return FUNCTION(a(), b); \ + } \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const V& a, const GLM_SWIZZLE_TYPE1& b) \ + { \ + return FUNCTION(a, b()); \ + } + +// +// Macro for wrapping a function take 2 vec arguments followed by a scalar (e.g. mix()). +// +#define GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(RETURN_TYPE,FUNCTION) \ + GLM_SWIZZLE_TEMPLATE2 \ + GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE2& b, const T& c) \ + { \ + return FUNCTION(a(), b(), c); \ + } \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const GLM_SWIZZLE_TYPE1& b, const T& c) \ + { \ + return FUNCTION(a(), b(), c); \ + } \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const GLM_SWIZZLE_TYPE1& a, const typename S0::vec_type& b, const T& c)\ + { \ + return FUNCTION(a(), b, c); \ + } \ + GLM_SWIZZLE_TEMPLATE1 \ + GLM_FUNC_QUALIFIER typename GLM_SWIZZLE_TYPE1::RETURN_TYPE FUNCTION(const typename V& a, const GLM_SWIZZLE_TYPE1& b, const T& c) \ + { \ + return FUNCTION(a, b(), c); \ + } + +}//namespace detail +}//namespace glm + +namespace glm +{ + namespace detail + { + GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(-) + GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(*) + GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(+) + GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(-) + GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(*) + GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(/) + } + + // + // Swizzles are distinct types from the unswizzled type. The below macros will + // provide template specializations for the swizzle types for the given functions + // so that the compiler does not have any ambiguity to choosing how to handle + // the function. + // + // The alternative is to use the operator()() when calling the function in order + // to explicitly convert the swizzled type to the unswizzled type. + // + + //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, abs); + //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acos); + //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acosh); + //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, all); + //GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, any); + + //GLM_SWIZZLE_FUNCTION_2_ARGS(value_type, dot); + //GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, cross); + //GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, step); + //GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(vec_type, mix); +} + +#define GLM_SWIZZLE2_2_MEMBERS(T, Q, E0,E1) \ + struct { detail::_swizzle<2, T, Q, 0,0,-1,-2> E0 ## E0; }; \ + struct { detail::_swizzle<2, T, Q, 0,1,-1,-2> E0 ## E1; }; \ + struct { detail::_swizzle<2, T, Q, 1,0,-1,-2> E1 ## E0; }; \ + struct { detail::_swizzle<2, T, Q, 1,1,-1,-2> E1 ## E1; }; + +#define GLM_SWIZZLE2_3_MEMBERS(T, Q, E0,E1) \ + struct { detail::_swizzle<3,T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<3,T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<3,T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<3,T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<3,T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<3,T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<3,T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<3,T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; + +#define GLM_SWIZZLE2_4_MEMBERS(T, Q, E0,E1) \ + struct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; + +#define GLM_SWIZZLE3_2_MEMBERS(T, Q, E0,E1,E2) \ + struct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \ + struct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \ + struct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \ + struct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \ + struct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \ + struct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \ + struct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \ + struct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \ + struct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; }; + +#define GLM_SWIZZLE3_3_MEMBERS(T, Q ,E0,E1,E2) \ + struct { detail::_swizzle<3, T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 0,0,2,-1> E0 ## E0 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 0,1,2,-1> E0 ## E1 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 0,2,0,-1> E0 ## E2 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 0,2,1,-1> E0 ## E2 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 0,2,2,-1> E0 ## E2 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 1,0,2,-1> E1 ## E0 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 1,1,2,-1> E1 ## E1 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 1,2,0,-1> E1 ## E2 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 1,2,1,-1> E1 ## E2 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 1,2,2,-1> E1 ## E2 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 2,0,0,-1> E2 ## E0 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 2,0,1,-1> E2 ## E0 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 2,0,2,-1> E2 ## E0 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 2,1,0,-1> E2 ## E1 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 2,1,1,-1> E2 ## E1 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 2,1,2,-1> E2 ## E1 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 2,2,0,-1> E2 ## E2 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 2,2,1,-1> E2 ## E2 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 2,2,2,-1> E2 ## E2 ## E2; }; + +#define GLM_SWIZZLE3_4_MEMBERS(T, Q, E0,E1,E2) \ + struct { detail::_swizzle<4,T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \ + struct { detail::_swizzle<4,T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \ + struct { detail::_swizzle<4,T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \ + struct { detail::_swizzle<4,T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; }; + +#define GLM_SWIZZLE4_2_MEMBERS(T, Q, E0,E1,E2,E3) \ + struct { detail::_swizzle<2,T, Q, 0,0,-1,-2> E0 ## E0; }; \ + struct { detail::_swizzle<2,T, Q, 0,1,-1,-2> E0 ## E1; }; \ + struct { detail::_swizzle<2,T, Q, 0,2,-1,-2> E0 ## E2; }; \ + struct { detail::_swizzle<2,T, Q, 0,3,-1,-2> E0 ## E3; }; \ + struct { detail::_swizzle<2,T, Q, 1,0,-1,-2> E1 ## E0; }; \ + struct { detail::_swizzle<2,T, Q, 1,1,-1,-2> E1 ## E1; }; \ + struct { detail::_swizzle<2,T, Q, 1,2,-1,-2> E1 ## E2; }; \ + struct { detail::_swizzle<2,T, Q, 1,3,-1,-2> E1 ## E3; }; \ + struct { detail::_swizzle<2,T, Q, 2,0,-1,-2> E2 ## E0; }; \ + struct { detail::_swizzle<2,T, Q, 2,1,-1,-2> E2 ## E1; }; \ + struct { detail::_swizzle<2,T, Q, 2,2,-1,-2> E2 ## E2; }; \ + struct { detail::_swizzle<2,T, Q, 2,3,-1,-2> E2 ## E3; }; \ + struct { detail::_swizzle<2,T, Q, 3,0,-1,-2> E3 ## E0; }; \ + struct { detail::_swizzle<2,T, Q, 3,1,-1,-2> E3 ## E1; }; \ + struct { detail::_swizzle<2,T, Q, 3,2,-1,-2> E3 ## E2; }; \ + struct { detail::_swizzle<2,T, Q, 3,3,-1,-2> E3 ## E3; }; + +#define GLM_SWIZZLE4_3_MEMBERS(T, Q, E0,E1,E2,E3) \ + struct { detail::_swizzle<3, T, Q, 0,0,0,-1> E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 0,0,1,-1> E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 0,0,2,-1> E0 ## E0 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 0,0,3,-1> E0 ## E0 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 0,1,0,-1> E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 0,1,1,-1> E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 0,1,2,-1> E0 ## E1 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 0,1,3,-1> E0 ## E1 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 0,2,0,-1> E0 ## E2 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 0,2,1,-1> E0 ## E2 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 0,2,2,-1> E0 ## E2 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 0,2,3,-1> E0 ## E2 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 0,3,0,-1> E0 ## E3 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 0,3,1,-1> E0 ## E3 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 0,3,2,-1> E0 ## E3 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 0,3,3,-1> E0 ## E3 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 1,0,0,-1> E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 1,0,1,-1> E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 1,0,2,-1> E1 ## E0 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 1,0,3,-1> E1 ## E0 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 1,1,0,-1> E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 1,1,1,-1> E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 1,1,2,-1> E1 ## E1 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 1,1,3,-1> E1 ## E1 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 1,2,0,-1> E1 ## E2 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 1,2,1,-1> E1 ## E2 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 1,2,2,-1> E1 ## E2 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 1,2,3,-1> E1 ## E2 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 1,3,0,-1> E1 ## E3 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 1,3,1,-1> E1 ## E3 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 1,3,2,-1> E1 ## E3 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 1,3,3,-1> E1 ## E3 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 2,0,0,-1> E2 ## E0 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 2,0,1,-1> E2 ## E0 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 2,0,2,-1> E2 ## E0 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 2,0,3,-1> E2 ## E0 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 2,1,0,-1> E2 ## E1 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 2,1,1,-1> E2 ## E1 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 2,1,2,-1> E2 ## E1 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 2,1,3,-1> E2 ## E1 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 2,2,0,-1> E2 ## E2 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 2,2,1,-1> E2 ## E2 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 2,2,2,-1> E2 ## E2 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 2,2,3,-1> E2 ## E2 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 2,3,0,-1> E2 ## E3 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 2,3,1,-1> E2 ## E3 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 2,3,2,-1> E2 ## E3 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 2,3,3,-1> E2 ## E3 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 3,0,0,-1> E3 ## E0 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 3,0,1,-1> E3 ## E0 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 3,0,2,-1> E3 ## E0 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 3,0,3,-1> E3 ## E0 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 3,1,0,-1> E3 ## E1 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 3,1,1,-1> E3 ## E1 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 3,1,2,-1> E3 ## E1 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 3,1,3,-1> E3 ## E1 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 3,2,0,-1> E3 ## E2 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 3,2,1,-1> E3 ## E2 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 3,2,2,-1> E3 ## E2 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 3,2,3,-1> E3 ## E2 ## E3; }; \ + struct { detail::_swizzle<3, T, Q, 3,3,0,-1> E3 ## E3 ## E0; }; \ + struct { detail::_swizzle<3, T, Q, 3,3,1,-1> E3 ## E3 ## E1; }; \ + struct { detail::_swizzle<3, T, Q, 3,3,2,-1> E3 ## E3 ## E2; }; \ + struct { detail::_swizzle<3, T, Q, 3,3,3,-1> E3 ## E3 ## E3; }; + +#define GLM_SWIZZLE4_4_MEMBERS(T, Q, E0,E1,E2,E3) \ + struct { detail::_swizzle<4, T, Q, 0,0,0,0> E0 ## E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,0,1> E0 ## E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,0,2> E0 ## E0 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,0,3> E0 ## E0 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,1,0> E0 ## E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,1,1> E0 ## E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,1,2> E0 ## E0 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,1,3> E0 ## E0 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,2,0> E0 ## E0 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,2,1> E0 ## E0 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,2,2> E0 ## E0 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,2,3> E0 ## E0 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,3,0> E0 ## E0 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,3,1> E0 ## E0 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,3,2> E0 ## E0 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,0,3,3> E0 ## E0 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,0,0> E0 ## E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,0,1> E0 ## E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,0,2> E0 ## E1 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,0,3> E0 ## E1 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,1,0> E0 ## E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,1,1> E0 ## E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,1,2> E0 ## E1 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,1,3> E0 ## E1 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,2,0> E0 ## E1 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,2,1> E0 ## E1 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,2,2> E0 ## E1 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,2,3> E0 ## E1 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,3,0> E0 ## E1 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,3,1> E0 ## E1 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,3,2> E0 ## E1 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,1,3,3> E0 ## E1 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,0,0> E0 ## E2 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,0,1> E0 ## E2 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,0,2> E0 ## E2 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,0,3> E0 ## E2 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,1,0> E0 ## E2 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,1,1> E0 ## E2 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,1,2> E0 ## E2 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,1,3> E0 ## E2 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,2,0> E0 ## E2 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,2,1> E0 ## E2 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,2,2> E0 ## E2 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,2,3> E0 ## E2 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,3,0> E0 ## E2 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,3,1> E0 ## E2 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,3,2> E0 ## E2 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,2,3,3> E0 ## E2 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,0,0> E0 ## E3 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,0,1> E0 ## E3 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,0,2> E0 ## E3 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,0,3> E0 ## E3 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,1,0> E0 ## E3 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,1,1> E0 ## E3 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,1,2> E0 ## E3 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,1,3> E0 ## E3 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,2,0> E0 ## E3 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,2,1> E0 ## E3 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,2,2> E0 ## E3 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,2,3> E0 ## E3 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,3,0> E0 ## E3 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,3,1> E0 ## E3 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,3,2> E0 ## E3 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 0,3,3,3> E0 ## E3 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,0,0> E1 ## E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,0,1> E1 ## E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,0,2> E1 ## E0 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,0,3> E1 ## E0 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,1,0> E1 ## E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,1,1> E1 ## E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,1,2> E1 ## E0 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,1,3> E1 ## E0 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,2,0> E1 ## E0 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,2,1> E1 ## E0 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,2,2> E1 ## E0 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,2,3> E1 ## E0 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,3,0> E1 ## E0 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,3,1> E1 ## E0 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,3,2> E1 ## E0 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,0,3,3> E1 ## E0 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,0,0> E1 ## E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,0,1> E1 ## E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,0,2> E1 ## E1 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,0,3> E1 ## E1 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,1,0> E1 ## E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,1,1> E1 ## E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,1,2> E1 ## E1 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,1,3> E1 ## E1 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,2,0> E1 ## E1 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,2,1> E1 ## E1 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,2,2> E1 ## E1 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,2,3> E1 ## E1 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,3,0> E1 ## E1 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,3,1> E1 ## E1 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,3,2> E1 ## E1 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,1,3,3> E1 ## E1 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,0,0> E1 ## E2 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,0,1> E1 ## E2 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,0,2> E1 ## E2 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,0,3> E1 ## E2 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,1,0> E1 ## E2 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,1,1> E1 ## E2 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,1,2> E1 ## E2 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,1,3> E1 ## E2 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,2,0> E1 ## E2 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,2,1> E1 ## E2 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,2,2> E1 ## E2 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,2,3> E1 ## E2 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,3,0> E1 ## E2 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,3,1> E1 ## E2 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,3,2> E1 ## E2 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,2,3,3> E1 ## E2 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,0,0> E1 ## E3 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,0,1> E1 ## E3 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,0,2> E1 ## E3 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,0,3> E1 ## E3 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,1,0> E1 ## E3 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,1,1> E1 ## E3 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,1,2> E1 ## E3 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,1,3> E1 ## E3 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,2,0> E1 ## E3 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,2,1> E1 ## E3 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,2,2> E1 ## E3 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,2,3> E1 ## E3 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,3,0> E1 ## E3 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,3,1> E1 ## E3 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,3,2> E1 ## E3 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 1,3,3,3> E1 ## E3 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,0,0> E2 ## E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,0,1> E2 ## E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,0,2> E2 ## E0 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,0,3> E2 ## E0 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,1,0> E2 ## E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,1,1> E2 ## E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,1,2> E2 ## E0 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,1,3> E2 ## E0 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,2,0> E2 ## E0 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,2,1> E2 ## E0 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,2,2> E2 ## E0 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,2,3> E2 ## E0 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,3,0> E2 ## E0 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,3,1> E2 ## E0 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,3,2> E2 ## E0 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,0,3,3> E2 ## E0 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,0,0> E2 ## E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,0,1> E2 ## E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,0,2> E2 ## E1 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,0,3> E2 ## E1 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,1,0> E2 ## E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,1,1> E2 ## E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,1,2> E2 ## E1 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,1,3> E2 ## E1 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,2,0> E2 ## E1 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,2,1> E2 ## E1 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,2,2> E2 ## E1 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,2,3> E2 ## E1 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,3,0> E2 ## E1 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,3,1> E2 ## E1 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,3,2> E2 ## E1 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,1,3,3> E2 ## E1 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,0,0> E2 ## E2 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,0,1> E2 ## E2 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,0,2> E2 ## E2 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,0,3> E2 ## E2 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,1,0> E2 ## E2 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,1,1> E2 ## E2 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,1,2> E2 ## E2 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,1,3> E2 ## E2 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,2,0> E2 ## E2 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,2,1> E2 ## E2 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,2,2> E2 ## E2 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,2,3> E2 ## E2 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,3,0> E2 ## E2 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,3,1> E2 ## E2 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,3,2> E2 ## E2 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,2,3,3> E2 ## E2 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,0,0> E2 ## E3 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,0,1> E2 ## E3 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,0,2> E2 ## E3 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,0,3> E2 ## E3 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,1,0> E2 ## E3 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,1,1> E2 ## E3 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,1,2> E2 ## E3 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,1,3> E2 ## E3 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,2,0> E2 ## E3 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,2,1> E2 ## E3 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,2,2> E2 ## E3 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,2,3> E2 ## E3 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,3,0> E2 ## E3 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,3,1> E2 ## E3 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,3,2> E2 ## E3 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 2,3,3,3> E2 ## E3 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,0,0> E3 ## E0 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,0,1> E3 ## E0 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,0,2> E3 ## E0 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,0,3> E3 ## E0 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,1,0> E3 ## E0 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,1,1> E3 ## E0 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,1,2> E3 ## E0 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,1,3> E3 ## E0 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,2,0> E3 ## E0 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,2,1> E3 ## E0 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,2,2> E3 ## E0 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,2,3> E3 ## E0 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,3,0> E3 ## E0 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,3,1> E3 ## E0 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,3,2> E3 ## E0 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,0,3,3> E3 ## E0 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,0,0> E3 ## E1 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,0,1> E3 ## E1 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,0,2> E3 ## E1 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,0,3> E3 ## E1 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,1,0> E3 ## E1 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,1,1> E3 ## E1 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,1,2> E3 ## E1 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,1,3> E3 ## E1 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,2,0> E3 ## E1 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,2,1> E3 ## E1 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,2,2> E3 ## E1 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,2,3> E3 ## E1 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,3,0> E3 ## E1 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,3,1> E3 ## E1 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,3,2> E3 ## E1 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,1,3,3> E3 ## E1 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,0,0> E3 ## E2 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,0,1> E3 ## E2 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,0,2> E3 ## E2 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,0,3> E3 ## E2 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,1,0> E3 ## E2 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,1,1> E3 ## E2 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,1,2> E3 ## E2 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,1,3> E3 ## E2 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,2,0> E3 ## E2 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,2,1> E3 ## E2 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,2,2> E3 ## E2 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,2,3> E3 ## E2 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,3,0> E3 ## E2 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,3,1> E3 ## E2 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,3,2> E3 ## E2 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,2,3,3> E3 ## E2 ## E3 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,0,0> E3 ## E3 ## E0 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,0,1> E3 ## E3 ## E0 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,0,2> E3 ## E3 ## E0 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,0,3> E3 ## E3 ## E0 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,1,0> E3 ## E3 ## E1 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,1,1> E3 ## E3 ## E1 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,1,2> E3 ## E3 ## E1 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,1,3> E3 ## E3 ## E1 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,2,0> E3 ## E3 ## E2 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,2,1> E3 ## E3 ## E2 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,2,2> E3 ## E3 ## E2 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,2,3> E3 ## E3 ## E2 ## E3; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,3,0> E3 ## E3 ## E3 ## E0; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,3,1> E3 ## E3 ## E3 ## E1; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,3,2> E3 ## E3 ## E3 ## E2; }; \ + struct { detail::_swizzle<4, T, Q, 3,3,3,3> E3 ## E3 ## E3 ## E3; }; diff --git a/vendor/include/glm/detail/_swizzle_func.hpp b/vendor/include/glm/detail/_swizzle_func.hpp new file mode 100644 index 0000000..d93c6af --- /dev/null +++ b/vendor/include/glm/detail/_swizzle_func.hpp @@ -0,0 +1,682 @@ +#pragma once + +#define GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, CONST, A, B) \ + vec<2, T, Q> A ## B() CONST \ + { \ + return vec<2, T, Q>(this->A, this->B); \ + } + +#define GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, CONST, A, B, C) \ + vec<3, T, Q> A ## B ## C() CONST \ + { \ + return vec<3, T, Q>(this->A, this->B, this->C); \ + } + +#define GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, CONST, A, B, C, D) \ + vec<4, T, Q> A ## B ## C ## D() CONST \ + { \ + return vec<4, T, Q>(this->A, this->B, this->C, this->D); \ + } + +#define GLM_SWIZZLE_GEN_VEC2_ENTRY_DEF(T, P, L, CONST, A, B) \ + template \ + vec vec::A ## B() CONST \ + { \ + return vec<2, T, Q>(this->A, this->B); \ + } + +#define GLM_SWIZZLE_GEN_VEC3_ENTRY_DEF(T, P, L, CONST, A, B, C) \ + template \ + vec<3, T, Q> vec::A ## B ## C() CONST \ + { \ + return vec<3, T, Q>(this->A, this->B, this->C); \ + } + +#define GLM_SWIZZLE_GEN_VEC4_ENTRY_DEF(T, P, L, CONST, A, B, C, D) \ + template \ + vec<4, T, Q> vec::A ## B ## C ## D() CONST \ + { \ + return vec<4, T, Q>(this->A, this->B, this->C, this->D); \ + } + +#define GLM_MUTABLE + +#define GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, A, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, A, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, 2, GLM_MUTABLE, B, A) + +#define GLM_SWIZZLE_GEN_REF_FROM_VEC2(T, P) \ + GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, x, y) \ + GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, r, g) \ + GLM_SWIZZLE_GEN_REF2_FROM_VEC2_SWIZZLE(T, P, s, t) + +#define GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B) + +#define GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, A, C, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, B, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, GLM_MUTABLE, C, B, A) + +#define GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_REF3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_REF2_FROM_VEC3_SWIZZLE(T, P, A, B, C) + +#define GLM_SWIZZLE_GEN_REF_FROM_VEC3(T, P) \ + GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, x, y, z) \ + GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, r, g, b) \ + GLM_SWIZZLE_GEN_REF_FROM_VEC3_COMP(T, P, s, t, p) + +#define GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, A, D) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, B, D) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, C, D) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, GLM_MUTABLE, D, C) + +#define GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, B, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, C, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , A, D, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, A, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, C, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , B, D, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, A, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, B, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , C, D, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, , D, C, B) + +#define GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, C, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, D, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, C, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, D, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , B, A, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, B, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, D, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , C, A, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, C, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, A, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, , D, B, C, A) + +#define GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_REF2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_REF3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_REF4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) + +#define GLM_SWIZZLE_GEN_REF_FROM_VEC4(T, P) \ + GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, x, y, z, w) \ + GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, r, g, b, a) \ + GLM_SWIZZLE_GEN_REF_FROM_VEC4_COMP(T, P, s, t, p, q) + +#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) + +#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) + +#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) + +#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, A, B) \ + GLM_SWIZZLE_GEN_VEC2_FROM_VEC2_SWIZZLE(T, P, A, B) \ + GLM_SWIZZLE_GEN_VEC3_FROM_VEC2_SWIZZLE(T, P, A, B) \ + GLM_SWIZZLE_GEN_VEC4_FROM_VEC2_SWIZZLE(T, P, A, B) + +#define GLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, P) \ + GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, x, y) \ + GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, r, g) \ + GLM_SWIZZLE_GEN_VEC_FROM_VEC2_COMP(T, P, s, t) + +#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C) + +#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C) + +#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C) + +#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_VEC2_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_VEC3_FROM_VEC3_SWIZZLE(T, P, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_FROM_VEC3_SWIZZLE(T, P, A, B, C) + +#define GLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, P) \ + GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, x, y, z) \ + GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, r, g, b) \ + GLM_SWIZZLE_GEN_VEC_FROM_VEC3_COMP(T, P, s, t, p) + +#define GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, A, D) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, B, D) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, C, D) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, A) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, B) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, C) \ + GLM_SWIZZLE_GEN_VEC2_ENTRY(T, P, const, D, D) + +#define GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, A, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, B, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, C, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, A, D, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, A, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, B, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, C, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, B, D, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, A, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, B, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, C, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, C, D, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, A, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, B, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, C, D) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, A) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, B) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, C) \ + GLM_SWIZZLE_GEN_VEC3_ENTRY(T, P, const, D, D, D) + +#define GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, A, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, B, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, C, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, A, D, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, A, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, B, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, C, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, B, D, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, A, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, B, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, C, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, C, D, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, A, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, B, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, C, D, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, A, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, B, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, C, D) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, A) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, B) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, C) \ + GLM_SWIZZLE_GEN_VEC4_ENTRY(T, P, const, D, D, D, D) + +#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC2_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC3_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) \ + GLM_SWIZZLE_GEN_VEC4_FROM_VEC4_SWIZZLE(T, P, A, B, C, D) + +#define GLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, P) \ + GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, x, y, z, w) \ + GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, r, g, b, a) \ + GLM_SWIZZLE_GEN_VEC_FROM_VEC4_COMP(T, P, s, t, p, q) + diff --git a/vendor/include/glm/detail/_vectorize.hpp b/vendor/include/glm/detail/_vectorize.hpp new file mode 100644 index 0000000..1fcaec3 --- /dev/null +++ b/vendor/include/glm/detail/_vectorize.hpp @@ -0,0 +1,162 @@ +#pragma once + +namespace glm{ +namespace detail +{ + template class vec, length_t L, typename R, typename T, qualifier Q> + struct functor1{}; + + template class vec, typename R, typename T, qualifier Q> + struct functor1 + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<1, R, Q> call(R (*Func) (T x), vec<1, T, Q> const& v) + { + return vec<1, R, Q>(Func(v.x)); + } + }; + + template class vec, typename R, typename T, qualifier Q> + struct functor1 + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<2, R, Q> call(R (*Func) (T x), vec<2, T, Q> const& v) + { + return vec<2, R, Q>(Func(v.x), Func(v.y)); + } + }; + + template class vec, typename R, typename T, qualifier Q> + struct functor1 + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<3, R, Q> call(R (*Func) (T x), vec<3, T, Q> const& v) + { + return vec<3, R, Q>(Func(v.x), Func(v.y), Func(v.z)); + } + }; + + template class vec, typename R, typename T, qualifier Q> + struct functor1 + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, R, Q> call(R (*Func) (T x), vec<4, T, Q> const& v) + { + return vec<4, R, Q>(Func(v.x), Func(v.y), Func(v.z), Func(v.w)); + } + }; + + template class vec, length_t L, typename T, qualifier Q> + struct functor2{}; + + template class vec, typename T, qualifier Q> + struct functor2 + { + GLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, vec<1, T, Q> const& b) + { + return vec<1, T, Q>(Func(a.x, b.x)); + } + }; + + template class vec, typename T, qualifier Q> + struct functor2 + { + GLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, vec<2, T, Q> const& b) + { + return vec<2, T, Q>(Func(a.x, b.x), Func(a.y, b.y)); + } + }; + + template class vec, typename T, qualifier Q> + struct functor2 + { + GLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, vec<3, T, Q> const& b) + { + return vec<3, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z)); + } + }; + + template class vec, typename T, qualifier Q> + struct functor2 + { + GLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w)); + } + }; + + template class vec, length_t L, typename T, qualifier Q> + struct functor2_vec_sca{}; + + template class vec, typename T, qualifier Q> + struct functor2_vec_sca + { + GLM_FUNC_QUALIFIER static vec<1, T, Q> call(T (*Func) (T x, T y), vec<1, T, Q> const& a, T b) + { + return vec<1, T, Q>(Func(a.x, b)); + } + }; + + template class vec, typename T, qualifier Q> + struct functor2_vec_sca + { + GLM_FUNC_QUALIFIER static vec<2, T, Q> call(T (*Func) (T x, T y), vec<2, T, Q> const& a, T b) + { + return vec<2, T, Q>(Func(a.x, b), Func(a.y, b)); + } + }; + + template class vec, typename T, qualifier Q> + struct functor2_vec_sca + { + GLM_FUNC_QUALIFIER static vec<3, T, Q> call(T (*Func) (T x, T y), vec<3, T, Q> const& a, T b) + { + return vec<3, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b)); + } + }; + + template class vec, typename T, qualifier Q> + struct functor2_vec_sca + { + GLM_FUNC_QUALIFIER static vec<4, T, Q> call(T (*Func) (T x, T y), vec<4, T, Q> const& a, T b) + { + return vec<4, T, Q>(Func(a.x, b), Func(a.y, b), Func(a.z, b), Func(a.w, b)); + } + }; + + template + struct functor2_vec_int {}; + + template + struct functor2_vec_int<1, T, Q> + { + GLM_FUNC_QUALIFIER static vec<1, int, Q> call(int (*Func) (T x, int y), vec<1, T, Q> const& a, vec<1, int, Q> const& b) + { + return vec<1, int, Q>(Func(a.x, b.x)); + } + }; + + template + struct functor2_vec_int<2, T, Q> + { + GLM_FUNC_QUALIFIER static vec<2, int, Q> call(int (*Func) (T x, int y), vec<2, T, Q> const& a, vec<2, int, Q> const& b) + { + return vec<2, int, Q>(Func(a.x, b.x), Func(a.y, b.y)); + } + }; + + template + struct functor2_vec_int<3, T, Q> + { + GLM_FUNC_QUALIFIER static vec<3, int, Q> call(int (*Func) (T x, int y), vec<3, T, Q> const& a, vec<3, int, Q> const& b) + { + return vec<3, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z)); + } + }; + + template + struct functor2_vec_int<4, T, Q> + { + GLM_FUNC_QUALIFIER static vec<4, int, Q> call(int (*Func) (T x, int y), vec<4, T, Q> const& a, vec<4, int, Q> const& b) + { + return vec<4, int, Q>(Func(a.x, b.x), Func(a.y, b.y), Func(a.z, b.z), Func(a.w, b.w)); + } + }; +}//namespace detail +}//namespace glm diff --git a/vendor/include/glm/detail/compute_common.hpp b/vendor/include/glm/detail/compute_common.hpp new file mode 100644 index 0000000..cc24b9e --- /dev/null +++ b/vendor/include/glm/detail/compute_common.hpp @@ -0,0 +1,50 @@ +#pragma once + +#include "setup.hpp" +#include + +namespace glm{ +namespace detail +{ + template + struct compute_abs + {}; + + template + struct compute_abs + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x) + { + GLM_STATIC_ASSERT( + std::numeric_limits::is_iec559 || std::numeric_limits::is_signed, + "'abs' only accept floating-point and integer scalar or vector inputs"); + + return x >= genFIType(0) ? x : -x; + // TODO, perf comp with: *(((int *) &x) + 1) &= 0x7fffffff; + } + }; + +#if GLM_COMPILER & GLM_COMPILER_CUDA + template<> + struct compute_abs + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static float call(float x) + { + return fabsf(x); + } + }; +#endif + + template + struct compute_abs + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genFIType call(genFIType x) + { + GLM_STATIC_ASSERT( + (!std::numeric_limits::is_signed && std::numeric_limits::is_integer), + "'abs' only accept floating-point and integer scalar or vector inputs"); + return x; + } + }; +}//namespace detail +}//namespace glm diff --git a/vendor/include/glm/detail/compute_vector_relational.hpp b/vendor/include/glm/detail/compute_vector_relational.hpp new file mode 100644 index 0000000..167b634 --- /dev/null +++ b/vendor/include/glm/detail/compute_vector_relational.hpp @@ -0,0 +1,30 @@ +#pragma once + +//#include "compute_common.hpp" +#include "setup.hpp" +#include + +namespace glm{ +namespace detail +{ + template + struct compute_equal + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b) + { + return a == b; + } + }; +/* + template + struct compute_equal + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(T a, T b) + { + return detail::compute_abs::is_signed>::call(b - a) <= static_cast(0); + //return std::memcmp(&a, &b, sizeof(T)) == 0; + } + }; +*/ +}//namespace detail +}//namespace glm diff --git a/vendor/include/glm/detail/func_common.inl b/vendor/include/glm/detail/func_common.inl new file mode 100644 index 0000000..4b5f144 --- /dev/null +++ b/vendor/include/glm/detail/func_common.inl @@ -0,0 +1,792 @@ +/// @ref core +/// @file glm/detail/func_common.inl + +#include "../vector_relational.hpp" +#include "compute_common.hpp" +#include "type_vec1.hpp" +#include "type_vec2.hpp" +#include "type_vec3.hpp" +#include "type_vec4.hpp" +#include "_vectorize.hpp" +#include + +namespace glm +{ + // min + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType min(genType x, genType y) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'min' only accept floating-point or integer inputs"); + return (y < x) ? y : x; + } + + // max + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType max(genType x, genType y) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'max' only accept floating-point or integer inputs"); + + return (x < y) ? y : x; + } + + // abs + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR int abs(int x) + { + int const y = x >> (sizeof(int) * 8 - 1); + return (x ^ y) - y; + } + + // round +# if GLM_HAS_CXX11_STL + using ::std::round; +# else + template + GLM_FUNC_QUALIFIER genType round(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'round' only accept floating-point inputs"); + + return x < static_cast(0) ? static_cast(int(x - static_cast(0.5))) : static_cast(int(x + static_cast(0.5))); + } +# endif + + // trunc +# if GLM_HAS_CXX11_STL + using ::std::trunc; +# else + template + GLM_FUNC_QUALIFIER genType trunc(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'trunc' only accept floating-point inputs"); + + return x < static_cast(0) ? -std::floor(-x) : std::floor(x); + } +# endif + +}//namespace glm + +namespace glm{ +namespace detail +{ + template + struct compute_abs_vector + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec call(vec const& x) + { + return detail::functor1::call(abs, x); + } + }; + + template + struct compute_mix_vector + { + GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y, vec const& a) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a"); + + return vec(vec(x) * (static_cast(1) - a) + vec(y) * a); + } + }; + + template + struct compute_mix_vector + { + GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y, vec const& a) + { + vec Result; + for(length_t i = 0; i < x.length(); ++i) + Result[i] = a[i] ? y[i] : x[i]; + return Result; + } + }; + + template + struct compute_mix_scalar + { + GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y, U const& a) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a"); + + return vec(vec(x) * (static_cast(1) - a) + vec(y) * a); + } + }; + + template + struct compute_mix_scalar + { + GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y, bool const& a) + { + return a ? y : x; + } + }; + + template + struct compute_mix + { + GLM_FUNC_QUALIFIER static T call(T const& x, T const& y, U const& a) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'mix' only accept floating-point inputs for the interpolator a"); + + return static_cast(static_cast(x) * (static_cast(1) - a) + static_cast(y) * a); + } + }; + + template + struct compute_mix + { + GLM_FUNC_QUALIFIER static T call(T const& x, T const& y, bool const& a) + { + return a ? y : x; + } + }; + + template + struct compute_sign + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return vec(glm::lessThan(vec(0), x)) - vec(glm::lessThan(x, vec(0))); + } + }; + +# if GLM_ARCH == GLM_ARCH_X86 + template + struct compute_sign + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + T const Shift(static_cast(sizeof(T) * 8 - 1)); + vec const y(vec::type, Q>(-x) >> typename detail::make_unsigned::type(Shift)); + + return (x >> Shift) | y; + } + }; +# endif + + template + struct compute_floor + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return detail::functor1::call(std::floor, x); + } + }; + + template + struct compute_ceil + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return detail::functor1::call(std::ceil, x); + } + }; + + template + struct compute_fract + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return x - floor(x); + } + }; + + template + struct compute_trunc + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return detail::functor1::call(trunc, x); + } + }; + + template + struct compute_round + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return detail::functor1::call(round, x); + } + }; + + template + struct compute_mod + { + GLM_FUNC_QUALIFIER static vec call(vec const& a, vec const& b) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'mod' only accept floating-point inputs. Include for integer inputs."); + return a - b * floor(a / b); + } + }; + + template + struct compute_min_vector + { + GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y) + { + return detail::functor2::call(min, x, y); + } + }; + + template + struct compute_max_vector + { + GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& y) + { + return detail::functor2::call(max, x, y); + } + }; + + template + struct compute_clamp_vector + { + GLM_FUNC_QUALIFIER static vec call(vec const& x, vec const& minVal, vec const& maxVal) + { + return min(max(x, minVal), maxVal); + } + }; + + template + struct compute_step_vector + { + GLM_FUNC_QUALIFIER static vec call(vec const& edge, vec const& x) + { + return mix(vec(1), vec(0), glm::lessThan(x, edge)); + } + }; + + template + struct compute_smoothstep_vector + { + GLM_FUNC_QUALIFIER static vec call(vec const& edge0, vec const& edge1, vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'smoothstep' only accept floating-point inputs"); + vec const tmp(clamp((x - edge0) / (edge1 - edge0), static_cast(0), static_cast(1))); + return tmp * tmp * (static_cast(3) - static_cast(2) * tmp); + } + }; +}//namespace detail + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genFIType abs(genFIType x) + { + return detail::compute_abs::is_signed>::call(x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec abs(vec const& x) + { + return detail::compute_abs_vector::value>::call(x); + } + + // sign + // fast and works for any type + template + GLM_FUNC_QUALIFIER genFIType sign(genFIType x) + { + GLM_STATIC_ASSERT( + std::numeric_limits::is_iec559 || (std::numeric_limits::is_signed && std::numeric_limits::is_integer), + "'sign' only accept signed inputs"); + + return detail::compute_sign<1, genFIType, defaultp, + std::numeric_limits::is_iec559, detail::is_aligned::value>::call(vec<1, genFIType>(x)).x; + } + + template + GLM_FUNC_QUALIFIER vec sign(vec const& x) + { + GLM_STATIC_ASSERT( + std::numeric_limits::is_iec559 || (std::numeric_limits::is_signed && std::numeric_limits::is_integer), + "'sign' only accept signed inputs"); + + return detail::compute_sign::is_iec559, detail::is_aligned::value>::call(x); + } + + // floor + using ::std::floor; + template + GLM_FUNC_QUALIFIER vec floor(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'floor' only accept floating-point inputs."); + return detail::compute_floor::value>::call(x); + } + + template + GLM_FUNC_QUALIFIER vec trunc(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'trunc' only accept floating-point inputs"); + return detail::compute_trunc::value>::call(x); + } + + template + GLM_FUNC_QUALIFIER vec round(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'round' only accept floating-point inputs"); + return detail::compute_round::value>::call(x); + } + +/* + // roundEven + template + GLM_FUNC_QUALIFIER genType roundEven(genType const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'roundEven' only accept floating-point inputs"); + + return genType(int(x + genType(int(x) % 2))); + } +*/ + + // roundEven + template + GLM_FUNC_QUALIFIER genType roundEven(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'roundEven' only accept floating-point inputs"); + + int Integer = static_cast(x); + genType IntegerPart = static_cast(Integer); + genType FractionalPart = fract(x); + + if(FractionalPart > static_cast(0.5) || FractionalPart < static_cast(0.5)) + { + return round(x); + } + else if((Integer % 2) == 0) + { + return IntegerPart; + } + else if(x <= static_cast(0)) // Work around... + { + return IntegerPart - static_cast(1); + } + else + { + return IntegerPart + static_cast(1); + } + //else // Bug on MinGW 4.5.2 + //{ + // return mix(IntegerPart + genType(-1), IntegerPart + genType(1), x <= genType(0)); + //} + } + + template + GLM_FUNC_QUALIFIER vec roundEven(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'roundEven' only accept floating-point inputs"); + return detail::functor1::call(roundEven, x); + } + + // ceil + using ::std::ceil; + template + GLM_FUNC_QUALIFIER vec ceil(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'ceil' only accept floating-point inputs"); + return detail::compute_ceil::value>::call(x); + } + + // fract + template + GLM_FUNC_QUALIFIER genType fract(genType x) + { + return fract(vec<1, genType>(x)).x; + } + + template + GLM_FUNC_QUALIFIER vec fract(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fract' only accept floating-point inputs"); + return detail::compute_fract::value>::call(x); + } + + // mod + template + GLM_FUNC_QUALIFIER genType mod(genType x, genType y) + { +# if GLM_COMPILER & GLM_COMPILER_CUDA + // Another Cuda compiler bug https://github.com/g-truc/glm/issues/530 + vec<1, genType, defaultp> Result(mod(vec<1, genType, defaultp>(x), y)); + return Result.x; +# else + return mod(vec<1, genType, defaultp>(x), y).x; +# endif + } + + template + GLM_FUNC_QUALIFIER vec mod(vec const& x, T y) + { + return detail::compute_mod::value>::call(x, vec(y)); + } + + template + GLM_FUNC_QUALIFIER vec mod(vec const& x, vec const& y) + { + return detail::compute_mod::value>::call(x, y); + } + + // modf + template + GLM_FUNC_QUALIFIER genType modf(genType x, genType & i) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'modf' only accept floating-point inputs"); + return std::modf(x, &i); + } + + template + GLM_FUNC_QUALIFIER vec<1, T, Q> modf(vec<1, T, Q> const& x, vec<1, T, Q> & i) + { + return vec<1, T, Q>( + modf(x.x, i.x)); + } + + template + GLM_FUNC_QUALIFIER vec<2, T, Q> modf(vec<2, T, Q> const& x, vec<2, T, Q> & i) + { + return vec<2, T, Q>( + modf(x.x, i.x), + modf(x.y, i.y)); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> modf(vec<3, T, Q> const& x, vec<3, T, Q> & i) + { + return vec<3, T, Q>( + modf(x.x, i.x), + modf(x.y, i.y), + modf(x.z, i.z)); + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> modf(vec<4, T, Q> const& x, vec<4, T, Q> & i) + { + return vec<4, T, Q>( + modf(x.x, i.x), + modf(x.y, i.y), + modf(x.z, i.z), + modf(x.w, i.w)); + } + + //// Only valid if (INT_MIN <= x-y <= INT_MAX) + //// min(x,y) + //r = y + ((x - y) & ((x - y) >> (sizeof(int) * + //CHAR_BIT - 1))); + //// max(x,y) + //r = x - ((x - y) & ((x - y) >> (sizeof(int) * + //CHAR_BIT - 1))); + + // min + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec min(vec const& a, T b) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'min' only accept floating-point or integer inputs"); + return detail::compute_min_vector::value>::call(a, vec(b)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec min(vec const& a, vec const& b) + { + return detail::compute_min_vector::value>::call(a, b); + } + + // max + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec max(vec const& a, T b) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'max' only accept floating-point or integer inputs"); + return detail::compute_max_vector::value>::call(a, vec(b)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec max(vec const& a, vec const& b) + { + return detail::compute_max_vector::value>::call(a, b); + } + + // clamp + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType clamp(genType x, genType minVal, genType maxVal) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'clamp' only accept floating-point or integer inputs"); + return min(max(x, minVal), maxVal); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec clamp(vec const& x, T minVal, T maxVal) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'clamp' only accept floating-point or integer inputs"); + return detail::compute_clamp_vector::value>::call(x, vec(minVal), vec(maxVal)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec clamp(vec const& x, vec const& minVal, vec const& maxVal) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer, "'clamp' only accept floating-point or integer inputs"); + return detail::compute_clamp_vector::value>::call(x, minVal, maxVal); + } + + template + GLM_FUNC_QUALIFIER genTypeT mix(genTypeT x, genTypeT y, genTypeU a) + { + return detail::compute_mix::call(x, y, a); + } + + template + GLM_FUNC_QUALIFIER vec mix(vec const& x, vec const& y, U a) + { + return detail::compute_mix_scalar::value>::call(x, y, a); + } + + template + GLM_FUNC_QUALIFIER vec mix(vec const& x, vec const& y, vec const& a) + { + return detail::compute_mix_vector::value>::call(x, y, a); + } + + // step + template + GLM_FUNC_QUALIFIER genType step(genType edge, genType x) + { + return mix(static_cast(1), static_cast(0), x < edge); + } + + template + GLM_FUNC_QUALIFIER vec step(T edge, vec const& x) + { + return detail::compute_step_vector::value>::call(vec(edge), x); + } + + template + GLM_FUNC_QUALIFIER vec step(vec const& edge, vec const& x) + { + return detail::compute_step_vector::value>::call(edge, x); + } + + // smoothstep + template + GLM_FUNC_QUALIFIER genType smoothstep(genType edge0, genType edge1, genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'smoothstep' only accept floating-point inputs"); + + genType const tmp(clamp((x - edge0) / (edge1 - edge0), genType(0), genType(1))); + return tmp * tmp * (genType(3) - genType(2) * tmp); + } + + template + GLM_FUNC_QUALIFIER vec smoothstep(T edge0, T edge1, vec const& x) + { + return detail::compute_smoothstep_vector::value>::call(vec(edge0), vec(edge1), x); + } + + template + GLM_FUNC_QUALIFIER vec smoothstep(vec const& edge0, vec const& edge1, vec const& x) + { + return detail::compute_smoothstep_vector::value>::call(edge0, edge1, x); + } + +# if GLM_HAS_CXX11_STL + using std::isnan; +# else + template + GLM_FUNC_QUALIFIER bool isnan(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isnan' only accept floating-point inputs"); + +# if GLM_HAS_CXX11_STL + return std::isnan(x); +# elif GLM_COMPILER & GLM_COMPILER_VC + return _isnan(x) != 0; +# elif GLM_COMPILER & GLM_COMPILER_INTEL +# if GLM_PLATFORM & GLM_PLATFORM_WINDOWS + return _isnan(x) != 0; +# else + return ::isnan(x) != 0; +# endif +# elif (GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG)) && (GLM_PLATFORM & GLM_PLATFORM_ANDROID) && __cplusplus < 201103L + return _isnan(x) != 0; +# elif GLM_COMPILER & GLM_COMPILER_CUDA + return ::isnan(x) != 0; +# else + return std::isnan(x); +# endif + } +# endif + + template + GLM_FUNC_QUALIFIER vec isnan(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isnan' only accept floating-point inputs"); + + vec Result; + for (length_t l = 0; l < v.length(); ++l) + Result[l] = glm::isnan(v[l]); + return Result; + } + +# if GLM_HAS_CXX11_STL + using std::isinf; +# else + template + GLM_FUNC_QUALIFIER bool isinf(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isinf' only accept floating-point inputs"); + +# if GLM_HAS_CXX11_STL + return std::isinf(x); +# elif GLM_COMPILER & (GLM_COMPILER_INTEL | GLM_COMPILER_VC) +# if(GLM_PLATFORM & GLM_PLATFORM_WINDOWS) + return _fpclass(x) == _FPCLASS_NINF || _fpclass(x) == _FPCLASS_PINF; +# else + return ::isinf(x); +# endif +# elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG) +# if(GLM_PLATFORM & GLM_PLATFORM_ANDROID && __cplusplus < 201103L) + return _isinf(x) != 0; +# else + return std::isinf(x); +# endif +# elif GLM_COMPILER & GLM_COMPILER_CUDA + // http://developer.download.nvidia.com/compute/cuda/4_2/rel/toolkit/docs/online/group__CUDA__MATH__DOUBLE_g13431dd2b40b51f9139cbb7f50c18fab.html#g13431dd2b40b51f9139cbb7f50c18fab + return ::isinf(double(x)) != 0; +# else + return std::isinf(x); +# endif + } +# endif + + template + GLM_FUNC_QUALIFIER vec isinf(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isinf' only accept floating-point inputs"); + + vec Result; + for (length_t l = 0; l < v.length(); ++l) + Result[l] = glm::isinf(v[l]); + return Result; + } + + GLM_FUNC_QUALIFIER int floatBitsToInt(float const& v) + { + union + { + float in; + int out; + } u; + + u.in = v; + + return u.out; + } + + template + GLM_FUNC_QUALIFIER vec floatBitsToInt(vec const& v) + { + return reinterpret_cast&>(const_cast&>(v)); + } + + GLM_FUNC_QUALIFIER uint floatBitsToUint(float const& v) + { + union + { + float in; + uint out; + } u; + + u.in = v; + + return u.out; + } + + template + GLM_FUNC_QUALIFIER vec floatBitsToUint(vec const& v) + { + return reinterpret_cast&>(const_cast&>(v)); + } + + GLM_FUNC_QUALIFIER float intBitsToFloat(int const& v) + { + union + { + int in; + float out; + } u; + + u.in = v; + + return u.out; + } + + template + GLM_FUNC_QUALIFIER vec intBitsToFloat(vec const& v) + { + return reinterpret_cast&>(const_cast&>(v)); + } + + GLM_FUNC_QUALIFIER float uintBitsToFloat(uint const& v) + { + union + { + uint in; + float out; + } u; + + u.in = v; + + return u.out; + } + + template + GLM_FUNC_QUALIFIER vec uintBitsToFloat(vec const& v) + { + return reinterpret_cast&>(const_cast&>(v)); + } + +# if GLM_HAS_CXX11_STL + using std::fma; +# else + template + GLM_FUNC_QUALIFIER genType fma(genType const& a, genType const& b, genType const& c) + { + return a * b + c; + } +# endif + + template + GLM_FUNC_QUALIFIER genType frexp(genType x, int& exp) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'frexp' only accept floating-point inputs"); + + return std::frexp(x, &exp); + } + + template + GLM_FUNC_QUALIFIER vec frexp(vec const& v, vec& exp) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'frexp' only accept floating-point inputs"); + + vec Result; + for (length_t l = 0; l < v.length(); ++l) + Result[l] = std::frexp(v[l], &exp[l]); + return Result; + } + + template + GLM_FUNC_QUALIFIER genType ldexp(genType const& x, int const& exp) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'ldexp' only accept floating-point inputs"); + + return std::ldexp(x, exp); + } + + template + GLM_FUNC_QUALIFIER vec ldexp(vec const& v, vec const& exp) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'ldexp' only accept floating-point inputs"); + + vec Result; + for (length_t l = 0; l < v.length(); ++l) + Result[l] = std::ldexp(v[l], exp[l]); + return Result; + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "func_common_simd.inl" +#endif diff --git a/vendor/include/glm/detail/func_common_simd.inl b/vendor/include/glm/detail/func_common_simd.inl new file mode 100644 index 0000000..ce0032d --- /dev/null +++ b/vendor/include/glm/detail/func_common_simd.inl @@ -0,0 +1,231 @@ +/// @ref core +/// @file glm/detail/func_common_simd.inl + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +#include "../simd/common.h" + +#include + +namespace glm{ +namespace detail +{ + template + struct compute_abs_vector<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) + { + vec<4, float, Q> result; + result.data = glm_vec4_abs(v.data); + return result; + } + }; + + template + struct compute_abs_vector<4, int, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v) + { + vec<4, int, Q> result; + result.data = glm_ivec4_abs(v.data); + return result; + } + }; + + template + struct compute_floor<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) + { + vec<4, float, Q> result; + result.data = glm_vec4_floor(v.data); + return result; + } + }; + + template + struct compute_ceil<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) + { + vec<4, float, Q> result; + result.data = glm_vec4_ceil(v.data); + return result; + } + }; + + template + struct compute_fract<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) + { + vec<4, float, Q> result; + result.data = glm_vec4_fract(v.data); + return result; + } + }; + + template + struct compute_round<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) + { + vec<4, float, Q> result; + result.data = glm_vec4_round(v.data); + return result; + } + }; + + template + struct compute_mod<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y) + { + vec<4, float, Q> result; + result.data = glm_vec4_mod(x.data, y.data); + return result; + } + }; + + template + struct compute_min_vector<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) + { + vec<4, float, Q> result; + result.data = _mm_min_ps(v1.data, v2.data); + return result; + } + }; + + template + struct compute_min_vector<4, int, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) + { + vec<4, int, Q> result; + result.data = _mm_min_epi32(v1.data, v2.data); + return result; + } + }; + + template + struct compute_min_vector<4, uint, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) + { + vec<4, uint, Q> result; + result.data = _mm_min_epu32(v1.data, v2.data); + return result; + } + }; + + template + struct compute_max_vector<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) + { + vec<4, float, Q> result; + result.data = _mm_max_ps(v1.data, v2.data); + return result; + } + }; + + template + struct compute_max_vector<4, int, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) + { + vec<4, int, Q> result; + result.data = _mm_max_epi32(v1.data, v2.data); + return result; + } + }; + + template + struct compute_max_vector<4, uint, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) + { + vec<4, uint, Q> result; + result.data = _mm_max_epu32(v1.data, v2.data); + return result; + } + }; + + template + struct compute_clamp_vector<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& minVal, vec<4, float, Q> const& maxVal) + { + vec<4, float, Q> result; + result.data = _mm_min_ps(_mm_max_ps(x.data, minVal.data), maxVal.data); + return result; + } + }; + + template + struct compute_clamp_vector<4, int, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& x, vec<4, int, Q> const& minVal, vec<4, int, Q> const& maxVal) + { + vec<4, int, Q> result; + result.data = _mm_min_epi32(_mm_max_epi32(x.data, minVal.data), maxVal.data); + return result; + } + }; + + template + struct compute_clamp_vector<4, uint, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& x, vec<4, uint, Q> const& minVal, vec<4, uint, Q> const& maxVal) + { + vec<4, uint, Q> result; + result.data = _mm_min_epu32(_mm_max_epu32(x.data, minVal.data), maxVal.data); + return result; + } + }; + + template + struct compute_mix_vector<4, float, bool, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& x, vec<4, float, Q> const& y, vec<4, bool, Q> const& a) + { + __m128i const Load = _mm_set_epi32(-static_cast(a.w), -static_cast(a.z), -static_cast(a.y), -static_cast(a.x)); + __m128 const Mask = _mm_castsi128_ps(Load); + + vec<4, float, Q> Result; +# if 0 && GLM_ARCH & GLM_ARCH_AVX + Result.data = _mm_blendv_ps(x.data, y.data, Mask); +# else + Result.data = _mm_or_ps(_mm_and_ps(Mask, y.data), _mm_andnot_ps(Mask, x.data)); +# endif + return Result; + } + }; +/* FIXME + template + struct compute_step_vector + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge, vec<4, float, Q> const& x) + { + vec<4, float, Q> Result; + result.data = glm_vec4_step(edge.data, x.data); + return result; + } + }; +*/ + template + struct compute_smoothstep_vector<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& edge0, vec<4, float, Q> const& edge1, vec<4, float, Q> const& x) + { + vec<4, float, Q> Result; + Result.data = glm_vec4_smoothstep(edge0.data, edge1.data, x.data); + return Result; + } + }; +}//namespace detail +}//namespace glm + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/detail/func_exponential.inl b/vendor/include/glm/detail/func_exponential.inl new file mode 100644 index 0000000..2040d41 --- /dev/null +++ b/vendor/include/glm/detail/func_exponential.inl @@ -0,0 +1,152 @@ +/// @ref core +/// @file glm/detail/func_exponential.inl + +#include "../vector_relational.hpp" +#include "_vectorize.hpp" +#include +#include +#include + +namespace glm{ +namespace detail +{ +# if GLM_HAS_CXX11_STL + using std::log2; +# else + template + genType log2(genType Value) + { + return std::log(Value) * static_cast(1.4426950408889634073599246810019); + } +# endif + + template + struct compute_log2 + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'log2' only accept floating-point inputs. Include for integer inputs."); + + return detail::functor1::call(log2, v); + } + }; + + template + struct compute_sqrt + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return detail::functor1::call(std::sqrt, x); + } + }; + + template + struct compute_inversesqrt + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return static_cast(1) / sqrt(x); + } + }; + + template + struct compute_inversesqrt + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + vec tmp(x); + vec xhalf(tmp * 0.5f); + vec* p = reinterpret_cast*>(const_cast*>(&x)); + vec i = vec(0x5f375a86) - (*p >> vec(1)); + vec* ptmp = reinterpret_cast*>(&i); + tmp = *ptmp; + tmp = tmp * (1.5f - xhalf * tmp * tmp); + return tmp; + } + }; +}//namespace detail + + // pow + using std::pow; + template + GLM_FUNC_QUALIFIER vec pow(vec const& base, vec const& exponent) + { + return detail::functor2::call(pow, base, exponent); + } + + // exp + using std::exp; + template + GLM_FUNC_QUALIFIER vec exp(vec const& x) + { + return detail::functor1::call(exp, x); + } + + // log + using std::log; + template + GLM_FUNC_QUALIFIER vec log(vec const& x) + { + return detail::functor1::call(log, x); + } + +# if GLM_HAS_CXX11_STL + using std::exp2; +# else + //exp2, ln2 = 0.69314718055994530941723212145818f + template + GLM_FUNC_QUALIFIER genType exp2(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'exp2' only accept floating-point inputs"); + + return std::exp(static_cast(0.69314718055994530941723212145818) * x); + } +# endif + + template + GLM_FUNC_QUALIFIER vec exp2(vec const& x) + { + return detail::functor1::call(exp2, x); + } + + // log2, ln2 = 0.69314718055994530941723212145818f + template + GLM_FUNC_QUALIFIER genType log2(genType x) + { + return log2(vec<1, genType>(x)).x; + } + + template + GLM_FUNC_QUALIFIER vec log2(vec const& x) + { + return detail::compute_log2::is_iec559, detail::is_aligned::value>::call(x); + } + + // sqrt + using std::sqrt; + template + GLM_FUNC_QUALIFIER vec sqrt(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sqrt' only accept floating-point inputs"); + return detail::compute_sqrt::value>::call(x); + } + + // inversesqrt + template + GLM_FUNC_QUALIFIER genType inversesqrt(genType x) + { + return static_cast(1) / sqrt(x); + } + + template + GLM_FUNC_QUALIFIER vec inversesqrt(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'inversesqrt' only accept floating-point inputs"); + return detail::compute_inversesqrt::value>::call(x); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "func_exponential_simd.inl" +#endif + diff --git a/vendor/include/glm/detail/func_exponential_simd.inl b/vendor/include/glm/detail/func_exponential_simd.inl new file mode 100644 index 0000000..fb78951 --- /dev/null +++ b/vendor/include/glm/detail/func_exponential_simd.inl @@ -0,0 +1,37 @@ +/// @ref core +/// @file glm/detail/func_exponential_simd.inl + +#include "../simd/exponential.h" + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +namespace glm{ +namespace detail +{ + template + struct compute_sqrt<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) + { + vec<4, float, Q> Result; + Result.data = _mm_sqrt_ps(v.data); + return Result; + } + }; + +# if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE + template<> + struct compute_sqrt<4, float, aligned_lowp, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& v) + { + vec<4, float, aligned_lowp> Result; + Result.data = glm_vec4_sqrt_lowp(v.data); + return Result; + } + }; +# endif +}//namespace detail +}//namespace glm + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/detail/func_geometric.inl b/vendor/include/glm/detail/func_geometric.inl new file mode 100644 index 0000000..9cde28f --- /dev/null +++ b/vendor/include/glm/detail/func_geometric.inl @@ -0,0 +1,243 @@ +#include "../exponential.hpp" +#include "../common.hpp" + +namespace glm{ +namespace detail +{ + template + struct compute_length + { + GLM_FUNC_QUALIFIER static T call(vec const& v) + { + return sqrt(dot(v, v)); + } + }; + + template + struct compute_distance + { + GLM_FUNC_QUALIFIER static T call(vec const& p0, vec const& p1) + { + return length(p1 - p0); + } + }; + + template + struct compute_dot{}; + + template + struct compute_dot, T, Aligned> + { + GLM_FUNC_QUALIFIER static T call(vec<1, T, Q> const& a, vec<1, T, Q> const& b) + { + return a.x * b.x; + } + }; + + template + struct compute_dot, T, Aligned> + { + GLM_FUNC_QUALIFIER static T call(vec<2, T, Q> const& a, vec<2, T, Q> const& b) + { + vec<2, T, Q> tmp(a * b); + return tmp.x + tmp.y; + } + }; + + template + struct compute_dot, T, Aligned> + { + GLM_FUNC_QUALIFIER static T call(vec<3, T, Q> const& a, vec<3, T, Q> const& b) + { + vec<3, T, Q> tmp(a * b); + return tmp.x + tmp.y + tmp.z; + } + }; + + template + struct compute_dot, T, Aligned> + { + GLM_FUNC_QUALIFIER static T call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> tmp(a * b); + return (tmp.x + tmp.y) + (tmp.z + tmp.w); + } + }; + + template + struct compute_cross + { + GLM_FUNC_QUALIFIER static vec<3, T, Q> call(vec<3, T, Q> const& x, vec<3, T, Q> const& y) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'cross' accepts only floating-point inputs"); + + return vec<3, T, Q>( + x.y * y.z - y.y * x.z, + x.z * y.x - y.z * x.x, + x.x * y.y - y.x * x.y); + } + }; + + template + struct compute_normalize + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'normalize' accepts only floating-point inputs"); + + return v * inversesqrt(dot(v, v)); + } + }; + + template + struct compute_faceforward + { + GLM_FUNC_QUALIFIER static vec call(vec const& N, vec const& I, vec const& Nref) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'normalize' accepts only floating-point inputs"); + + return dot(Nref, I) < static_cast(0) ? N : -N; + } + }; + + template + struct compute_reflect + { + GLM_FUNC_QUALIFIER static vec call(vec const& I, vec const& N) + { + return I - N * dot(N, I) * static_cast(2); + } + }; + + template + struct compute_refract + { + GLM_FUNC_QUALIFIER static vec call(vec const& I, vec const& N, T eta) + { + T const dotValue(dot(N, I)); + T const k(static_cast(1) - eta * eta * (static_cast(1) - dotValue * dotValue)); + vec const Result = + (k >= static_cast(0)) ? (eta * I - (eta * dotValue + std::sqrt(k)) * N) : vec(0); + return Result; + } + }; +}//namespace detail + + // length + template + GLM_FUNC_QUALIFIER genType length(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length' accepts only floating-point inputs"); + + return abs(x); + } + + template + GLM_FUNC_QUALIFIER T length(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length' accepts only floating-point inputs"); + + return detail::compute_length::value>::call(v); + } + + // distance + template + GLM_FUNC_QUALIFIER genType distance(genType const& p0, genType const& p1) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'distance' accepts only floating-point inputs"); + + return length(p1 - p0); + } + + template + GLM_FUNC_QUALIFIER T distance(vec const& p0, vec const& p1) + { + return detail::compute_distance::value>::call(p0, p1); + } + + // dot + template + GLM_FUNC_QUALIFIER T dot(T x, T y) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'dot' accepts only floating-point inputs"); + return x * y; + } + + template + GLM_FUNC_QUALIFIER T dot(vec const& x, vec const& y) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'dot' accepts only floating-point inputs"); + return detail::compute_dot, T, detail::is_aligned::value>::call(x, y); + } + + // cross + template + GLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y) + { + return detail::compute_cross::value>::call(x, y); + } +/* + // normalize + template + GLM_FUNC_QUALIFIER genType normalize(genType const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'normalize' accepts only floating-point inputs"); + + return x < genType(0) ? genType(-1) : genType(1); + } +*/ + template + GLM_FUNC_QUALIFIER vec normalize(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'normalize' accepts only floating-point inputs"); + + return detail::compute_normalize::value>::call(x); + } + + // faceforward + template + GLM_FUNC_QUALIFIER genType faceforward(genType const& N, genType const& I, genType const& Nref) + { + return dot(Nref, I) < static_cast(0) ? N : -N; + } + + template + GLM_FUNC_QUALIFIER vec faceforward(vec const& N, vec const& I, vec const& Nref) + { + return detail::compute_faceforward::value>::call(N, I, Nref); + } + + // reflect + template + GLM_FUNC_QUALIFIER genType reflect(genType const& I, genType const& N) + { + return I - N * dot(N, I) * genType(2); + } + + template + GLM_FUNC_QUALIFIER vec reflect(vec const& I, vec const& N) + { + return detail::compute_reflect::value>::call(I, N); + } + + // refract + template + GLM_FUNC_QUALIFIER genType refract(genType const& I, genType const& N, genType eta) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'refract' accepts only floating-point inputs"); + genType const dotValue(dot(N, I)); + genType const k(static_cast(1) - eta * eta * (static_cast(1) - dotValue * dotValue)); + return (eta * I - (eta * dotValue + sqrt(k)) * N) * static_cast(k >= static_cast(0)); + } + + template + GLM_FUNC_QUALIFIER vec refract(vec const& I, vec const& N, T eta) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'refract' accepts only floating-point inputs"); + return detail::compute_refract::value>::call(I, N, eta); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "func_geometric_simd.inl" +#endif diff --git a/vendor/include/glm/detail/func_geometric_simd.inl b/vendor/include/glm/detail/func_geometric_simd.inl new file mode 100644 index 0000000..2076dae --- /dev/null +++ b/vendor/include/glm/detail/func_geometric_simd.inl @@ -0,0 +1,163 @@ +/// @ref core +/// @file glm/detail/func_geometric_simd.inl + +#include "../simd/geometric.h" + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +namespace glm{ +namespace detail +{ + template + struct compute_length<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v) + { + return _mm_cvtss_f32(glm_vec4_length(v.data)); + } + }; + + template + struct compute_distance<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1) + { + return _mm_cvtss_f32(glm_vec4_distance(p0.data, p1.data)); + } + }; + + template + struct compute_dot, float, true> + { + GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y) + { + return _mm_cvtss_f32(glm_vec1_dot(x.data, y.data)); + } + }; + + template + struct compute_cross + { + GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<3, float, Q> const& a, vec<3, float, Q> const& b) + { + __m128 const set0 = _mm_set_ps(0.0f, a.z, a.y, a.x); + __m128 const set1 = _mm_set_ps(0.0f, b.z, b.y, b.x); + __m128 const xpd0 = glm_vec4_cross(set0, set1); + + vec<4, float, Q> Result; + Result.data = xpd0; + return vec<3, float, Q>(Result); + } + }; + + template + struct compute_normalize<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) + { + vec<4, float, Q> Result; + Result.data = glm_vec4_normalize(v.data); + return Result; + } + }; + + template + struct compute_faceforward<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& N, vec<4, float, Q> const& I, vec<4, float, Q> const& Nref) + { + vec<4, float, Q> Result; + Result.data = glm_vec4_faceforward(N.data, I.data, Nref.data); + return Result; + } + }; + + template + struct compute_reflect<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N) + { + vec<4, float, Q> Result; + Result.data = glm_vec4_reflect(I.data, N.data); + return Result; + } + }; + + template + struct compute_refract<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& I, vec<4, float, Q> const& N, float eta) + { + vec<4, float, Q> Result; + Result.data = glm_vec4_refract(I.data, N.data, _mm_set1_ps(eta)); + return Result; + } + }; +}//namespace detail +}//namespace glm + +#elif GLM_ARCH & GLM_ARCH_NEON_BIT +namespace glm{ +namespace detail +{ + template + struct compute_length<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& v) + { + return sqrt(compute_dot, float, true>::call(v, v)); + } + }; + + template + struct compute_distance<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& p0, vec<4, float, Q> const& p1) + { + return compute_length<4, float, Q, true>::call(p1 - p0); + } + }; + + + template + struct compute_dot, float, true> + { + GLM_FUNC_QUALIFIER static float call(vec<4, float, Q> const& x, vec<4, float, Q> const& y) + { +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT + float32x4_t v = vmulq_f32(x.data, y.data); + return vaddvq_f32(v); +#else // Armv7a with Neon + float32x4_t p = vmulq_f32(x.data, y.data); + float32x2_t v = vpadd_f32(vget_low_f32(p), vget_high_f32(p)); + v = vpadd_f32(v, v); + return vget_lane_f32(v, 0); +#endif + } + }; + + template + struct compute_normalize<4, float, Q, true> + { + GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) + { + float32x4_t p = vmulq_f32(v.data, v.data); +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT + p = vpaddq_f32(p, p); + p = vpaddq_f32(p, p); +#else + float32x2_t t = vpadd_f32(vget_low_f32(p), vget_high_f32(p)); + t = vpadd_f32(t, t); + p = vcombine_f32(t, t); +#endif + + float32x4_t vd = vrsqrteq_f32(p); + vec<4, float, Q> Result; + Result.data = vmulq_f32(v.data, vd); + return Result; + } + }; +}//namespace detail +}//namespace glm + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/detail/func_integer.inl b/vendor/include/glm/detail/func_integer.inl new file mode 100644 index 0000000..091e1e0 --- /dev/null +++ b/vendor/include/glm/detail/func_integer.inl @@ -0,0 +1,372 @@ +/// @ref core + +#include "_vectorize.hpp" +#if(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC) +# include +# pragma intrinsic(_BitScanReverse) +#endif//(GLM_ARCH & GLM_ARCH_X86 && GLM_COMPILER & GLM_COMPILER_VC) +#include + +#if !GLM_HAS_EXTENDED_INTEGER_TYPE +# if GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic ignored "-Wlong-long" +# endif +# if (GLM_COMPILER & GLM_COMPILER_CLANG) +# pragma clang diagnostic ignored "-Wc++11-long-long" +# endif +#endif + +namespace glm{ +namespace detail +{ + template + GLM_FUNC_QUALIFIER T mask(T Bits) + { + return Bits >= static_cast(sizeof(T) * 8) ? ~static_cast(0) : (static_cast(1) << Bits) - static_cast(1); + } + + template + struct compute_bitfieldReverseStep + { + GLM_FUNC_QUALIFIER static vec call(vec const& v, T, T) + { + return v; + } + }; + + template + struct compute_bitfieldReverseStep + { + GLM_FUNC_QUALIFIER static vec call(vec const& v, T Mask, T Shift) + { + return (v & Mask) << Shift | (v & (~Mask)) >> Shift; + } + }; + + template + struct compute_bitfieldBitCountStep + { + GLM_FUNC_QUALIFIER static vec call(vec const& v, T, T) + { + return v; + } + }; + + template + struct compute_bitfieldBitCountStep + { + GLM_FUNC_QUALIFIER static vec call(vec const& v, T Mask, T Shift) + { + return (v & Mask) + ((v >> Shift) & Mask); + } + }; + + template + struct compute_findLSB + { + GLM_FUNC_QUALIFIER static int call(genIUType Value) + { + if(Value == 0) + return -1; + + return glm::bitCount(~Value & (Value - static_cast(1))); + } + }; + +# if GLM_HAS_BITSCAN_WINDOWS + template + struct compute_findLSB + { + GLM_FUNC_QUALIFIER static int call(genIUType Value) + { + unsigned long Result(0); + unsigned char IsNotNull = _BitScanForward(&Result, *reinterpret_cast(&Value)); + return IsNotNull ? int(Result) : -1; + } + }; + +# if !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32)) + template + struct compute_findLSB + { + GLM_FUNC_QUALIFIER static int call(genIUType Value) + { + unsigned long Result(0); + unsigned char IsNotNull = _BitScanForward64(&Result, *reinterpret_cast(&Value)); + return IsNotNull ? int(Result) : -1; + } + }; +# endif +# endif//GLM_HAS_BITSCAN_WINDOWS + + template + struct compute_findMSB_step_vec + { + GLM_FUNC_QUALIFIER static vec call(vec const& x, T Shift) + { + return x | (x >> Shift); + } + }; + + template + struct compute_findMSB_step_vec + { + GLM_FUNC_QUALIFIER static vec call(vec const& x, T) + { + return x; + } + }; + + template + struct compute_findMSB_vec + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + vec x(v); + x = compute_findMSB_step_vec= 8>::call(x, static_cast( 1)); + x = compute_findMSB_step_vec= 8>::call(x, static_cast( 2)); + x = compute_findMSB_step_vec= 8>::call(x, static_cast( 4)); + x = compute_findMSB_step_vec= 16>::call(x, static_cast( 8)); + x = compute_findMSB_step_vec= 32>::call(x, static_cast(16)); + x = compute_findMSB_step_vec= 64>::call(x, static_cast(32)); + return vec(sizeof(T) * 8 - 1) - glm::bitCount(~x); + } + }; + +# if GLM_HAS_BITSCAN_WINDOWS + template + GLM_FUNC_QUALIFIER int compute_findMSB_32(genIUType Value) + { + unsigned long Result(0); + unsigned char IsNotNull = _BitScanReverse(&Result, *reinterpret_cast(&Value)); + return IsNotNull ? int(Result) : -1; + } + + template + struct compute_findMSB_vec + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return detail::functor1::call(compute_findMSB_32, x); + } + }; + +# if !((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_MODEL == GLM_MODEL_32)) + template + GLM_FUNC_QUALIFIER int compute_findMSB_64(genIUType Value) + { + unsigned long Result(0); + unsigned char IsNotNull = _BitScanReverse64(&Result, *reinterpret_cast(&Value)); + return IsNotNull ? int(Result) : -1; + } + + template + struct compute_findMSB_vec + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + return detail::functor1::call(compute_findMSB_64, x); + } + }; +# endif +# endif//GLM_HAS_BITSCAN_WINDOWS +}//namespace detail + + // uaddCarry + GLM_FUNC_QUALIFIER uint uaddCarry(uint const& x, uint const& y, uint & Carry) + { + detail::uint64 const Value64(static_cast(x) + static_cast(y)); + detail::uint64 const Max32((static_cast(1) << static_cast(32)) - static_cast(1)); + Carry = Value64 > Max32 ? 1u : 0u; + return static_cast(Value64 % (Max32 + static_cast(1))); + } + + template + GLM_FUNC_QUALIFIER vec uaddCarry(vec const& x, vec const& y, vec& Carry) + { + vec Value64(vec(x) + vec(y)); + vec Max32((static_cast(1) << static_cast(32)) - static_cast(1)); + Carry = mix(vec(0), vec(1), greaterThan(Value64, Max32)); + return vec(Value64 % (Max32 + static_cast(1))); + } + + // usubBorrow + GLM_FUNC_QUALIFIER uint usubBorrow(uint const& x, uint const& y, uint & Borrow) + { + Borrow = x >= y ? static_cast(0) : static_cast(1); + if(y >= x) + return y - x; + else + return static_cast((static_cast(1) << static_cast(32)) + (static_cast(y) - static_cast(x))); + } + + template + GLM_FUNC_QUALIFIER vec usubBorrow(vec const& x, vec const& y, vec& Borrow) + { + Borrow = mix(vec(1), vec(0), greaterThanEqual(x, y)); + vec const YgeX(y - x); + vec const XgeY(vec((static_cast(1) << static_cast(32)) + (vec(y) - vec(x)))); + return mix(XgeY, YgeX, greaterThanEqual(y, x)); + } + + // umulExtended + GLM_FUNC_QUALIFIER void umulExtended(uint const& x, uint const& y, uint & msb, uint & lsb) + { + detail::uint64 Value64 = static_cast(x) * static_cast(y); + msb = static_cast(Value64 >> static_cast(32)); + lsb = static_cast(Value64); + } + + template + GLM_FUNC_QUALIFIER void umulExtended(vec const& x, vec const& y, vec& msb, vec& lsb) + { + vec Value64(vec(x) * vec(y)); + msb = vec(Value64 >> static_cast(32)); + lsb = vec(Value64); + } + + // imulExtended + GLM_FUNC_QUALIFIER void imulExtended(int x, int y, int& msb, int& lsb) + { + detail::int64 Value64 = static_cast(x) * static_cast(y); + msb = static_cast(Value64 >> static_cast(32)); + lsb = static_cast(Value64); + } + + template + GLM_FUNC_QUALIFIER void imulExtended(vec const& x, vec const& y, vec& msb, vec& lsb) + { + vec Value64(vec(x) * vec(y)); + lsb = vec(Value64 & static_cast(0xFFFFFFFF)); + msb = vec((Value64 >> static_cast(32)) & static_cast(0xFFFFFFFF)); + } + + // bitfieldExtract + template + GLM_FUNC_QUALIFIER genIUType bitfieldExtract(genIUType Value, int Offset, int Bits) + { + return bitfieldExtract(vec<1, genIUType>(Value), Offset, Bits).x; + } + + template + GLM_FUNC_QUALIFIER vec bitfieldExtract(vec const& Value, int Offset, int Bits) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldExtract' only accept integer inputs"); + + return (Value >> static_cast(Offset)) & static_cast(detail::mask(Bits)); + } + + // bitfieldInsert + template + GLM_FUNC_QUALIFIER genIUType bitfieldInsert(genIUType const& Base, genIUType const& Insert, int Offset, int Bits) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldInsert' only accept integer values"); + + return bitfieldInsert(vec<1, genIUType>(Base), vec<1, genIUType>(Insert), Offset, Bits).x; + } + + template + GLM_FUNC_QUALIFIER vec bitfieldInsert(vec const& Base, vec const& Insert, int Offset, int Bits) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldInsert' only accept integer values"); + + T const Mask = static_cast(detail::mask(Bits) << Offset); + return (Base & ~Mask) | ((Insert << static_cast(Offset)) & Mask); + } + + // bitfieldReverse + template + GLM_FUNC_QUALIFIER genIUType bitfieldReverse(genIUType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldReverse' only accept integer values"); + + return bitfieldReverse(glm::vec<1, genIUType, glm::defaultp>(x)).x; + } + + template + GLM_FUNC_QUALIFIER vec bitfieldReverse(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldReverse' only accept integer values"); + + vec x(v); + x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 2>::call(x, static_cast(0x5555555555555555ull), static_cast( 1)); + x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 4>::call(x, static_cast(0x3333333333333333ull), static_cast( 2)); + x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 8>::call(x, static_cast(0x0F0F0F0F0F0F0F0Full), static_cast( 4)); + x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 16>::call(x, static_cast(0x00FF00FF00FF00FFull), static_cast( 8)); + x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 32>::call(x, static_cast(0x0000FFFF0000FFFFull), static_cast(16)); + x = detail::compute_bitfieldReverseStep::value, sizeof(T) * 8>= 64>::call(x, static_cast(0x00000000FFFFFFFFull), static_cast(32)); + return x; + } + + // bitCount + template + GLM_FUNC_QUALIFIER int bitCount(genIUType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitCount' only accept integer values"); + + return bitCount(glm::vec<1, genIUType, glm::defaultp>(x)).x; + } + + template + GLM_FUNC_QUALIFIER vec bitCount(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitCount' only accept integer values"); + +# if GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(push) +# pragma warning(disable : 4310) //cast truncates constant value +# endif + + vec::type, Q> x(*reinterpret_cast::type, Q> const *>(&v)); + x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 2>::call(x, typename detail::make_unsigned::type(0x5555555555555555ull), typename detail::make_unsigned::type( 1)); + x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 4>::call(x, typename detail::make_unsigned::type(0x3333333333333333ull), typename detail::make_unsigned::type( 2)); + x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 8>::call(x, typename detail::make_unsigned::type(0x0F0F0F0F0F0F0F0Full), typename detail::make_unsigned::type( 4)); + x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 16>::call(x, typename detail::make_unsigned::type(0x00FF00FF00FF00FFull), typename detail::make_unsigned::type( 8)); + x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 32>::call(x, typename detail::make_unsigned::type(0x0000FFFF0000FFFFull), typename detail::make_unsigned::type(16)); + x = detail::compute_bitfieldBitCountStep::type, Q, detail::is_aligned::value, sizeof(T) * 8>= 64>::call(x, typename detail::make_unsigned::type(0x00000000FFFFFFFFull), typename detail::make_unsigned::type(32)); + return vec(x); + +# if GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(pop) +# endif + } + + // findLSB + template + GLM_FUNC_QUALIFIER int findLSB(genIUType Value) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findLSB' only accept integer values"); + + return detail::compute_findLSB::call(Value); + } + + template + GLM_FUNC_QUALIFIER vec findLSB(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findLSB' only accept integer values"); + + return detail::functor1::call(findLSB, x); + } + + // findMSB + template + GLM_FUNC_QUALIFIER int findMSB(genIUType v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findMSB' only accept integer values"); + + return findMSB(vec<1, genIUType>(v)).x; + } + + template + GLM_FUNC_QUALIFIER vec findMSB(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findMSB' only accept integer values"); + + return detail::compute_findMSB_vec::call(v); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "func_integer_simd.inl" +#endif + diff --git a/vendor/include/glm/detail/func_integer_simd.inl b/vendor/include/glm/detail/func_integer_simd.inl new file mode 100644 index 0000000..8be6c9c --- /dev/null +++ b/vendor/include/glm/detail/func_integer_simd.inl @@ -0,0 +1,65 @@ +#include "../simd/integer.h" + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +namespace glm{ +namespace detail +{ + template + struct compute_bitfieldReverseStep<4, uint, Q, true, true> + { + GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift) + { + __m128i const set0 = v.data; + + __m128i const set1 = _mm_set1_epi32(static_cast(Mask)); + __m128i const and1 = _mm_and_si128(set0, set1); + __m128i const sft1 = _mm_slli_epi32(and1, Shift); + + __m128i const set2 = _mm_andnot_si128(set0, _mm_set1_epi32(-1)); + __m128i const and2 = _mm_and_si128(set0, set2); + __m128i const sft2 = _mm_srai_epi32(and2, Shift); + + __m128i const or0 = _mm_or_si128(sft1, sft2); + + return or0; + } + }; + + template + struct compute_bitfieldBitCountStep<4, uint, Q, true, true> + { + GLM_FUNC_QUALIFIER static vec<4, uint, Q> call(vec<4, uint, Q> const& v, uint Mask, uint Shift) + { + __m128i const set0 = v.data; + + __m128i const set1 = _mm_set1_epi32(static_cast(Mask)); + __m128i const and0 = _mm_and_si128(set0, set1); + __m128i const sft0 = _mm_slli_epi32(set0, Shift); + __m128i const and1 = _mm_and_si128(sft0, set1); + __m128i const add0 = _mm_add_epi32(and0, and1); + + return add0; + } + }; +}//namespace detail + +# if GLM_ARCH & GLM_ARCH_AVX_BIT + template<> + GLM_FUNC_QUALIFIER int bitCount(uint x) + { + return _mm_popcnt_u32(x); + } + +# if(GLM_MODEL == GLM_MODEL_64) + template<> + GLM_FUNC_QUALIFIER int bitCount(detail::uint64 x) + { + return static_cast(_mm_popcnt_u64(x)); + } +# endif//GLM_MODEL +# endif//GLM_ARCH + +}//namespace glm + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/detail/func_matrix.inl b/vendor/include/glm/detail/func_matrix.inl new file mode 100644 index 0000000..d980c6d --- /dev/null +++ b/vendor/include/glm/detail/func_matrix.inl @@ -0,0 +1,398 @@ +#include "../geometric.hpp" +#include + +namespace glm{ +namespace detail +{ + template + struct compute_matrixCompMult + { + GLM_FUNC_QUALIFIER static mat call(mat const& x, mat const& y) + { + mat Result; + for(length_t i = 0; i < Result.length(); ++i) + Result[i] = x[i] * y[i]; + return Result; + } + }; + + template + struct compute_transpose{}; + + template + struct compute_transpose<2, 2, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m) + { + mat<2, 2, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + return Result; + } + }; + + template + struct compute_transpose<2, 3, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<3, 2, T, Q> call(mat<2, 3, T, Q> const& m) + { + mat<3,2, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[2][0] = m[0][2]; + Result[2][1] = m[1][2]; + return Result; + } + }; + + template + struct compute_transpose<2, 4, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<4, 2, T, Q> call(mat<2, 4, T, Q> const& m) + { + mat<4, 2, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[2][0] = m[0][2]; + Result[2][1] = m[1][2]; + Result[3][0] = m[0][3]; + Result[3][1] = m[1][3]; + return Result; + } + }; + + template + struct compute_transpose<3, 2, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<2, 3, T, Q> call(mat<3, 2, T, Q> const& m) + { + mat<2, 3, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[0][2] = m[2][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[1][2] = m[2][1]; + return Result; + } + }; + + template + struct compute_transpose<3, 3, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m) + { + mat<3, 3, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[0][2] = m[2][0]; + + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[1][2] = m[2][1]; + + Result[2][0] = m[0][2]; + Result[2][1] = m[1][2]; + Result[2][2] = m[2][2]; + return Result; + } + }; + + template + struct compute_transpose<3, 4, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<4, 3, T, Q> call(mat<3, 4, T, Q> const& m) + { + mat<4, 3, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[0][2] = m[2][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[1][2] = m[2][1]; + Result[2][0] = m[0][2]; + Result[2][1] = m[1][2]; + Result[2][2] = m[2][2]; + Result[3][0] = m[0][3]; + Result[3][1] = m[1][3]; + Result[3][2] = m[2][3]; + return Result; + } + }; + + template + struct compute_transpose<4, 2, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<2, 4, T, Q> call(mat<4, 2, T, Q> const& m) + { + mat<2, 4, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[0][2] = m[2][0]; + Result[0][3] = m[3][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[1][2] = m[2][1]; + Result[1][3] = m[3][1]; + return Result; + } + }; + + template + struct compute_transpose<4, 3, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<3, 4, T, Q> call(mat<4, 3, T, Q> const& m) + { + mat<3, 4, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[0][2] = m[2][0]; + Result[0][3] = m[3][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[1][2] = m[2][1]; + Result[1][3] = m[3][1]; + Result[2][0] = m[0][2]; + Result[2][1] = m[1][2]; + Result[2][2] = m[2][2]; + Result[2][3] = m[3][2]; + return Result; + } + }; + + template + struct compute_transpose<4, 4, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m) + { + mat<4, 4, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[0][2] = m[2][0]; + Result[0][3] = m[3][0]; + + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[1][2] = m[2][1]; + Result[1][3] = m[3][1]; + + Result[2][0] = m[0][2]; + Result[2][1] = m[1][2]; + Result[2][2] = m[2][2]; + Result[2][3] = m[3][2]; + + Result[3][0] = m[0][3]; + Result[3][1] = m[1][3]; + Result[3][2] = m[2][3]; + Result[3][3] = m[3][3]; + return Result; + } + }; + + template + struct compute_determinant{}; + + template + struct compute_determinant<2, 2, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static T call(mat<2, 2, T, Q> const& m) + { + return m[0][0] * m[1][1] - m[1][0] * m[0][1]; + } + }; + + template + struct compute_determinant<3, 3, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static T call(mat<3, 3, T, Q> const& m) + { + return + + m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2]) + - m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2]) + + m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]); + } + }; + + template + struct compute_determinant<4, 4, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static T call(mat<4, 4, T, Q> const& m) + { + T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + + vec<4, T, Q> DetCof( + + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02), + - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04), + + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05), + - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05)); + + return + m[0][0] * DetCof[0] + m[0][1] * DetCof[1] + + m[0][2] * DetCof[2] + m[0][3] * DetCof[3]; + } + }; + + template + struct compute_inverse{}; + + template + struct compute_inverse<2, 2, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<2, 2, T, Q> call(mat<2, 2, T, Q> const& m) + { + T OneOverDeterminant = static_cast(1) / ( + + m[0][0] * m[1][1] + - m[1][0] * m[0][1]); + + mat<2, 2, T, Q> Inverse( + + m[1][1] * OneOverDeterminant, + - m[0][1] * OneOverDeterminant, + - m[1][0] * OneOverDeterminant, + + m[0][0] * OneOverDeterminant); + + return Inverse; + } + }; + + template + struct compute_inverse<3, 3, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<3, 3, T, Q> call(mat<3, 3, T, Q> const& m) + { + T OneOverDeterminant = static_cast(1) / ( + + m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2]) + - m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2]) + + m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2])); + + mat<3, 3, T, Q> Inverse; + Inverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]) * OneOverDeterminant; + Inverse[1][0] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]) * OneOverDeterminant; + Inverse[2][0] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]) * OneOverDeterminant; + Inverse[0][1] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]) * OneOverDeterminant; + Inverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]) * OneOverDeterminant; + Inverse[2][1] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]) * OneOverDeterminant; + Inverse[0][2] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]) * OneOverDeterminant; + Inverse[1][2] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]) * OneOverDeterminant; + Inverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]) * OneOverDeterminant; + + return Inverse; + } + }; + + template + struct compute_inverse<4, 4, T, Q, Aligned> + { + GLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m) + { + T Coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + T Coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; + T Coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; + + T Coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + T Coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; + T Coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; + + T Coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + T Coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; + T Coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; + + T Coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + T Coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; + T Coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; + + T Coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + T Coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; + T Coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; + + T Coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + T Coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; + T Coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; + + vec<4, T, Q> Fac0(Coef00, Coef00, Coef02, Coef03); + vec<4, T, Q> Fac1(Coef04, Coef04, Coef06, Coef07); + vec<4, T, Q> Fac2(Coef08, Coef08, Coef10, Coef11); + vec<4, T, Q> Fac3(Coef12, Coef12, Coef14, Coef15); + vec<4, T, Q> Fac4(Coef16, Coef16, Coef18, Coef19); + vec<4, T, Q> Fac5(Coef20, Coef20, Coef22, Coef23); + + vec<4, T, Q> Vec0(m[1][0], m[0][0], m[0][0], m[0][0]); + vec<4, T, Q> Vec1(m[1][1], m[0][1], m[0][1], m[0][1]); + vec<4, T, Q> Vec2(m[1][2], m[0][2], m[0][2], m[0][2]); + vec<4, T, Q> Vec3(m[1][3], m[0][3], m[0][3], m[0][3]); + + vec<4, T, Q> Inv0(Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2); + vec<4, T, Q> Inv1(Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4); + vec<4, T, Q> Inv2(Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5); + vec<4, T, Q> Inv3(Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5); + + vec<4, T, Q> SignA(+1, -1, +1, -1); + vec<4, T, Q> SignB(-1, +1, -1, +1); + mat<4, 4, T, Q> Inverse(Inv0 * SignA, Inv1 * SignB, Inv2 * SignA, Inv3 * SignB); + + vec<4, T, Q> Row0(Inverse[0][0], Inverse[1][0], Inverse[2][0], Inverse[3][0]); + + vec<4, T, Q> Dot0(m[0] * Row0); + T Dot1 = (Dot0.x + Dot0.y) + (Dot0.z + Dot0.w); + + T OneOverDeterminant = static_cast(1) / Dot1; + + return Inverse * OneOverDeterminant; + } + }; +}//namespace detail + + template + GLM_FUNC_QUALIFIER mat matrixCompMult(mat const& x, mat const& y) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'matrixCompMult' only accept floating-point inputs"); + return detail::compute_matrixCompMult::value>::call(x, y); + } + + template + GLM_FUNC_QUALIFIER typename detail::outerProduct_trait::type outerProduct(vec const& c, vec const& r) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'outerProduct' only accept floating-point inputs"); + + typename detail::outerProduct_trait::type m; + for(length_t i = 0; i < m.length(); ++i) + m[i] = c * r[i]; + return m; + } + + template + GLM_FUNC_QUALIFIER typename mat::transpose_type transpose(mat const& m) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'transpose' only accept floating-point inputs"); + return detail::compute_transpose::value>::call(m); + } + + template + GLM_FUNC_QUALIFIER T determinant(mat const& m) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'determinant' only accept floating-point inputs"); + return detail::compute_determinant::value>::call(m); + } + + template + GLM_FUNC_QUALIFIER mat inverse(mat const& m) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || GLM_CONFIG_UNRESTRICTED_GENTYPE, "'inverse' only accept floating-point inputs"); + return detail::compute_inverse::value>::call(m); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "func_matrix_simd.inl" +#endif + diff --git a/vendor/include/glm/detail/func_matrix_simd.inl b/vendor/include/glm/detail/func_matrix_simd.inl new file mode 100644 index 0000000..f67ac66 --- /dev/null +++ b/vendor/include/glm/detail/func_matrix_simd.inl @@ -0,0 +1,249 @@ +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +#include "type_mat4x4.hpp" +#include "../geometric.hpp" +#include "../simd/matrix.h" +#include + +namespace glm{ +namespace detail +{ +# if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE + template + struct compute_matrixCompMult<4, 4, float, Q, true> + { + GLM_STATIC_ASSERT(detail::is_aligned::value, "Specialization requires aligned"); + + GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& x, mat<4, 4, float, Q> const& y) + { + mat<4, 4, float, Q> Result; + glm_mat4_matrixCompMult( + *static_cast(&x[0].data), + *static_cast(&y[0].data), + *static_cast(&Result[0].data)); + return Result; + } + }; +# endif + + template + struct compute_transpose<4, 4, float, Q, true> + { + GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m) + { + mat<4, 4, float, Q> Result; + glm_mat4_transpose(&m[0].data, &Result[0].data); + return Result; + } + }; + + template + struct compute_determinant<4, 4, float, Q, true> + { + GLM_FUNC_QUALIFIER static float call(mat<4, 4, float, Q> const& m) + { + return _mm_cvtss_f32(glm_mat4_determinant(&m[0].data)); + } + }; + + template + struct compute_inverse<4, 4, float, Q, true> + { + GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m) + { + mat<4, 4, float, Q> Result; + glm_mat4_inverse(&m[0].data, &Result[0].data); + return Result; + } + }; +}//namespace detail + +# if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE + template<> + GLM_FUNC_QUALIFIER mat<4, 4, float, aligned_lowp> outerProduct<4, 4, float, aligned_lowp>(vec<4, float, aligned_lowp> const& c, vec<4, float, aligned_lowp> const& r) + { + __m128 NativeResult[4]; + glm_mat4_outerProduct(c.data, r.data, NativeResult); + mat<4, 4, float, aligned_lowp> Result; + std::memcpy(&Result[0], &NativeResult[0], sizeof(Result)); + return Result; + } + + template<> + GLM_FUNC_QUALIFIER mat<4, 4, float, aligned_mediump> outerProduct<4, 4, float, aligned_mediump>(vec<4, float, aligned_mediump> const& c, vec<4, float, aligned_mediump> const& r) + { + __m128 NativeResult[4]; + glm_mat4_outerProduct(c.data, r.data, NativeResult); + mat<4, 4, float, aligned_mediump> Result; + std::memcpy(&Result[0], &NativeResult[0], sizeof(Result)); + return Result; + } + + template<> + GLM_FUNC_QUALIFIER mat<4, 4, float, aligned_highp> outerProduct<4, 4, float, aligned_highp>(vec<4, float, aligned_highp> const& c, vec<4, float, aligned_highp> const& r) + { + __m128 NativeResult[4]; + glm_mat4_outerProduct(c.data, r.data, NativeResult); + mat<4, 4, float, aligned_highp> Result; + std::memcpy(&Result[0], &NativeResult[0], sizeof(Result)); + return Result; + } +# endif +}//namespace glm + +#elif GLM_ARCH & GLM_ARCH_NEON_BIT + +namespace glm { +#if GLM_LANG & GLM_LANG_CXX11_FLAG + template + GLM_FUNC_QUALIFIER + typename std::enable_if::value, mat<4, 4, float, Q>>::type + operator*(mat<4, 4, float, Q> const & m1, mat<4, 4, float, Q> const & m2) + { + auto MulRow = [&](int l) { + float32x4_t const SrcA = m2[l].data; + + float32x4_t r = neon::mul_lane(m1[0].data, SrcA, 0); + r = neon::madd_lane(r, m1[1].data, SrcA, 1); + r = neon::madd_lane(r, m1[2].data, SrcA, 2); + r = neon::madd_lane(r, m1[3].data, SrcA, 3); + + return r; + }; + + mat<4, 4, float, aligned_highp> Result; + Result[0].data = MulRow(0); + Result[1].data = MulRow(1); + Result[2].data = MulRow(2); + Result[3].data = MulRow(3); + + return Result; + } +#endif // CXX11 + + template + struct detail::compute_inverse<4, 4, float, Q, true> + { + GLM_FUNC_QUALIFIER static mat<4, 4, float, Q> call(mat<4, 4, float, Q> const& m) + { + float32x4_t const& m0 = m[0].data; + float32x4_t const& m1 = m[1].data; + float32x4_t const& m2 = m[2].data; + float32x4_t const& m3 = m[3].data; + + // m[2][2] * m[3][3] - m[3][2] * m[2][3]; + // m[2][2] * m[3][3] - m[3][2] * m[2][3]; + // m[1][2] * m[3][3] - m[3][2] * m[1][3]; + // m[1][2] * m[2][3] - m[2][2] * m[1][3]; + + float32x4_t Fac0; + { + float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2)); + float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3); + float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2); + float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3)); + Fac0 = w0 * w1 - w2 * w3; + } + + // m[2][1] * m[3][3] - m[3][1] * m[2][3]; + // m[2][1] * m[3][3] - m[3][1] * m[2][3]; + // m[1][1] * m[3][3] - m[3][1] * m[1][3]; + // m[1][1] * m[2][3] - m[2][1] * m[1][3]; + + float32x4_t Fac1; + { + float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1)); + float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3); + float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1); + float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3)); + Fac1 = w0 * w1 - w2 * w3; + } + + // m[2][1] * m[3][2] - m[3][1] * m[2][2]; + // m[2][1] * m[3][2] - m[3][1] * m[2][2]; + // m[1][1] * m[3][2] - m[3][1] * m[1][2]; + // m[1][1] * m[2][2] - m[2][1] * m[1][2]; + + float32x4_t Fac2; + { + float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1)); + float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2); + float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1); + float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2)); + Fac2 = w0 * w1 - w2 * w3; + } + + // m[2][0] * m[3][3] - m[3][0] * m[2][3]; + // m[2][0] * m[3][3] - m[3][0] * m[2][3]; + // m[1][0] * m[3][3] - m[3][0] * m[1][3]; + // m[1][0] * m[2][3] - m[2][0] * m[1][3]; + + float32x4_t Fac3; + { + float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0)); + float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 3), 3, m2, 3); + float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0); + float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 3), neon::dup_lane(m1, 3)); + Fac3 = w0 * w1 - w2 * w3; + } + + // m[2][0] * m[3][2] - m[3][0] * m[2][2]; + // m[2][0] * m[3][2] - m[3][0] * m[2][2]; + // m[1][0] * m[3][2] - m[3][0] * m[1][2]; + // m[1][0] * m[2][2] - m[2][0] * m[1][2]; + + float32x4_t Fac4; + { + float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0)); + float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 2), 3, m2, 2); + float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0); + float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 2), neon::dup_lane(m1, 2)); + Fac4 = w0 * w1 - w2 * w3; + } + + // m[2][0] * m[3][1] - m[3][0] * m[2][1]; + // m[2][0] * m[3][1] - m[3][0] * m[2][1]; + // m[1][0] * m[3][1] - m[3][0] * m[1][1]; + // m[1][0] * m[2][1] - m[2][0] * m[1][1]; + + float32x4_t Fac5; + { + float32x4_t w0 = vcombine_f32(neon::dup_lane(m2, 0), neon::dup_lane(m1, 0)); + float32x4_t w1 = neon::copy_lane(neon::dupq_lane(m3, 1), 3, m2, 1); + float32x4_t w2 = neon::copy_lane(neon::dupq_lane(m3, 0), 3, m2, 0); + float32x4_t w3 = vcombine_f32(neon::dup_lane(m2, 1), neon::dup_lane(m1, 1)); + Fac5 = w0 * w1 - w2 * w3; + } + + float32x4_t Vec0 = neon::copy_lane(neon::dupq_lane(m0, 0), 0, m1, 0); // (m[1][0], m[0][0], m[0][0], m[0][0]); + float32x4_t Vec1 = neon::copy_lane(neon::dupq_lane(m0, 1), 0, m1, 1); // (m[1][1], m[0][1], m[0][1], m[0][1]); + float32x4_t Vec2 = neon::copy_lane(neon::dupq_lane(m0, 2), 0, m1, 2); // (m[1][2], m[0][2], m[0][2], m[0][2]); + float32x4_t Vec3 = neon::copy_lane(neon::dupq_lane(m0, 3), 0, m1, 3); // (m[1][3], m[0][3], m[0][3], m[0][3]); + + float32x4_t Inv0 = Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2; + float32x4_t Inv1 = Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4; + float32x4_t Inv2 = Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5; + float32x4_t Inv3 = Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5; + + float32x4_t r0 = float32x4_t{-1, +1, -1, +1} * Inv0; + float32x4_t r1 = float32x4_t{+1, -1, +1, -1} * Inv1; + float32x4_t r2 = float32x4_t{-1, +1, -1, +1} * Inv2; + float32x4_t r3 = float32x4_t{+1, -1, +1, -1} * Inv3; + + float32x4_t det = neon::mul_lane(r0, m0, 0); + det = neon::madd_lane(det, r1, m0, 1); + det = neon::madd_lane(det, r2, m0, 2); + det = neon::madd_lane(det, r3, m0, 3); + + float32x4_t rdet = vdupq_n_f32(1 / vgetq_lane_f32(det, 0)); + + mat<4, 4, float, Q> r; + r[0].data = vmulq_f32(r0, rdet); + r[1].data = vmulq_f32(r1, rdet); + r[2].data = vmulq_f32(r2, rdet); + r[3].data = vmulq_f32(r3, rdet); + return r; + } + }; +}//namespace glm +#endif diff --git a/vendor/include/glm/detail/func_packing.inl b/vendor/include/glm/detail/func_packing.inl new file mode 100644 index 0000000..234b093 --- /dev/null +++ b/vendor/include/glm/detail/func_packing.inl @@ -0,0 +1,189 @@ +/// @ref core +/// @file glm/detail/func_packing.inl + +#include "../common.hpp" +#include "type_half.hpp" + +namespace glm +{ + GLM_FUNC_QUALIFIER uint packUnorm2x16(vec2 const& v) + { + union + { + unsigned short in[2]; + uint out; + } u; + + vec<2, unsigned short, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 65535.0f)); + + u.in[0] = result[0]; + u.in[1] = result[1]; + + return u.out; + } + + GLM_FUNC_QUALIFIER vec2 unpackUnorm2x16(uint p) + { + union + { + uint in; + unsigned short out[2]; + } u; + + u.in = p; + + return vec2(u.out[0], u.out[1]) * 1.5259021896696421759365224689097e-5f; + } + + GLM_FUNC_QUALIFIER uint packSnorm2x16(vec2 const& v) + { + union + { + signed short in[2]; + uint out; + } u; + + vec<2, short, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 32767.0f)); + + u.in[0] = result[0]; + u.in[1] = result[1]; + + return u.out; + } + + GLM_FUNC_QUALIFIER vec2 unpackSnorm2x16(uint p) + { + union + { + uint in; + signed short out[2]; + } u; + + u.in = p; + + return clamp(vec2(u.out[0], u.out[1]) * 3.0518509475997192297128208258309e-5f, -1.0f, 1.0f); + } + + GLM_FUNC_QUALIFIER uint packUnorm4x8(vec4 const& v) + { + union + { + unsigned char in[4]; + uint out; + } u; + + vec<4, unsigned char, defaultp> result(round(clamp(v, 0.0f, 1.0f) * 255.0f)); + + u.in[0] = result[0]; + u.in[1] = result[1]; + u.in[2] = result[2]; + u.in[3] = result[3]; + + return u.out; + } + + GLM_FUNC_QUALIFIER vec4 unpackUnorm4x8(uint p) + { + union + { + uint in; + unsigned char out[4]; + } u; + + u.in = p; + + return vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0039215686274509803921568627451f; + } + + GLM_FUNC_QUALIFIER uint packSnorm4x8(vec4 const& v) + { + union + { + signed char in[4]; + uint out; + } u; + + vec<4, signed char, defaultp> result(round(clamp(v, -1.0f, 1.0f) * 127.0f)); + + u.in[0] = result[0]; + u.in[1] = result[1]; + u.in[2] = result[2]; + u.in[3] = result[3]; + + return u.out; + } + + GLM_FUNC_QUALIFIER glm::vec4 unpackSnorm4x8(uint p) + { + union + { + uint in; + signed char out[4]; + } u; + + u.in = p; + + return clamp(vec4(u.out[0], u.out[1], u.out[2], u.out[3]) * 0.0078740157480315f, -1.0f, 1.0f); + } + + GLM_FUNC_QUALIFIER double packDouble2x32(uvec2 const& v) + { + union + { + uint in[2]; + double out; + } u; + + u.in[0] = v[0]; + u.in[1] = v[1]; + + return u.out; + } + + GLM_FUNC_QUALIFIER uvec2 unpackDouble2x32(double v) + { + union + { + double in; + uint out[2]; + } u; + + u.in = v; + + return uvec2(u.out[0], u.out[1]); + } + + GLM_FUNC_QUALIFIER uint packHalf2x16(vec2 const& v) + { + union + { + signed short in[2]; + uint out; + } u; + + u.in[0] = detail::toFloat16(v.x); + u.in[1] = detail::toFloat16(v.y); + + return u.out; + } + + GLM_FUNC_QUALIFIER vec2 unpackHalf2x16(uint v) + { + union + { + uint in; + signed short out[2]; + } u; + + u.in = v; + + return vec2( + detail::toFloat32(u.out[0]), + detail::toFloat32(u.out[1])); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "func_packing_simd.inl" +#endif + diff --git a/vendor/include/glm/detail/func_packing_simd.inl b/vendor/include/glm/detail/func_packing_simd.inl new file mode 100644 index 0000000..fd0fe8b --- /dev/null +++ b/vendor/include/glm/detail/func_packing_simd.inl @@ -0,0 +1,6 @@ +namespace glm{ +namespace detail +{ + +}//namespace detail +}//namespace glm diff --git a/vendor/include/glm/detail/func_trigonometric.inl b/vendor/include/glm/detail/func_trigonometric.inl new file mode 100644 index 0000000..e129dce --- /dev/null +++ b/vendor/include/glm/detail/func_trigonometric.inl @@ -0,0 +1,197 @@ +#include "_vectorize.hpp" +#include +#include + +namespace glm +{ + // radians + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType radians(genType degrees) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'radians' only accept floating-point input"); + + return degrees * static_cast(0.01745329251994329576923690768489); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec radians(vec const& v) + { + return detail::functor1::call(radians, v); + } + + // degrees + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType degrees(genType radians) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'degrees' only accept floating-point input"); + + return radians * static_cast(57.295779513082320876798154814105); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec degrees(vec const& v) + { + return detail::functor1::call(degrees, v); + } + + // sin + using ::std::sin; + + template + GLM_FUNC_QUALIFIER vec sin(vec const& v) + { + return detail::functor1::call(sin, v); + } + + // cos + using std::cos; + + template + GLM_FUNC_QUALIFIER vec cos(vec const& v) + { + return detail::functor1::call(cos, v); + } + + // tan + using std::tan; + + template + GLM_FUNC_QUALIFIER vec tan(vec const& v) + { + return detail::functor1::call(tan, v); + } + + // asin + using std::asin; + + template + GLM_FUNC_QUALIFIER vec asin(vec const& v) + { + return detail::functor1::call(asin, v); + } + + // acos + using std::acos; + + template + GLM_FUNC_QUALIFIER vec acos(vec const& v) + { + return detail::functor1::call(acos, v); + } + + // atan + template + GLM_FUNC_QUALIFIER genType atan(genType y, genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'atan' only accept floating-point input"); + + return ::std::atan2(y, x); + } + + template + GLM_FUNC_QUALIFIER vec atan(vec const& a, vec const& b) + { + return detail::functor2::call(::std::atan2, a, b); + } + + using std::atan; + + template + GLM_FUNC_QUALIFIER vec atan(vec const& v) + { + return detail::functor1::call(atan, v); + } + + // sinh + using std::sinh; + + template + GLM_FUNC_QUALIFIER vec sinh(vec const& v) + { + return detail::functor1::call(sinh, v); + } + + // cosh + using std::cosh; + + template + GLM_FUNC_QUALIFIER vec cosh(vec const& v) + { + return detail::functor1::call(cosh, v); + } + + // tanh + using std::tanh; + + template + GLM_FUNC_QUALIFIER vec tanh(vec const& v) + { + return detail::functor1::call(tanh, v); + } + + // asinh +# if GLM_HAS_CXX11_STL + using std::asinh; +# else + template + GLM_FUNC_QUALIFIER genType asinh(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asinh' only accept floating-point input"); + + return (x < static_cast(0) ? static_cast(-1) : (x > static_cast(0) ? static_cast(1) : static_cast(0))) * log(std::abs(x) + sqrt(static_cast(1) + x * x)); + } +# endif + + template + GLM_FUNC_QUALIFIER vec asinh(vec const& v) + { + return detail::functor1::call(asinh, v); + } + + // acosh +# if GLM_HAS_CXX11_STL + using std::acosh; +# else + template + GLM_FUNC_QUALIFIER genType acosh(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acosh' only accept floating-point input"); + + if(x < static_cast(1)) + return static_cast(0); + return log(x + sqrt(x * x - static_cast(1))); + } +# endif + + template + GLM_FUNC_QUALIFIER vec acosh(vec const& v) + { + return detail::functor1::call(acosh, v); + } + + // atanh +# if GLM_HAS_CXX11_STL + using std::atanh; +# else + template + GLM_FUNC_QUALIFIER genType atanh(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'atanh' only accept floating-point input"); + + if(std::abs(x) >= static_cast(1)) + return 0; + return static_cast(0.5) * log((static_cast(1) + x) / (static_cast(1) - x)); + } +# endif + + template + GLM_FUNC_QUALIFIER vec atanh(vec const& v) + { + return detail::functor1::call(atanh, v); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "func_trigonometric_simd.inl" +#endif + diff --git a/vendor/include/glm/detail/func_trigonometric_simd.inl b/vendor/include/glm/detail/func_trigonometric_simd.inl new file mode 100644 index 0000000..e69de29 diff --git a/vendor/include/glm/detail/func_vector_relational.inl b/vendor/include/glm/detail/func_vector_relational.inl new file mode 100644 index 0000000..80c9e87 --- /dev/null +++ b/vendor/include/glm/detail/func_vector_relational.inl @@ -0,0 +1,87 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec lessThan(vec const& x, vec const& y) + { + vec Result(true); + for(length_t i = 0; i < L; ++i) + Result[i] = x[i] < y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec lessThanEqual(vec const& x, vec const& y) + { + vec Result(true); + for(length_t i = 0; i < L; ++i) + Result[i] = x[i] <= y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec greaterThan(vec const& x, vec const& y) + { + vec Result(true); + for(length_t i = 0; i < L; ++i) + Result[i] = x[i] > y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec greaterThanEqual(vec const& x, vec const& y) + { + vec Result(true); + for(length_t i = 0; i < L; ++i) + Result[i] = x[i] >= y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y) + { + vec Result(true); + for(length_t i = 0; i < L; ++i) + Result[i] = x[i] == y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y) + { + vec Result(true); + for(length_t i = 0; i < L; ++i) + Result[i] = x[i] != y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool any(vec const& v) + { + bool Result = false; + for(length_t i = 0; i < L; ++i) + Result = Result || v[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool all(vec const& v) + { + bool Result = true; + for(length_t i = 0; i < L; ++i) + Result = Result && v[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec not_(vec const& v) + { + vec Result(true); + for(length_t i = 0; i < L; ++i) + Result[i] = !v[i]; + return Result; + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "func_vector_relational_simd.inl" +#endif diff --git a/vendor/include/glm/detail/func_vector_relational_simd.inl b/vendor/include/glm/detail/func_vector_relational_simd.inl new file mode 100644 index 0000000..fd0fe8b --- /dev/null +++ b/vendor/include/glm/detail/func_vector_relational_simd.inl @@ -0,0 +1,6 @@ +namespace glm{ +namespace detail +{ + +}//namespace detail +}//namespace glm diff --git a/vendor/include/glm/detail/glm.cpp b/vendor/include/glm/detail/glm.cpp new file mode 100644 index 0000000..e0755bd --- /dev/null +++ b/vendor/include/glm/detail/glm.cpp @@ -0,0 +1,263 @@ +/// @ref core +/// @file glm/glm.cpp + +#ifndef GLM_ENABLE_EXPERIMENTAL +#define GLM_ENABLE_EXPERIMENTAL +#endif +#include +#include +#include +#include +#include +#include + +namespace glm +{ +// tvec1 type explicit instantiation +template struct vec<1, uint8, lowp>; +template struct vec<1, uint16, lowp>; +template struct vec<1, uint32, lowp>; +template struct vec<1, uint64, lowp>; +template struct vec<1, int8, lowp>; +template struct vec<1, int16, lowp>; +template struct vec<1, int32, lowp>; +template struct vec<1, int64, lowp>; +template struct vec<1, float32, lowp>; +template struct vec<1, float64, lowp>; + +template struct vec<1, uint8, mediump>; +template struct vec<1, uint16, mediump>; +template struct vec<1, uint32, mediump>; +template struct vec<1, uint64, mediump>; +template struct vec<1, int8, mediump>; +template struct vec<1, int16, mediump>; +template struct vec<1, int32, mediump>; +template struct vec<1, int64, mediump>; +template struct vec<1, float32, mediump>; +template struct vec<1, float64, mediump>; + +template struct vec<1, uint8, highp>; +template struct vec<1, uint16, highp>; +template struct vec<1, uint32, highp>; +template struct vec<1, uint64, highp>; +template struct vec<1, int8, highp>; +template struct vec<1, int16, highp>; +template struct vec<1, int32, highp>; +template struct vec<1, int64, highp>; +template struct vec<1, float32, highp>; +template struct vec<1, float64, highp>; + +// tvec2 type explicit instantiation +template struct vec<2, uint8, lowp>; +template struct vec<2, uint16, lowp>; +template struct vec<2, uint32, lowp>; +template struct vec<2, uint64, lowp>; +template struct vec<2, int8, lowp>; +template struct vec<2, int16, lowp>; +template struct vec<2, int32, lowp>; +template struct vec<2, int64, lowp>; +template struct vec<2, float32, lowp>; +template struct vec<2, float64, lowp>; + +template struct vec<2, uint8, mediump>; +template struct vec<2, uint16, mediump>; +template struct vec<2, uint32, mediump>; +template struct vec<2, uint64, mediump>; +template struct vec<2, int8, mediump>; +template struct vec<2, int16, mediump>; +template struct vec<2, int32, mediump>; +template struct vec<2, int64, mediump>; +template struct vec<2, float32, mediump>; +template struct vec<2, float64, mediump>; + +template struct vec<2, uint8, highp>; +template struct vec<2, uint16, highp>; +template struct vec<2, uint32, highp>; +template struct vec<2, uint64, highp>; +template struct vec<2, int8, highp>; +template struct vec<2, int16, highp>; +template struct vec<2, int32, highp>; +template struct vec<2, int64, highp>; +template struct vec<2, float32, highp>; +template struct vec<2, float64, highp>; + +// tvec3 type explicit instantiation +template struct vec<3, uint8, lowp>; +template struct vec<3, uint16, lowp>; +template struct vec<3, uint32, lowp>; +template struct vec<3, uint64, lowp>; +template struct vec<3, int8, lowp>; +template struct vec<3, int16, lowp>; +template struct vec<3, int32, lowp>; +template struct vec<3, int64, lowp>; +template struct vec<3, float32, lowp>; +template struct vec<3, float64, lowp>; + +template struct vec<3, uint8, mediump>; +template struct vec<3, uint16, mediump>; +template struct vec<3, uint32, mediump>; +template struct vec<3, uint64, mediump>; +template struct vec<3, int8, mediump>; +template struct vec<3, int16, mediump>; +template struct vec<3, int32, mediump>; +template struct vec<3, int64, mediump>; +template struct vec<3, float32, mediump>; +template struct vec<3, float64, mediump>; + +template struct vec<3, uint8, highp>; +template struct vec<3, uint16, highp>; +template struct vec<3, uint32, highp>; +template struct vec<3, uint64, highp>; +template struct vec<3, int8, highp>; +template struct vec<3, int16, highp>; +template struct vec<3, int32, highp>; +template struct vec<3, int64, highp>; +template struct vec<3, float32, highp>; +template struct vec<3, float64, highp>; + +// tvec4 type explicit instantiation +template struct vec<4, uint8, lowp>; +template struct vec<4, uint16, lowp>; +template struct vec<4, uint32, lowp>; +template struct vec<4, uint64, lowp>; +template struct vec<4, int8, lowp>; +template struct vec<4, int16, lowp>; +template struct vec<4, int32, lowp>; +template struct vec<4, int64, lowp>; +template struct vec<4, float32, lowp>; +template struct vec<4, float64, lowp>; + +template struct vec<4, uint8, mediump>; +template struct vec<4, uint16, mediump>; +template struct vec<4, uint32, mediump>; +template struct vec<4, uint64, mediump>; +template struct vec<4, int8, mediump>; +template struct vec<4, int16, mediump>; +template struct vec<4, int32, mediump>; +template struct vec<4, int64, mediump>; +template struct vec<4, float32, mediump>; +template struct vec<4, float64, mediump>; + +template struct vec<4, uint8, highp>; +template struct vec<4, uint16, highp>; +template struct vec<4, uint32, highp>; +template struct vec<4, uint64, highp>; +template struct vec<4, int8, highp>; +template struct vec<4, int16, highp>; +template struct vec<4, int32, highp>; +template struct vec<4, int64, highp>; +template struct vec<4, float32, highp>; +template struct vec<4, float64, highp>; + +// tmat2x2 type explicit instantiation +template struct mat<2, 2, float32, lowp>; +template struct mat<2, 2, float64, lowp>; + +template struct mat<2, 2, float32, mediump>; +template struct mat<2, 2, float64, mediump>; + +template struct mat<2, 2, float32, highp>; +template struct mat<2, 2, float64, highp>; + +// tmat2x3 type explicit instantiation +template struct mat<2, 3, float32, lowp>; +template struct mat<2, 3, float64, lowp>; + +template struct mat<2, 3, float32, mediump>; +template struct mat<2, 3, float64, mediump>; + +template struct mat<2, 3, float32, highp>; +template struct mat<2, 3, float64, highp>; + +// tmat2x4 type explicit instantiation +template struct mat<2, 4, float32, lowp>; +template struct mat<2, 4, float64, lowp>; + +template struct mat<2, 4, float32, mediump>; +template struct mat<2, 4, float64, mediump>; + +template struct mat<2, 4, float32, highp>; +template struct mat<2, 4, float64, highp>; + +// tmat3x2 type explicit instantiation +template struct mat<3, 2, float32, lowp>; +template struct mat<3, 2, float64, lowp>; + +template struct mat<3, 2, float32, mediump>; +template struct mat<3, 2, float64, mediump>; + +template struct mat<3, 2, float32, highp>; +template struct mat<3, 2, float64, highp>; + +// tmat3x3 type explicit instantiation +template struct mat<3, 3, float32, lowp>; +template struct mat<3, 3, float64, lowp>; + +template struct mat<3, 3, float32, mediump>; +template struct mat<3, 3, float64, mediump>; + +template struct mat<3, 3, float32, highp>; +template struct mat<3, 3, float64, highp>; + +// tmat3x4 type explicit instantiation +template struct mat<3, 4, float32, lowp>; +template struct mat<3, 4, float64, lowp>; + +template struct mat<3, 4, float32, mediump>; +template struct mat<3, 4, float64, mediump>; + +template struct mat<3, 4, float32, highp>; +template struct mat<3, 4, float64, highp>; + +// tmat4x2 type explicit instantiation +template struct mat<4, 2, float32, lowp>; +template struct mat<4, 2, float64, lowp>; + +template struct mat<4, 2, float32, mediump>; +template struct mat<4, 2, float64, mediump>; + +template struct mat<4, 2, float32, highp>; +template struct mat<4, 2, float64, highp>; + +// tmat4x3 type explicit instantiation +template struct mat<4, 3, float32, lowp>; +template struct mat<4, 3, float64, lowp>; + +template struct mat<4, 3, float32, mediump>; +template struct mat<4, 3, float64, mediump>; + +template struct mat<4, 3, float32, highp>; +template struct mat<4, 3, float64, highp>; + +// tmat4x4 type explicit instantiation +template struct mat<4, 4, float32, lowp>; +template struct mat<4, 4, float64, lowp>; + +template struct mat<4, 4, float32, mediump>; +template struct mat<4, 4, float64, mediump>; + +template struct mat<4, 4, float32, highp>; +template struct mat<4, 4, float64, highp>; + +// tquat type explicit instantiation +template struct qua; +template struct qua; + +template struct qua; +template struct qua; + +template struct qua; +template struct qua; + +//tdualquat type explicit instantiation +template struct tdualquat; +template struct tdualquat; + +template struct tdualquat; +template struct tdualquat; + +template struct tdualquat; +template struct tdualquat; + +}//namespace glm + diff --git a/vendor/include/glm/detail/qualifier.hpp b/vendor/include/glm/detail/qualifier.hpp new file mode 100644 index 0000000..b6c9df0 --- /dev/null +++ b/vendor/include/glm/detail/qualifier.hpp @@ -0,0 +1,230 @@ +#pragma once + +#include "setup.hpp" + +namespace glm +{ + /// Qualify GLM types in term of alignment (packed, aligned) and precision in term of ULPs (lowp, mediump, highp) + enum qualifier + { + packed_highp, ///< Typed data is tightly packed in memory and operations are executed with high precision in term of ULPs + packed_mediump, ///< Typed data is tightly packed in memory and operations are executed with medium precision in term of ULPs for higher performance + packed_lowp, ///< Typed data is tightly packed in memory and operations are executed with low precision in term of ULPs to maximize performance + +# if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE + aligned_highp, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs + aligned_mediump, ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs for higher performance + aligned_lowp, // ///< Typed data is aligned in memory allowing SIMD optimizations and operations are executed with high precision in term of ULPs to maximize performance + aligned = aligned_highp, ///< By default aligned qualifier is also high precision +# endif + + highp = packed_highp, ///< By default highp qualifier is also packed + mediump = packed_mediump, ///< By default mediump qualifier is also packed + lowp = packed_lowp, ///< By default lowp qualifier is also packed + packed = packed_highp, ///< By default packed qualifier is also high precision + +# if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE && defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES) + defaultp = aligned_highp +# else + defaultp = highp +# endif + }; + + typedef qualifier precision; + + template struct vec; + template struct mat; + template struct qua; + +# if GLM_HAS_TEMPLATE_ALIASES + template using tvec1 = vec<1, T, Q>; + template using tvec2 = vec<2, T, Q>; + template using tvec3 = vec<3, T, Q>; + template using tvec4 = vec<4, T, Q>; + template using tmat2x2 = mat<2, 2, T, Q>; + template using tmat2x3 = mat<2, 3, T, Q>; + template using tmat2x4 = mat<2, 4, T, Q>; + template using tmat3x2 = mat<3, 2, T, Q>; + template using tmat3x3 = mat<3, 3, T, Q>; + template using tmat3x4 = mat<3, 4, T, Q>; + template using tmat4x2 = mat<4, 2, T, Q>; + template using tmat4x3 = mat<4, 3, T, Q>; + template using tmat4x4 = mat<4, 4, T, Q>; + template using tquat = qua; +# endif + +namespace detail +{ + template + struct is_aligned + { + static const bool value = false; + }; + +# if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE + template<> + struct is_aligned + { + static const bool value = true; + }; + + template<> + struct is_aligned + { + static const bool value = true; + }; + + template<> + struct is_aligned + { + static const bool value = true; + }; +# endif + + template + struct storage + { + typedef struct type { + T data[L]; + } type; + }; + +# if GLM_HAS_ALIGNOF + template + struct storage + { + typedef struct alignas(L * sizeof(T)) type { + T data[L]; + } type; + }; + + template + struct storage<3, T, true> + { + typedef struct alignas(4 * sizeof(T)) type { + T data[4]; + } type; + }; +# endif + +# if GLM_ARCH & GLM_ARCH_SSE2_BIT + template<> + struct storage<4, float, true> + { + typedef glm_f32vec4 type; + }; + + template<> + struct storage<4, int, true> + { + typedef glm_i32vec4 type; + }; + + template<> + struct storage<4, unsigned int, true> + { + typedef glm_u32vec4 type; + }; + + template<> + struct storage<2, double, true> + { + typedef glm_f64vec2 type; + }; + + template<> + struct storage<2, detail::int64, true> + { + typedef glm_i64vec2 type; + }; + + template<> + struct storage<2, detail::uint64, true> + { + typedef glm_u64vec2 type; + }; +# endif + +# if (GLM_ARCH & GLM_ARCH_AVX_BIT) + template<> + struct storage<4, double, true> + { + typedef glm_f64vec4 type; + }; +# endif + +# if (GLM_ARCH & GLM_ARCH_AVX2_BIT) + template<> + struct storage<4, detail::int64, true> + { + typedef glm_i64vec4 type; + }; + + template<> + struct storage<4, detail::uint64, true> + { + typedef glm_u64vec4 type; + }; +# endif + +# if GLM_ARCH & GLM_ARCH_NEON_BIT + template<> + struct storage<4, float, true> + { + typedef glm_f32vec4 type; + }; + + template<> + struct storage<4, int, true> + { + typedef glm_i32vec4 type; + }; + + template<> + struct storage<4, unsigned int, true> + { + typedef glm_u32vec4 type; + }; +# endif + + enum genTypeEnum + { + GENTYPE_VEC, + GENTYPE_MAT, + GENTYPE_QUAT + }; + + template + struct genTypeTrait + {}; + + template + struct genTypeTrait > + { + static const genTypeEnum GENTYPE = GENTYPE_MAT; + }; + + template + struct init_gentype + { + }; + + template + struct init_gentype + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity() + { + return genType(1, 0, 0, 0); + } + }; + + template + struct init_gentype + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static genType identity() + { + return genType(1); + } + }; +}//namespace detail +}//namespace glm diff --git a/vendor/include/glm/detail/setup.hpp b/vendor/include/glm/detail/setup.hpp new file mode 100644 index 0000000..2c01e02 --- /dev/null +++ b/vendor/include/glm/detail/setup.hpp @@ -0,0 +1,1135 @@ +#ifndef GLM_SETUP_INCLUDED + +#include +#include + +#define GLM_VERSION_MAJOR 0 +#define GLM_VERSION_MINOR 9 +#define GLM_VERSION_PATCH 9 +#define GLM_VERSION_REVISION 8 +#define GLM_VERSION 998 +#define GLM_VERSION_MESSAGE "GLM: version 0.9.9.8" + +#define GLM_SETUP_INCLUDED GLM_VERSION + +/////////////////////////////////////////////////////////////////////////////////// +// Active states + +#define GLM_DISABLE 0 +#define GLM_ENABLE 1 + +/////////////////////////////////////////////////////////////////////////////////// +// Messages + +#if defined(GLM_FORCE_MESSAGES) +# define GLM_MESSAGES GLM_ENABLE +#else +# define GLM_MESSAGES GLM_DISABLE +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Detect the platform + +#include "../simd/platform.h" + +/////////////////////////////////////////////////////////////////////////////////// +// Build model + +#if defined(_M_ARM64) || defined(__LP64__) || defined(_M_X64) || defined(__ppc64__) || defined(__x86_64__) +# define GLM_MODEL GLM_MODEL_64 +#elif defined(__i386__) || defined(__ppc__) || defined(__ILP32__) || defined(_M_ARM) +# define GLM_MODEL GLM_MODEL_32 +#else +# define GLM_MODEL GLM_MODEL_32 +#endif// + +#if !defined(GLM_MODEL) && GLM_COMPILER != 0 +# error "GLM_MODEL undefined, your compiler may not be supported by GLM. Add #define GLM_MODEL 0 to ignore this message." +#endif//GLM_MODEL + +/////////////////////////////////////////////////////////////////////////////////// +// C++ Version + +// User defines: GLM_FORCE_CXX98, GLM_FORCE_CXX03, GLM_FORCE_CXX11, GLM_FORCE_CXX14, GLM_FORCE_CXX17, GLM_FORCE_CXX2A + +#define GLM_LANG_CXX98_FLAG (1 << 1) +#define GLM_LANG_CXX03_FLAG (1 << 2) +#define GLM_LANG_CXX0X_FLAG (1 << 3) +#define GLM_LANG_CXX11_FLAG (1 << 4) +#define GLM_LANG_CXX14_FLAG (1 << 5) +#define GLM_LANG_CXX17_FLAG (1 << 6) +#define GLM_LANG_CXX2A_FLAG (1 << 7) +#define GLM_LANG_CXXMS_FLAG (1 << 8) +#define GLM_LANG_CXXGNU_FLAG (1 << 9) + +#define GLM_LANG_CXX98 GLM_LANG_CXX98_FLAG +#define GLM_LANG_CXX03 (GLM_LANG_CXX98 | GLM_LANG_CXX03_FLAG) +#define GLM_LANG_CXX0X (GLM_LANG_CXX03 | GLM_LANG_CXX0X_FLAG) +#define GLM_LANG_CXX11 (GLM_LANG_CXX0X | GLM_LANG_CXX11_FLAG) +#define GLM_LANG_CXX14 (GLM_LANG_CXX11 | GLM_LANG_CXX14_FLAG) +#define GLM_LANG_CXX17 (GLM_LANG_CXX14 | GLM_LANG_CXX17_FLAG) +#define GLM_LANG_CXX2A (GLM_LANG_CXX17 | GLM_LANG_CXX2A_FLAG) +#define GLM_LANG_CXXMS GLM_LANG_CXXMS_FLAG +#define GLM_LANG_CXXGNU GLM_LANG_CXXGNU_FLAG + +#if (defined(_MSC_EXTENSIONS)) +# define GLM_LANG_EXT GLM_LANG_CXXMS_FLAG +#elif ((GLM_COMPILER & (GLM_COMPILER_CLANG | GLM_COMPILER_GCC)) && (GLM_ARCH & GLM_ARCH_SIMD_BIT)) +# define GLM_LANG_EXT GLM_LANG_CXXMS_FLAG +#else +# define GLM_LANG_EXT 0 +#endif + +#if (defined(GLM_FORCE_CXX_UNKNOWN)) +# define GLM_LANG 0 +#elif defined(GLM_FORCE_CXX2A) +# define GLM_LANG (GLM_LANG_CXX2A | GLM_LANG_EXT) +# define GLM_LANG_STL11_FORCED +#elif defined(GLM_FORCE_CXX17) +# define GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT) +# define GLM_LANG_STL11_FORCED +#elif defined(GLM_FORCE_CXX14) +# define GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT) +# define GLM_LANG_STL11_FORCED +#elif defined(GLM_FORCE_CXX11) +# define GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT) +# define GLM_LANG_STL11_FORCED +#elif defined(GLM_FORCE_CXX03) +# define GLM_LANG (GLM_LANG_CXX03 | GLM_LANG_EXT) +#elif defined(GLM_FORCE_CXX98) +# define GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT) +#else +# if GLM_COMPILER & GLM_COMPILER_VC && defined(_MSVC_LANG) +# if GLM_COMPILER >= GLM_COMPILER_VC15_7 +# define GLM_LANG_PLATFORM _MSVC_LANG +# elif GLM_COMPILER >= GLM_COMPILER_VC15 +# if _MSVC_LANG > 201402L +# define GLM_LANG_PLATFORM 201402L +# else +# define GLM_LANG_PLATFORM _MSVC_LANG +# endif +# else +# define GLM_LANG_PLATFORM 0 +# endif +# else +# define GLM_LANG_PLATFORM 0 +# endif + +# if __cplusplus > 201703L || GLM_LANG_PLATFORM > 201703L +# define GLM_LANG (GLM_LANG_CXX2A | GLM_LANG_EXT) +# elif __cplusplus == 201703L || GLM_LANG_PLATFORM == 201703L +# define GLM_LANG (GLM_LANG_CXX17 | GLM_LANG_EXT) +# elif __cplusplus == 201402L || __cplusplus == 201500L || GLM_LANG_PLATFORM == 201402L +# define GLM_LANG (GLM_LANG_CXX14 | GLM_LANG_EXT) +# elif __cplusplus == 201103L || GLM_LANG_PLATFORM == 201103L +# define GLM_LANG (GLM_LANG_CXX11 | GLM_LANG_EXT) +# elif defined(__INTEL_CXX11_MODE__) || defined(_MSC_VER) || defined(__GXX_EXPERIMENTAL_CXX0X__) +# define GLM_LANG (GLM_LANG_CXX0X | GLM_LANG_EXT) +# elif __cplusplus == 199711L +# define GLM_LANG (GLM_LANG_CXX98 | GLM_LANG_EXT) +# else +# define GLM_LANG (0 | GLM_LANG_EXT) +# endif +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Has of C++ features + +// http://clang.llvm.org/cxx_status.html +// http://gcc.gnu.org/projects/cxx0x.html +// http://msdn.microsoft.com/en-us/library/vstudio/hh567368(v=vs.120).aspx + +// Android has multiple STLs but C++11 STL detection doesn't always work #284 #564 +#if GLM_PLATFORM == GLM_PLATFORM_ANDROID && !defined(GLM_LANG_STL11_FORCED) +# define GLM_HAS_CXX11_STL 0 +#elif GLM_COMPILER & GLM_COMPILER_CLANG +# if (defined(_LIBCPP_VERSION) || (GLM_LANG & GLM_LANG_CXX11_FLAG) || defined(GLM_LANG_STL11_FORCED)) +# define GLM_HAS_CXX11_STL 1 +# else +# define GLM_HAS_CXX11_STL 0 +# endif +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_CXX11_STL 1 +#else +# define GLM_HAS_CXX11_STL ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC48)) || \ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ + ((GLM_PLATFORM != GLM_PLATFORM_WINDOWS) && (GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15)))) +#endif + +// N1720 +#if GLM_COMPILER & GLM_COMPILER_CLANG +# define GLM_HAS_STATIC_ASSERT __has_feature(cxx_static_assert) +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_STATIC_ASSERT 1 +#else +# define GLM_HAS_STATIC_ASSERT ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_CUDA)) || \ + ((GLM_COMPILER & GLM_COMPILER_VC)))) +#endif + +// N1988 +#if GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_EXTENDED_INTEGER_TYPE 1 +#else +# define GLM_HAS_EXTENDED_INTEGER_TYPE (\ + ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_VC)) || \ + ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CUDA)) || \ + ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_COMPILER & GLM_COMPILER_CLANG))) +#endif + +// N2672 Initializer lists http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2672.htm +#if GLM_COMPILER & GLM_COMPILER_CLANG +# define GLM_HAS_INITIALIZER_LISTS __has_feature(cxx_generalized_initializers) +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_INITIALIZER_LISTS 1 +#else +# define GLM_HAS_INITIALIZER_LISTS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \ + ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \ + ((GLM_COMPILER & GLM_COMPILER_CUDA)))) +#endif + +// N2544 Unrestricted unions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2008/n2544.pdf +#if GLM_COMPILER & GLM_COMPILER_CLANG +# define GLM_HAS_UNRESTRICTED_UNIONS __has_feature(cxx_unrestricted_unions) +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_UNRESTRICTED_UNIONS 1 +#else +# define GLM_HAS_UNRESTRICTED_UNIONS (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + (GLM_COMPILER & GLM_COMPILER_VC) || \ + ((GLM_COMPILER & GLM_COMPILER_CUDA))) +#endif + +// N2346 +#if GLM_COMPILER & GLM_COMPILER_CLANG +# define GLM_HAS_DEFAULTED_FUNCTIONS __has_feature(cxx_defaulted_functions) +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_DEFAULTED_FUNCTIONS 1 +#else +# define GLM_HAS_DEFAULTED_FUNCTIONS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ + ((GLM_COMPILER & GLM_COMPILER_INTEL)) || \ + (GLM_COMPILER & GLM_COMPILER_CUDA))) +#endif + +// N2118 +#if GLM_COMPILER & GLM_COMPILER_CLANG +# define GLM_HAS_RVALUE_REFERENCES __has_feature(cxx_rvalue_references) +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_RVALUE_REFERENCES 1 +#else +# define GLM_HAS_RVALUE_REFERENCES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_VC)) || \ + ((GLM_COMPILER & GLM_COMPILER_CUDA)))) +#endif + +// N2437 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2437.pdf +#if GLM_COMPILER & GLM_COMPILER_CLANG +# define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS __has_feature(cxx_explicit_conversions) +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS 1 +#else +# define GLM_HAS_EXPLICIT_CONVERSION_OPERATORS ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL14)) || \ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ + ((GLM_COMPILER & GLM_COMPILER_CUDA)))) +#endif + +// N2258 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2258.pdf +#if GLM_COMPILER & GLM_COMPILER_CLANG +# define GLM_HAS_TEMPLATE_ALIASES __has_feature(cxx_alias_templates) +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_TEMPLATE_ALIASES 1 +#else +# define GLM_HAS_TEMPLATE_ALIASES ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_INTEL)) || \ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ + ((GLM_COMPILER & GLM_COMPILER_CUDA)))) +#endif + +// N2930 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2009/n2930.html +#if GLM_COMPILER & GLM_COMPILER_CLANG +# define GLM_HAS_RANGE_FOR __has_feature(cxx_range_for) +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_RANGE_FOR 1 +#else +# define GLM_HAS_RANGE_FOR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_INTEL)) || \ + ((GLM_COMPILER & GLM_COMPILER_VC)) || \ + ((GLM_COMPILER & GLM_COMPILER_CUDA)))) +#endif + +// N2341 http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2341.pdf +#if GLM_COMPILER & GLM_COMPILER_CLANG +# define GLM_HAS_ALIGNOF __has_feature(cxx_alignas) +#elif GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_ALIGNOF 1 +#else +# define GLM_HAS_ALIGNOF ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL15)) || \ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14)) || \ + ((GLM_COMPILER & GLM_COMPILER_CUDA)))) +#endif + +// N2235 Generalized Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2235.pdf +// N3652 Extended Constant Expressions http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2013/n3652.html +#if (GLM_ARCH & GLM_ARCH_SIMD_BIT) // Compiler SIMD intrinsics don't support constexpr... +# define GLM_HAS_CONSTEXPR 0 +#elif (GLM_COMPILER & GLM_COMPILER_CLANG) +# define GLM_HAS_CONSTEXPR __has_feature(cxx_relaxed_constexpr) +#elif (GLM_LANG & GLM_LANG_CXX14_FLAG) +# define GLM_HAS_CONSTEXPR 1 +#else +# define GLM_HAS_CONSTEXPR ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && GLM_HAS_INITIALIZER_LISTS && (\ + ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_COMPILER >= GLM_COMPILER_INTEL17)) || \ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)))) +#endif + +#if GLM_HAS_CONSTEXPR +# define GLM_CONSTEXPR constexpr +#else +# define GLM_CONSTEXPR +#endif + +// +#if GLM_HAS_CONSTEXPR +# if (GLM_COMPILER & GLM_COMPILER_CLANG) +# if __has_feature(cxx_if_constexpr) +# define GLM_HAS_IF_CONSTEXPR 1 +# else +# define GLM_HAS_IF_CONSTEXPR 0 +# endif +# elif (GLM_LANG & GLM_LANG_CXX17_FLAG) +# define GLM_HAS_IF_CONSTEXPR 1 +# else +# define GLM_HAS_IF_CONSTEXPR 0 +# endif +#else +# define GLM_HAS_IF_CONSTEXPR 0 +#endif + +#if GLM_HAS_IF_CONSTEXPR +# define GLM_IF_CONSTEXPR if constexpr +#else +# define GLM_IF_CONSTEXPR if +#endif + +// +#if GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_ASSIGNABLE 1 +#else +# define GLM_HAS_ASSIGNABLE ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC15)) || \ + ((GLM_COMPILER & GLM_COMPILER_GCC) && (GLM_COMPILER >= GLM_COMPILER_GCC49)))) +#endif + +// +#define GLM_HAS_TRIVIAL_QUERIES 0 + +// +#if GLM_LANG & GLM_LANG_CXX11_FLAG +# define GLM_HAS_MAKE_SIGNED 1 +#else +# define GLM_HAS_MAKE_SIGNED ((GLM_LANG & GLM_LANG_CXX0X_FLAG) && (\ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC12)) || \ + ((GLM_COMPILER & GLM_COMPILER_CUDA)))) +#endif + +// +#if defined(GLM_FORCE_INTRINSICS) +# define GLM_HAS_BITSCAN_WINDOWS ((GLM_PLATFORM & GLM_PLATFORM_WINDOWS) && (\ + ((GLM_COMPILER & GLM_COMPILER_INTEL)) || \ + ((GLM_COMPILER & GLM_COMPILER_VC) && (GLM_COMPILER >= GLM_COMPILER_VC14) && (GLM_ARCH & GLM_ARCH_X86_BIT)))) +#else +# define GLM_HAS_BITSCAN_WINDOWS 0 +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// OpenMP +#ifdef _OPENMP +# if GLM_COMPILER & GLM_COMPILER_GCC +# if GLM_COMPILER >= GLM_COMPILER_GCC61 +# define GLM_HAS_OPENMP 45 +# elif GLM_COMPILER >= GLM_COMPILER_GCC49 +# define GLM_HAS_OPENMP 40 +# elif GLM_COMPILER >= GLM_COMPILER_GCC47 +# define GLM_HAS_OPENMP 31 +# else +# define GLM_HAS_OPENMP 0 +# endif +# elif GLM_COMPILER & GLM_COMPILER_CLANG +# if GLM_COMPILER >= GLM_COMPILER_CLANG38 +# define GLM_HAS_OPENMP 31 +# else +# define GLM_HAS_OPENMP 0 +# endif +# elif GLM_COMPILER & GLM_COMPILER_VC +# define GLM_HAS_OPENMP 20 +# elif GLM_COMPILER & GLM_COMPILER_INTEL +# if GLM_COMPILER >= GLM_COMPILER_INTEL16 +# define GLM_HAS_OPENMP 40 +# else +# define GLM_HAS_OPENMP 0 +# endif +# else +# define GLM_HAS_OPENMP 0 +# endif +#else +# define GLM_HAS_OPENMP 0 +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// nullptr + +#if GLM_LANG & GLM_LANG_CXX0X_FLAG +# define GLM_CONFIG_NULLPTR GLM_ENABLE +#else +# define GLM_CONFIG_NULLPTR GLM_DISABLE +#endif + +#if GLM_CONFIG_NULLPTR == GLM_ENABLE +# define GLM_NULLPTR nullptr +#else +# define GLM_NULLPTR 0 +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Static assert + +#if GLM_HAS_STATIC_ASSERT +# define GLM_STATIC_ASSERT(x, message) static_assert(x, message) +#elif GLM_COMPILER & GLM_COMPILER_VC +# define GLM_STATIC_ASSERT(x, message) typedef char __CASSERT__##__LINE__[(x) ? 1 : -1] +#else +# define GLM_STATIC_ASSERT(x, message) assert(x) +#endif//GLM_LANG + +/////////////////////////////////////////////////////////////////////////////////// +// Qualifiers + +#if GLM_COMPILER & GLM_COMPILER_CUDA +# define GLM_CUDA_FUNC_DEF __device__ __host__ +# define GLM_CUDA_FUNC_DECL __device__ __host__ +#else +# define GLM_CUDA_FUNC_DEF +# define GLM_CUDA_FUNC_DECL +#endif + +#if defined(GLM_FORCE_INLINE) +# if GLM_COMPILER & GLM_COMPILER_VC +# define GLM_INLINE __forceinline +# define GLM_NEVER_INLINE __declspec((noinline)) +# elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG) +# define GLM_INLINE inline __attribute__((__always_inline__)) +# define GLM_NEVER_INLINE __attribute__((__noinline__)) +# elif GLM_COMPILER & GLM_COMPILER_CUDA +# define GLM_INLINE __forceinline__ +# define GLM_NEVER_INLINE __noinline__ +# else +# define GLM_INLINE inline +# define GLM_NEVER_INLINE +# endif//GLM_COMPILER +#else +# define GLM_INLINE inline +# define GLM_NEVER_INLINE +#endif//defined(GLM_FORCE_INLINE) + +#define GLM_FUNC_DECL GLM_CUDA_FUNC_DECL +#define GLM_FUNC_QUALIFIER GLM_CUDA_FUNC_DEF GLM_INLINE + +/////////////////////////////////////////////////////////////////////////////////// +// Swizzle operators + +// User defines: GLM_FORCE_SWIZZLE + +#define GLM_SWIZZLE_DISABLED 0 +#define GLM_SWIZZLE_OPERATOR 1 +#define GLM_SWIZZLE_FUNCTION 2 + +#if defined(GLM_FORCE_XYZW_ONLY) +# undef GLM_FORCE_SWIZZLE +#endif + +#if defined(GLM_SWIZZLE) +# pragma message("GLM: GLM_SWIZZLE is deprecated, use GLM_FORCE_SWIZZLE instead.") +# define GLM_FORCE_SWIZZLE +#endif + +#if defined(GLM_FORCE_SWIZZLE) && (GLM_LANG & GLM_LANG_CXXMS_FLAG) +# define GLM_CONFIG_SWIZZLE GLM_SWIZZLE_OPERATOR +#elif defined(GLM_FORCE_SWIZZLE) +# define GLM_CONFIG_SWIZZLE GLM_SWIZZLE_FUNCTION +#else +# define GLM_CONFIG_SWIZZLE GLM_SWIZZLE_DISABLED +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Allows using not basic types as genType + +// #define GLM_FORCE_UNRESTRICTED_GENTYPE + +#ifdef GLM_FORCE_UNRESTRICTED_GENTYPE +# define GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_ENABLE +#else +# define GLM_CONFIG_UNRESTRICTED_GENTYPE GLM_DISABLE +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Clip control, define GLM_FORCE_DEPTH_ZERO_TO_ONE before including GLM +// to use a clip space between 0 to 1. +// Coordinate system, define GLM_FORCE_LEFT_HANDED before including GLM +// to use left handed coordinate system by default. + +#define GLM_CLIP_CONTROL_ZO_BIT (1 << 0) // ZERO_TO_ONE +#define GLM_CLIP_CONTROL_NO_BIT (1 << 1) // NEGATIVE_ONE_TO_ONE +#define GLM_CLIP_CONTROL_LH_BIT (1 << 2) // LEFT_HANDED, For DirectX, Metal, Vulkan +#define GLM_CLIP_CONTROL_RH_BIT (1 << 3) // RIGHT_HANDED, For OpenGL, default in GLM + +#define GLM_CLIP_CONTROL_LH_ZO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_ZO_BIT) +#define GLM_CLIP_CONTROL_LH_NO (GLM_CLIP_CONTROL_LH_BIT | GLM_CLIP_CONTROL_NO_BIT) +#define GLM_CLIP_CONTROL_RH_ZO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_ZO_BIT) +#define GLM_CLIP_CONTROL_RH_NO (GLM_CLIP_CONTROL_RH_BIT | GLM_CLIP_CONTROL_NO_BIT) + +#ifdef GLM_FORCE_DEPTH_ZERO_TO_ONE +# ifdef GLM_FORCE_LEFT_HANDED +# define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_ZO +# else +# define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_ZO +# endif +#else +# ifdef GLM_FORCE_LEFT_HANDED +# define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_LH_NO +# else +# define GLM_CONFIG_CLIP_CONTROL GLM_CLIP_CONTROL_RH_NO +# endif +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Qualifiers + +#if (GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS)) +# define GLM_DEPRECATED __declspec(deprecated) +# define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef __declspec(align(alignment)) type name +#elif GLM_COMPILER & (GLM_COMPILER_GCC | GLM_COMPILER_CLANG | GLM_COMPILER_INTEL) +# define GLM_DEPRECATED __attribute__((__deprecated__)) +# define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __attribute__((aligned(alignment))) +#elif GLM_COMPILER & GLM_COMPILER_CUDA +# define GLM_DEPRECATED +# define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name __align__(x) +#else +# define GLM_DEPRECATED +# define GLM_ALIGNED_TYPEDEF(type, name, alignment) typedef type name +#endif + +/////////////////////////////////////////////////////////////////////////////////// + +#ifdef GLM_FORCE_EXPLICIT_CTOR +# define GLM_EXPLICIT explicit +#else +# define GLM_EXPLICIT +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// SYCL + +#if GLM_COMPILER==GLM_COMPILER_SYCL + +#include +#include + +namespace glm { +namespace std { + // Import SYCL's functions into the namespace glm::std to force their usages. + // It's important to use the math built-in function (sin, exp, ...) + // of SYCL instead the std ones. + using namespace cl::sycl; + + /////////////////////////////////////////////////////////////////////////////// + // Import some "harmless" std's stuffs used by glm into + // the new glm::std namespace. + template + using numeric_limits = ::std::numeric_limits; + + using ::std::size_t; + + using ::std::uint8_t; + using ::std::uint16_t; + using ::std::uint32_t; + using ::std::uint64_t; + + using ::std::int8_t; + using ::std::int16_t; + using ::std::int32_t; + using ::std::int64_t; + + using ::std::make_unsigned; + /////////////////////////////////////////////////////////////////////////////// +} //namespace std +} //namespace glm + +#endif + +/////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////////// +// Length type: all length functions returns a length_t type. +// When GLM_FORCE_SIZE_T_LENGTH is defined, length_t is a typedef of size_t otherwise +// length_t is a typedef of int like GLSL defines it. + +#define GLM_LENGTH_INT 1 +#define GLM_LENGTH_SIZE_T 2 + +#ifdef GLM_FORCE_SIZE_T_LENGTH +# define GLM_CONFIG_LENGTH_TYPE GLM_LENGTH_SIZE_T +#else +# define GLM_CONFIG_LENGTH_TYPE GLM_LENGTH_INT +#endif + +namespace glm +{ + using std::size_t; +# if GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T + typedef size_t length_t; +# else + typedef int length_t; +# endif +}//namespace glm + +/////////////////////////////////////////////////////////////////////////////////// +// constexpr + +#if GLM_HAS_CONSTEXPR +# define GLM_CONFIG_CONSTEXP GLM_ENABLE + + namespace glm + { + template + constexpr std::size_t countof(T const (&)[N]) + { + return N; + } + }//namespace glm +# define GLM_COUNTOF(arr) glm::countof(arr) +#elif defined(_MSC_VER) +# define GLM_CONFIG_CONSTEXP GLM_DISABLE + +# define GLM_COUNTOF(arr) _countof(arr) +#else +# define GLM_CONFIG_CONSTEXP GLM_DISABLE + +# define GLM_COUNTOF(arr) sizeof(arr) / sizeof(arr[0]) +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// uint + +namespace glm{ +namespace detail +{ + template + struct is_int + { + enum test {value = 0}; + }; + + template<> + struct is_int + { + enum test {value = ~0}; + }; + + template<> + struct is_int + { + enum test {value = ~0}; + }; +}//namespace detail + + typedef unsigned int uint; +}//namespace glm + +/////////////////////////////////////////////////////////////////////////////////// +// 64-bit int + +#if GLM_HAS_EXTENDED_INTEGER_TYPE +# include +#endif + +namespace glm{ +namespace detail +{ +# if GLM_HAS_EXTENDED_INTEGER_TYPE + typedef std::uint64_t uint64; + typedef std::int64_t int64; +# elif (defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L)) // C99 detected, 64 bit types available + typedef uint64_t uint64; + typedef int64_t int64; +# elif GLM_COMPILER & GLM_COMPILER_VC + typedef unsigned __int64 uint64; + typedef signed __int64 int64; +# elif GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic ignored "-Wlong-long" + __extension__ typedef unsigned long long uint64; + __extension__ typedef signed long long int64; +# elif (GLM_COMPILER & GLM_COMPILER_CLANG) +# pragma clang diagnostic ignored "-Wc++11-long-long" + typedef unsigned long long uint64; + typedef signed long long int64; +# else//unknown compiler + typedef unsigned long long uint64; + typedef signed long long int64; +# endif +}//namespace detail +}//namespace glm + +/////////////////////////////////////////////////////////////////////////////////// +// make_unsigned + +#if GLM_HAS_MAKE_SIGNED +# include + +namespace glm{ +namespace detail +{ + using std::make_unsigned; +}//namespace detail +}//namespace glm + +#else + +namespace glm{ +namespace detail +{ + template + struct make_unsigned + {}; + + template<> + struct make_unsigned + { + typedef unsigned char type; + }; + + template<> + struct make_unsigned + { + typedef unsigned char type; + }; + + template<> + struct make_unsigned + { + typedef unsigned short type; + }; + + template<> + struct make_unsigned + { + typedef unsigned int type; + }; + + template<> + struct make_unsigned + { + typedef unsigned long type; + }; + + template<> + struct make_unsigned + { + typedef uint64 type; + }; + + template<> + struct make_unsigned + { + typedef unsigned char type; + }; + + template<> + struct make_unsigned + { + typedef unsigned short type; + }; + + template<> + struct make_unsigned + { + typedef unsigned int type; + }; + + template<> + struct make_unsigned + { + typedef unsigned long type; + }; + + template<> + struct make_unsigned + { + typedef uint64 type; + }; +}//namespace detail +}//namespace glm +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Only use x, y, z, w as vector type components + +#ifdef GLM_FORCE_XYZW_ONLY +# define GLM_CONFIG_XYZW_ONLY GLM_ENABLE +#else +# define GLM_CONFIG_XYZW_ONLY GLM_DISABLE +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Configure the use of defaulted initialized types + +#define GLM_CTOR_INIT_DISABLE 0 +#define GLM_CTOR_INITIALIZER_LIST 1 +#define GLM_CTOR_INITIALISATION 2 + +#if defined(GLM_FORCE_CTOR_INIT) && GLM_HAS_INITIALIZER_LISTS +# define GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALIZER_LIST +#elif defined(GLM_FORCE_CTOR_INIT) && !GLM_HAS_INITIALIZER_LISTS +# define GLM_CONFIG_CTOR_INIT GLM_CTOR_INITIALISATION +#else +# define GLM_CONFIG_CTOR_INIT GLM_CTOR_INIT_DISABLE +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Use SIMD instruction sets + +#if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (GLM_ARCH & GLM_ARCH_SIMD_BIT) +# define GLM_CONFIG_SIMD GLM_ENABLE +#else +# define GLM_CONFIG_SIMD GLM_DISABLE +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Configure the use of defaulted function + +#if GLM_HAS_DEFAULTED_FUNCTIONS && GLM_CONFIG_CTOR_INIT == GLM_CTOR_INIT_DISABLE +# define GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_ENABLE +# define GLM_DEFAULT = default +#else +# define GLM_CONFIG_DEFAULTED_FUNCTIONS GLM_DISABLE +# define GLM_DEFAULT +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Configure the use of aligned gentypes + +#ifdef GLM_FORCE_ALIGNED // Legacy define +# define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES +#endif + +#ifdef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES +# define GLM_FORCE_ALIGNED_GENTYPES +#endif + +#if GLM_HAS_ALIGNOF && (GLM_LANG & GLM_LANG_CXXMS_FLAG) && (defined(GLM_FORCE_ALIGNED_GENTYPES) || (GLM_CONFIG_SIMD == GLM_ENABLE)) +# define GLM_CONFIG_ALIGNED_GENTYPES GLM_ENABLE +#else +# define GLM_CONFIG_ALIGNED_GENTYPES GLM_DISABLE +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Configure the use of anonymous structure as implementation detail + +#if ((GLM_CONFIG_SIMD == GLM_ENABLE) || (GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR) || (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE)) +# define GLM_CONFIG_ANONYMOUS_STRUCT GLM_ENABLE +#else +# define GLM_CONFIG_ANONYMOUS_STRUCT GLM_DISABLE +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Silent warnings + +#ifdef GLM_FORCE_SILENT_WARNINGS +# define GLM_SILENT_WARNINGS GLM_ENABLE +#else +# define GLM_SILENT_WARNINGS GLM_DISABLE +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Precision + +#define GLM_HIGHP 1 +#define GLM_MEDIUMP 2 +#define GLM_LOWP 3 + +#if defined(GLM_FORCE_PRECISION_HIGHP_BOOL) || defined(GLM_PRECISION_HIGHP_BOOL) +# define GLM_CONFIG_PRECISION_BOOL GLM_HIGHP +#elif defined(GLM_FORCE_PRECISION_MEDIUMP_BOOL) || defined(GLM_PRECISION_MEDIUMP_BOOL) +# define GLM_CONFIG_PRECISION_BOOL GLM_MEDIUMP +#elif defined(GLM_FORCE_PRECISION_LOWP_BOOL) || defined(GLM_PRECISION_LOWP_BOOL) +# define GLM_CONFIG_PRECISION_BOOL GLM_LOWP +#else +# define GLM_CONFIG_PRECISION_BOOL GLM_HIGHP +#endif + +#if defined(GLM_FORCE_PRECISION_HIGHP_INT) || defined(GLM_PRECISION_HIGHP_INT) +# define GLM_CONFIG_PRECISION_INT GLM_HIGHP +#elif defined(GLM_FORCE_PRECISION_MEDIUMP_INT) || defined(GLM_PRECISION_MEDIUMP_INT) +# define GLM_CONFIG_PRECISION_INT GLM_MEDIUMP +#elif defined(GLM_FORCE_PRECISION_LOWP_INT) || defined(GLM_PRECISION_LOWP_INT) +# define GLM_CONFIG_PRECISION_INT GLM_LOWP +#else +# define GLM_CONFIG_PRECISION_INT GLM_HIGHP +#endif + +#if defined(GLM_FORCE_PRECISION_HIGHP_UINT) || defined(GLM_PRECISION_HIGHP_UINT) +# define GLM_CONFIG_PRECISION_UINT GLM_HIGHP +#elif defined(GLM_FORCE_PRECISION_MEDIUMP_UINT) || defined(GLM_PRECISION_MEDIUMP_UINT) +# define GLM_CONFIG_PRECISION_UINT GLM_MEDIUMP +#elif defined(GLM_FORCE_PRECISION_LOWP_UINT) || defined(GLM_PRECISION_LOWP_UINT) +# define GLM_CONFIG_PRECISION_UINT GLM_LOWP +#else +# define GLM_CONFIG_PRECISION_UINT GLM_HIGHP +#endif + +#if defined(GLM_FORCE_PRECISION_HIGHP_FLOAT) || defined(GLM_PRECISION_HIGHP_FLOAT) +# define GLM_CONFIG_PRECISION_FLOAT GLM_HIGHP +#elif defined(GLM_FORCE_PRECISION_MEDIUMP_FLOAT) || defined(GLM_PRECISION_MEDIUMP_FLOAT) +# define GLM_CONFIG_PRECISION_FLOAT GLM_MEDIUMP +#elif defined(GLM_FORCE_PRECISION_LOWP_FLOAT) || defined(GLM_PRECISION_LOWP_FLOAT) +# define GLM_CONFIG_PRECISION_FLOAT GLM_LOWP +#else +# define GLM_CONFIG_PRECISION_FLOAT GLM_HIGHP +#endif + +#if defined(GLM_FORCE_PRECISION_HIGHP_DOUBLE) || defined(GLM_PRECISION_HIGHP_DOUBLE) +# define GLM_CONFIG_PRECISION_DOUBLE GLM_HIGHP +#elif defined(GLM_FORCE_PRECISION_MEDIUMP_DOUBLE) || defined(GLM_PRECISION_MEDIUMP_DOUBLE) +# define GLM_CONFIG_PRECISION_DOUBLE GLM_MEDIUMP +#elif defined(GLM_FORCE_PRECISION_LOWP_DOUBLE) || defined(GLM_PRECISION_LOWP_DOUBLE) +# define GLM_CONFIG_PRECISION_DOUBLE GLM_LOWP +#else +# define GLM_CONFIG_PRECISION_DOUBLE GLM_HIGHP +#endif + +/////////////////////////////////////////////////////////////////////////////////// +// Check inclusions of different versions of GLM + +#elif ((GLM_SETUP_INCLUDED != GLM_VERSION) && !defined(GLM_FORCE_IGNORE_VERSION)) +# error "GLM error: A different version of GLM is already included. Define GLM_FORCE_IGNORE_VERSION before including GLM headers to ignore this error." +#elif GLM_SETUP_INCLUDED == GLM_VERSION + +/////////////////////////////////////////////////////////////////////////////////// +// Messages + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_DISPLAYED) +# define GLM_MESSAGE_DISPLAYED +# define GLM_STR_HELPER(x) #x +# define GLM_STR(x) GLM_STR_HELPER(x) + + // Report GLM version +# pragma message (GLM_STR(GLM_VERSION_MESSAGE)) + + // Report C++ language +# if (GLM_LANG & GLM_LANG_CXX2A_FLAG) && (GLM_LANG & GLM_LANG_EXT) +# pragma message("GLM: C++ 2A with extensions") +# elif (GLM_LANG & GLM_LANG_CXX2A_FLAG) +# pragma message("GLM: C++ 2A") +# elif (GLM_LANG & GLM_LANG_CXX17_FLAG) && (GLM_LANG & GLM_LANG_EXT) +# pragma message("GLM: C++ 17 with extensions") +# elif (GLM_LANG & GLM_LANG_CXX17_FLAG) +# pragma message("GLM: C++ 17") +# elif (GLM_LANG & GLM_LANG_CXX14_FLAG) && (GLM_LANG & GLM_LANG_EXT) +# pragma message("GLM: C++ 14 with extensions") +# elif (GLM_LANG & GLM_LANG_CXX14_FLAG) +# pragma message("GLM: C++ 14") +# elif (GLM_LANG & GLM_LANG_CXX11_FLAG) && (GLM_LANG & GLM_LANG_EXT) +# pragma message("GLM: C++ 11 with extensions") +# elif (GLM_LANG & GLM_LANG_CXX11_FLAG) +# pragma message("GLM: C++ 11") +# elif (GLM_LANG & GLM_LANG_CXX0X_FLAG) && (GLM_LANG & GLM_LANG_EXT) +# pragma message("GLM: C++ 0x with extensions") +# elif (GLM_LANG & GLM_LANG_CXX0X_FLAG) +# pragma message("GLM: C++ 0x") +# elif (GLM_LANG & GLM_LANG_CXX03_FLAG) && (GLM_LANG & GLM_LANG_EXT) +# pragma message("GLM: C++ 03 with extensions") +# elif (GLM_LANG & GLM_LANG_CXX03_FLAG) +# pragma message("GLM: C++ 03") +# elif (GLM_LANG & GLM_LANG_CXX98_FLAG) && (GLM_LANG & GLM_LANG_EXT) +# pragma message("GLM: C++ 98 with extensions") +# elif (GLM_LANG & GLM_LANG_CXX98_FLAG) +# pragma message("GLM: C++ 98") +# else +# pragma message("GLM: C++ language undetected") +# endif//GLM_LANG + + // Report compiler detection +# if GLM_COMPILER & GLM_COMPILER_CUDA +# pragma message("GLM: CUDA compiler detected") +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma message("GLM: Visual C++ compiler detected") +# elif GLM_COMPILER & GLM_COMPILER_CLANG +# pragma message("GLM: Clang compiler detected") +# elif GLM_COMPILER & GLM_COMPILER_INTEL +# pragma message("GLM: Intel Compiler detected") +# elif GLM_COMPILER & GLM_COMPILER_GCC +# pragma message("GLM: GCC compiler detected") +# else +# pragma message("GLM: Compiler not detected") +# endif + + // Report build target +# if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: x86 64 bits with AVX2 instruction set build target") +# elif (GLM_ARCH & GLM_ARCH_AVX2_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: x86 32 bits with AVX2 instruction set build target") + +# elif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: x86 64 bits with AVX instruction set build target") +# elif (GLM_ARCH & GLM_ARCH_AVX_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: x86 32 bits with AVX instruction set build target") + +# elif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: x86 64 bits with SSE4.2 instruction set build target") +# elif (GLM_ARCH & GLM_ARCH_SSE42_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: x86 32 bits with SSE4.2 instruction set build target") + +# elif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: x86 64 bits with SSE4.1 instruction set build target") +# elif (GLM_ARCH & GLM_ARCH_SSE41_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: x86 32 bits with SSE4.1 instruction set build target") + +# elif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: x86 64 bits with SSSE3 instruction set build target") +# elif (GLM_ARCH & GLM_ARCH_SSSE3_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: x86 32 bits with SSSE3 instruction set build target") + +# elif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: x86 64 bits with SSE3 instruction set build target") +# elif (GLM_ARCH & GLM_ARCH_SSE3_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: x86 32 bits with SSE3 instruction set build target") + +# elif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: x86 64 bits with SSE2 instruction set build target") +# elif (GLM_ARCH & GLM_ARCH_SSE2_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: x86 32 bits with SSE2 instruction set build target") + +# elif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: x86 64 bits build target") +# elif (GLM_ARCH & GLM_ARCH_X86_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: x86 32 bits build target") + +# elif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: ARM 64 bits with Neon instruction set build target") +# elif (GLM_ARCH & GLM_ARCH_NEON_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: ARM 32 bits with Neon instruction set build target") + +# elif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: ARM 64 bits build target") +# elif (GLM_ARCH & GLM_ARCH_ARM_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: ARM 32 bits build target") + +# elif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: MIPS 64 bits build target") +# elif (GLM_ARCH & GLM_ARCH_MIPS_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: MIPS 32 bits build target") + +# elif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_64) +# pragma message("GLM: PowerPC 64 bits build target") +# elif (GLM_ARCH & GLM_ARCH_PPC_BIT) && (GLM_MODEL == GLM_MODEL_32) +# pragma message("GLM: PowerPC 32 bits build target") +# else +# pragma message("GLM: Unknown build target") +# endif//GLM_ARCH + + // Report platform name +# if(GLM_PLATFORM & GLM_PLATFORM_QNXNTO) +# pragma message("GLM: QNX platform detected") +//# elif(GLM_PLATFORM & GLM_PLATFORM_IOS) +//# pragma message("GLM: iOS platform detected") +# elif(GLM_PLATFORM & GLM_PLATFORM_APPLE) +# pragma message("GLM: Apple platform detected") +# elif(GLM_PLATFORM & GLM_PLATFORM_WINCE) +# pragma message("GLM: WinCE platform detected") +# elif(GLM_PLATFORM & GLM_PLATFORM_WINDOWS) +# pragma message("GLM: Windows platform detected") +# elif(GLM_PLATFORM & GLM_PLATFORM_CHROME_NACL) +# pragma message("GLM: Native Client detected") +# elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) +# pragma message("GLM: Android platform detected") +# elif(GLM_PLATFORM & GLM_PLATFORM_LINUX) +# pragma message("GLM: Linux platform detected") +# elif(GLM_PLATFORM & GLM_PLATFORM_UNIX) +# pragma message("GLM: UNIX platform detected") +# elif(GLM_PLATFORM & GLM_PLATFORM_UNKNOWN) +# pragma message("GLM: platform unknown") +# else +# pragma message("GLM: platform not detected") +# endif + + // Report whether only xyzw component are used +# if defined GLM_FORCE_XYZW_ONLY +# pragma message("GLM: GLM_FORCE_XYZW_ONLY is defined. Only x, y, z and w component are available in vector type. This define disables swizzle operators and SIMD instruction sets.") +# endif + + // Report swizzle operator support +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR +# pragma message("GLM: GLM_FORCE_SWIZZLE is defined, swizzling operators enabled.") +# elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION +# pragma message("GLM: GLM_FORCE_SWIZZLE is defined, swizzling functions enabled. Enable compiler C++ language extensions to enable swizzle operators.") +# else +# pragma message("GLM: GLM_FORCE_SWIZZLE is undefined. swizzling functions or operators are disabled.") +# endif + + // Report .length() type +# if GLM_CONFIG_LENGTH_TYPE == GLM_LENGTH_SIZE_T +# pragma message("GLM: GLM_FORCE_SIZE_T_LENGTH is defined. .length() returns a glm::length_t, a typedef of std::size_t.") +# else +# pragma message("GLM: GLM_FORCE_SIZE_T_LENGTH is undefined. .length() returns a glm::length_t, a typedef of int following GLSL.") +# endif + +# if GLM_CONFIG_UNRESTRICTED_GENTYPE == GLM_ENABLE +# pragma message("GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is defined. Removes GLSL restrictions on valid function genTypes.") +# else +# pragma message("GLM: GLM_FORCE_UNRESTRICTED_GENTYPE is undefined. Follows strictly GLSL on valid function genTypes.") +# endif + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# pragma message("GLM: GLM_FORCE_SILENT_WARNINGS is defined. Ignores C++ warnings from using C++ language extensions.") +# else +# pragma message("GLM: GLM_FORCE_SILENT_WARNINGS is undefined. Shows C++ warnings from using C++ language extensions.") +# endif + +# ifdef GLM_FORCE_SINGLE_ONLY +# pragma message("GLM: GLM_FORCE_SINGLE_ONLY is defined. Using only single precision floating-point types.") +# endif + +# if defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE) +# undef GLM_FORCE_ALIGNED_GENTYPES +# pragma message("GLM: GLM_FORCE_ALIGNED_GENTYPES is defined, allowing aligned types. This prevents the use of C++ constexpr.") +# elif defined(GLM_FORCE_ALIGNED_GENTYPES) && (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE) +# undef GLM_FORCE_ALIGNED_GENTYPES +# pragma message("GLM: GLM_FORCE_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.") +# endif + +# if defined(GLM_FORCE_DEFAULT_ALIGNED_GENTYPES) +# if GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE +# undef GLM_FORCE_DEFAULT_ALIGNED_GENTYPES +# pragma message("GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined but is disabled. It requires C++11 and language extensions.") +# elif GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE +# pragma message("GLM: GLM_FORCE_DEFAULT_ALIGNED_GENTYPES is defined. All gentypes (e.g. vec3) will be aligned and padded by default.") +# endif +# endif + +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT +# pragma message("GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is defined. Using zero to one depth clip space.") +# else +# pragma message("GLM: GLM_FORCE_DEPTH_ZERO_TO_ONE is undefined. Using negative one to one depth clip space.") +# endif + +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT +# pragma message("GLM: GLM_FORCE_LEFT_HANDED is defined. Using left handed coordinate system.") +# else +# pragma message("GLM: GLM_FORCE_LEFT_HANDED is undefined. Using right handed coordinate system.") +# endif +#endif//GLM_MESSAGES + +#endif//GLM_SETUP_INCLUDED diff --git a/vendor/include/glm/detail/type_float.hpp b/vendor/include/glm/detail/type_float.hpp new file mode 100644 index 0000000..c8037eb --- /dev/null +++ b/vendor/include/glm/detail/type_float.hpp @@ -0,0 +1,68 @@ +#pragma once + +#include "setup.hpp" + +#if GLM_COMPILER == GLM_COMPILER_VC12 +# pragma warning(push) +# pragma warning(disable: 4512) // assignment operator could not be generated +#endif + +namespace glm{ +namespace detail +{ + template + union float_t + {}; + + // https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/ + template <> + union float_t + { + typedef int int_type; + typedef float float_type; + + GLM_CONSTEXPR float_t(float_type Num = 0.0f) : f(Num) {} + + GLM_CONSTEXPR float_t& operator=(float_t const& x) + { + f = x.f; + return *this; + } + + // Portable extraction of components. + GLM_CONSTEXPR bool negative() const { return i < 0; } + GLM_CONSTEXPR int_type mantissa() const { return i & ((1 << 23) - 1); } + GLM_CONSTEXPR int_type exponent() const { return (i >> 23) & ((1 << 8) - 1); } + + int_type i; + float_type f; + }; + + template <> + union float_t + { + typedef detail::int64 int_type; + typedef double float_type; + + GLM_CONSTEXPR float_t(float_type Num = static_cast(0)) : f(Num) {} + + GLM_CONSTEXPR float_t& operator=(float_t const& x) + { + f = x.f; + return *this; + } + + // Portable extraction of components. + GLM_CONSTEXPR bool negative() const { return i < 0; } + GLM_CONSTEXPR int_type mantissa() const { return i & ((int_type(1) << 52) - 1); } + GLM_CONSTEXPR int_type exponent() const { return (i >> 52) & ((int_type(1) << 11) - 1); } + + int_type i; + float_type f; + }; +}//namespace detail +}//namespace glm + +#if GLM_COMPILER == GLM_COMPILER_VC12 +# pragma warning(pop) +#endif diff --git a/vendor/include/glm/detail/type_half.hpp b/vendor/include/glm/detail/type_half.hpp new file mode 100644 index 0000000..40b8bec --- /dev/null +++ b/vendor/include/glm/detail/type_half.hpp @@ -0,0 +1,16 @@ +#pragma once + +#include "setup.hpp" + +namespace glm{ +namespace detail +{ + typedef short hdata; + + GLM_FUNC_DECL float toFloat32(hdata value); + GLM_FUNC_DECL hdata toFloat16(float const& value); + +}//namespace detail +}//namespace glm + +#include "type_half.inl" diff --git a/vendor/include/glm/detail/type_half.inl b/vendor/include/glm/detail/type_half.inl new file mode 100644 index 0000000..b0723e3 --- /dev/null +++ b/vendor/include/glm/detail/type_half.inl @@ -0,0 +1,241 @@ +namespace glm{ +namespace detail +{ + GLM_FUNC_QUALIFIER float overflow() + { + volatile float f = 1e10; + + for(int i = 0; i < 10; ++i) + f *= f; // this will overflow before the for loop terminates + return f; + } + + union uif32 + { + GLM_FUNC_QUALIFIER uif32() : + i(0) + {} + + GLM_FUNC_QUALIFIER uif32(float f_) : + f(f_) + {} + + GLM_FUNC_QUALIFIER uif32(unsigned int i_) : + i(i_) + {} + + float f; + unsigned int i; + }; + + GLM_FUNC_QUALIFIER float toFloat32(hdata value) + { + int s = (value >> 15) & 0x00000001; + int e = (value >> 10) & 0x0000001f; + int m = value & 0x000003ff; + + if(e == 0) + { + if(m == 0) + { + // + // Plus or minus zero + // + + detail::uif32 result; + result.i = static_cast(s << 31); + return result.f; + } + else + { + // + // Denormalized number -- renormalize it + // + + while(!(m & 0x00000400)) + { + m <<= 1; + e -= 1; + } + + e += 1; + m &= ~0x00000400; + } + } + else if(e == 31) + { + if(m == 0) + { + // + // Positive or negative infinity + // + + uif32 result; + result.i = static_cast((s << 31) | 0x7f800000); + return result.f; + } + else + { + // + // Nan -- preserve sign and significand bits + // + + uif32 result; + result.i = static_cast((s << 31) | 0x7f800000 | (m << 13)); + return result.f; + } + } + + // + // Normalized number + // + + e = e + (127 - 15); + m = m << 13; + + // + // Assemble s, e and m. + // + + uif32 Result; + Result.i = static_cast((s << 31) | (e << 23) | m); + return Result.f; + } + + GLM_FUNC_QUALIFIER hdata toFloat16(float const& f) + { + uif32 Entry; + Entry.f = f; + int i = static_cast(Entry.i); + + // + // Our floating point number, f, is represented by the bit + // pattern in integer i. Disassemble that bit pattern into + // the sign, s, the exponent, e, and the significand, m. + // Shift s into the position where it will go in the + // resulting half number. + // Adjust e, accounting for the different exponent bias + // of float and half (127 versus 15). + // + + int s = (i >> 16) & 0x00008000; + int e = ((i >> 23) & 0x000000ff) - (127 - 15); + int m = i & 0x007fffff; + + // + // Now reassemble s, e and m into a half: + // + + if(e <= 0) + { + if(e < -10) + { + // + // E is less than -10. The absolute value of f is + // less than half_MIN (f may be a small normalized + // float, a denormalized float or a zero). + // + // We convert f to a half zero. + // + + return hdata(s); + } + + // + // E is between -10 and 0. F is a normalized float, + // whose magnitude is less than __half_NRM_MIN. + // + // We convert f to a denormalized half. + // + + m = (m | 0x00800000) >> (1 - e); + + // + // Round to nearest, round "0.5" up. + // + // Rounding may cause the significand to overflow and make + // our number normalized. Because of the way a half's bits + // are laid out, we don't have to treat this case separately; + // the code below will handle it correctly. + // + + if(m & 0x00001000) + m += 0x00002000; + + // + // Assemble the half from s, e (zero) and m. + // + + return hdata(s | (m >> 13)); + } + else if(e == 0xff - (127 - 15)) + { + if(m == 0) + { + // + // F is an infinity; convert f to a half + // infinity with the same sign as f. + // + + return hdata(s | 0x7c00); + } + else + { + // + // F is a NAN; we produce a half NAN that preserves + // the sign bit and the 10 leftmost bits of the + // significand of f, with one exception: If the 10 + // leftmost bits are all zero, the NAN would turn + // into an infinity, so we have to set at least one + // bit in the significand. + // + + m >>= 13; + + return hdata(s | 0x7c00 | m | (m == 0)); + } + } + else + { + // + // E is greater than zero. F is a normalized float. + // We try to convert f to a normalized half. + // + + // + // Round to nearest, round "0.5" up + // + + if(m & 0x00001000) + { + m += 0x00002000; + + if(m & 0x00800000) + { + m = 0; // overflow in significand, + e += 1; // adjust exponent + } + } + + // + // Handle exponent overflow + // + + if (e > 30) + { + overflow(); // Cause a hardware floating point overflow; + + return hdata(s | 0x7c00); + // if this returns, the half becomes an + } // infinity with the same sign as f. + + // + // Assemble the half from s, e and m. + // + + return hdata(s | (e << 10) | (m >> 13)); + } + } + +}//namespace detail +}//namespace glm diff --git a/vendor/include/glm/detail/type_mat2x2.hpp b/vendor/include/glm/detail/type_mat2x2.hpp new file mode 100644 index 0000000..033908f --- /dev/null +++ b/vendor/include/glm/detail/type_mat2x2.hpp @@ -0,0 +1,177 @@ +/// @ref core +/// @file glm/detail/type_mat2x2.hpp + +#pragma once + +#include "type_vec2.hpp" +#include +#include + +namespace glm +{ + template + struct mat<2, 2, T, Q> + { + typedef vec<2, T, Q> col_type; + typedef vec<2, T, Q> row_type; + typedef mat<2, 2, T, Q> type; + typedef mat<2, 2, T, Q> transpose_type; + typedef T value_type; + + private: + col_type value[2]; + + public: + // -- Accesses -- + + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; } + + GLM_FUNC_DECL col_type & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; + + // -- Constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 2, T, P> const& m); + + GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + T const& x1, T const& y1, + T const& x2, T const& y2); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + col_type const& v1, + col_type const& v2); + + // -- Conversions -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + U const& x1, V const& y1, + M const& x2, N const& y2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + vec<2, U, Q> const& v1, + vec<2, V, Q> const& v2); + + // -- Matrix conversions -- + + template + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, U, P> const& m); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_DECL mat<2, 2, T, Q> & operator=(mat<2, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 2, T, Q> & operator+=(U s); + template + GLM_FUNC_DECL mat<2, 2, T, Q> & operator+=(mat<2, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 2, T, Q> & operator-=(U s); + template + GLM_FUNC_DECL mat<2, 2, T, Q> & operator-=(mat<2, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 2, T, Q> & operator*=(U s); + template + GLM_FUNC_DECL mat<2, 2, T, Q> & operator*=(mat<2, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 2, T, Q> & operator/=(U s); + template + GLM_FUNC_DECL mat<2, 2, T, Q> & operator/=(mat<2, 2, U, Q> const& m); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL mat<2, 2, T, Q> & operator++ (); + GLM_FUNC_DECL mat<2, 2, T, Q> & operator-- (); + GLM_FUNC_DECL mat<2, 2, T, Q> operator++(int); + GLM_FUNC_DECL mat<2, 2, T, Q> operator--(int); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m); + + // -- Binary operators -- + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<2, 2, T, Q>::col_type operator*(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<2, 2, T, Q>::row_type operator*(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2); +} //namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_mat2x2.inl" +#endif diff --git a/vendor/include/glm/detail/type_mat2x2.inl b/vendor/include/glm/detail/type_mat2x2.inl new file mode 100644 index 0000000..fe5d1aa --- /dev/null +++ b/vendor/include/glm/detail/type_mat2x2.inl @@ -0,0 +1,536 @@ +#include "../matrix.hpp" + +namespace glm +{ + // -- Constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat() +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST + : value{col_type(1, 0), col_type(0, 1)} +# endif + { +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION + this->value[0] = col_type(1, 0); + this->value[1] = col_type(0, 1); +# endif + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, T, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{m[0], m[1]} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(T scalar) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(scalar, 0), col_type(0, scalar)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(scalar, 0); + this->value[1] = col_type(0, scalar); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat + ( + T const& x0, T const& y0, + T const& x1, T const& y1 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0), col_type(x1, y1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0); + this->value[1] = col_type(x1, y1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(col_type const& v0, col_type const& v1) +# if GLM_HAS_INITIALIZER_LISTS + : value{v0, v1} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = v0; + this->value[1] = v1; +# endif + } + + // -- Conversion constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat + ( + X1 const& x1, Y1 const& y1, + X2 const& x2, Y2 const& y2 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(static_cast(x1), value_type(y1)), col_type(static_cast(x2), value_type(y2)) } +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(static_cast(x1), value_type(y1)); + this->value[1] = col_type(static_cast(x2), value_type(y2)); +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v1), col_type(v2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v1); + this->value[1] = col_type(v2); +# endif + } + + // -- mat2x2 matrix conversions -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 2, U, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<2, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<3, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 2, T, Q>::mat(mat<4, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + // -- Accesses -- + + template + GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i) + { + assert(i < this->length()); + return this->value[i]; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 2, T, Q>::col_type const& mat<2, 2, T, Q>::operator[](typename mat<2, 2, T, Q>::length_type i) const + { + assert(i < this->length()); + return this->value[i]; + } + + // -- Unary updatable operators -- + + template + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator=(mat<2, 2, U, Q> const& m) + { + this->value[0] = m[0]; + this->value[1] = m[1]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(U scalar) + { + this->value[0] += scalar; + this->value[1] += scalar; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator+=(mat<2, 2, U, Q> const& m) + { + this->value[0] += m[0]; + this->value[1] += m[1]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(U scalar) + { + this->value[0] -= scalar; + this->value[1] -= scalar; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator-=(mat<2, 2, U, Q> const& m) + { + this->value[0] -= m[0]; + this->value[1] -= m[1]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(U scalar) + { + this->value[0] *= scalar; + this->value[1] *= scalar; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator*=(mat<2, 2, U, Q> const& m) + { + return (*this = *this * m); + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(U scalar) + { + this->value[0] /= scalar; + this->value[1] /= scalar; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator/=(mat<2, 2, U, Q> const& m) + { + return *this *= inverse(m); + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator++() + { + ++this->value[0]; + ++this->value[1]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q>& mat<2, 2, T, Q>::operator--() + { + --this->value[0]; + --this->value[1]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> mat<2, 2, T, Q>::operator++(int) + { + mat<2, 2, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> mat<2, 2, T, Q>::operator--(int) + { + mat<2, 2, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m) + { + return m; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m) + { + return mat<2, 2, T, Q>( + -m[0], + -m[1]); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m, T scalar) + { + return mat<2, 2, T, Q>( + m[0] + scalar, + m[1] + scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(T scalar, mat<2, 2, T, Q> const& m) + { + return mat<2, 2, T, Q>( + m[0] + scalar, + m[1] + scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator+(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) + { + return mat<2, 2, T, Q>( + m1[0] + m2[0], + m1[1] + m2[1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m, T scalar) + { + return mat<2, 2, T, Q>( + m[0] - scalar, + m[1] - scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(T scalar, mat<2, 2, T, Q> const& m) + { + return mat<2, 2, T, Q>( + scalar - m[0], + scalar - m[1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator-(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) + { + return mat<2, 2, T, Q>( + m1[0] - m2[0], + m1[1] - m2[1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m, T scalar) + { + return mat<2, 2, T, Q>( + m[0] * scalar, + m[1] * scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(T scalar, mat<2, 2, T, Q> const& m) + { + return mat<2, 2, T, Q>( + m[0] * scalar, + m[1] * scalar); + } + + template + GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type operator* + ( + mat<2, 2, T, Q> const& m, + typename mat<2, 2, T, Q>::row_type const& v + ) + { + return vec<2, T, Q>( + m[0][0] * v.x + m[1][0] * v.y, + m[0][1] * v.x + m[1][1] * v.y); + } + + template + GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::row_type operator* + ( + typename mat<2, 2, T, Q>::col_type const& v, + mat<2, 2, T, Q> const& m + ) + { + return vec<2, T, Q>( + v.x * m[0][0] + v.y * m[0][1], + v.x * m[1][0] + v.y * m[1][1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) + { + return mat<2, 2, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) + { + return mat<3, 2, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<2, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) + { + return mat<4, 2, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1], + m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1], + m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m, T scalar) + { + return mat<2, 2, T, Q>( + m[0] / scalar, + m[1] / scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(T scalar, mat<2, 2, T, Q> const& m) + { + return mat<2, 2, T, Q>( + scalar / m[0], + scalar / m[1]); + } + + template + GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::col_type operator/(mat<2, 2, T, Q> const& m, typename mat<2, 2, T, Q>::row_type const& v) + { + return inverse(m) * v; + } + + template + GLM_FUNC_QUALIFIER typename mat<2, 2, T, Q>::row_type operator/(typename mat<2, 2, T, Q>::col_type const& v, mat<2, 2, T, Q> const& m) + { + return v * inverse(m); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator/(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) + { + mat<2, 2, T, Q> m1_copy(m1); + return m1_copy /= m2; + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER bool operator==(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) + { + return (m1[0] == m2[0]) && (m1[1] == m2[1]); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(mat<2, 2, T, Q> const& m1, mat<2, 2, T, Q> const& m2) + { + return (m1[0] != m2[0]) || (m1[1] != m2[1]); + } +} //namespace glm diff --git a/vendor/include/glm/detail/type_mat2x3.hpp b/vendor/include/glm/detail/type_mat2x3.hpp new file mode 100644 index 0000000..d6596e4 --- /dev/null +++ b/vendor/include/glm/detail/type_mat2x3.hpp @@ -0,0 +1,159 @@ +/// @ref core +/// @file glm/detail/type_mat2x3.hpp + +#pragma once + +#include "type_vec2.hpp" +#include "type_vec3.hpp" +#include +#include + +namespace glm +{ + template + struct mat<2, 3, T, Q> + { + typedef vec<3, T, Q> col_type; + typedef vec<2, T, Q> row_type; + typedef mat<2, 3, T, Q> type; + typedef mat<3, 2, T, Q> transpose_type; + typedef T value_type; + + private: + col_type value[2]; + + public: + // -- Accesses -- + + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; } + + GLM_FUNC_DECL col_type & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; + + // -- Constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 3, T, P> const& m); + + GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + T x0, T y0, T z0, + T x1, T y1, T z1); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + col_type const& v0, + col_type const& v1); + + // -- Conversions -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + X1 x1, Y1 y1, Z1 z1, + X2 x2, Y2 y2, Z2 z2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + vec<3, U, Q> const& v1, + vec<3, V, Q> const& v2); + + // -- Matrix conversions -- + + template + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, U, P> const& m); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_DECL mat<2, 3, T, Q> & operator=(mat<2, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 3, T, Q> & operator+=(U s); + template + GLM_FUNC_DECL mat<2, 3, T, Q> & operator+=(mat<2, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 3, T, Q> & operator-=(U s); + template + GLM_FUNC_DECL mat<2, 3, T, Q> & operator-=(mat<2, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 3, T, Q> & operator*=(U s); + template + GLM_FUNC_DECL mat<2, 3, T, Q> & operator/=(U s); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL mat<2, 3, T, Q> & operator++ (); + GLM_FUNC_DECL mat<2, 3, T, Q> & operator-- (); + GLM_FUNC_DECL mat<2, 3, T, Q> operator++(int); + GLM_FUNC_DECL mat<2, 3, T, Q> operator--(int); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m); + + // -- Binary operators -- + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<2, 3, T, Q>::col_type operator*(mat<2, 3, T, Q> const& m, typename mat<2, 3, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<2, 3, T, Q>::row_type operator*(typename mat<2, 3, T, Q>::col_type const& v, mat<2, 3, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_mat2x3.inl" +#endif diff --git a/vendor/include/glm/detail/type_mat2x3.inl b/vendor/include/glm/detail/type_mat2x3.inl new file mode 100644 index 0000000..5fec17e --- /dev/null +++ b/vendor/include/glm/detail/type_mat2x3.inl @@ -0,0 +1,510 @@ +namespace glm +{ + // -- Constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat() +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST + : value{col_type(1, 0, 0), col_type(0, 1, 0)} +# endif + { +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION + this->value[0] = col_type(1, 0, 0); + this->value[1] = col_type(0, 1, 0); +# endif + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, T, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{m.value[0], m.value[1]} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m.value[0]; + this->value[1] = m.value[1]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(T scalar) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(scalar, 0, 0), col_type(0, scalar, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(scalar, 0, 0); + this->value[1] = col_type(0, scalar, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat + ( + T x0, T y0, T z0, + T x1, T y1, T z1 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0, z0), col_type(x1, y1, z1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0, z0); + this->value[1] = col_type(x1, y1, z1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(col_type const& v0, col_type const& v1) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v0); + this->value[1] = col_type(v1); +# endif + } + + // -- Conversion constructors -- + + template + template< + typename X1, typename Y1, typename Z1, + typename X2, typename Y2, typename Z2> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat + ( + X1 x1, Y1 y1, Z1 z1, + X2 x2, Y2 y2, Z2 z2 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x1, y1, z1), col_type(x2, y2, z2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x1, y1, z1); + this->value[1] = col_type(x2, y2, z2); +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v1), col_type(v2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v1); + this->value[1] = col_type(v2); +# endif + } + + // -- Matrix conversions -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 3, U, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<2, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<3, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 3, T, Q>::mat(mat<4, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + // -- Accesses -- + + template + GLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::col_type & mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i) + { + assert(i < this->length()); + return this->value[i]; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 3, T, Q>::col_type const& mat<2, 3, T, Q>::operator[](typename mat<2, 3, T, Q>::length_type i) const + { + assert(i < this->length()); + return this->value[i]; + } + + // -- Unary updatable operators -- + + template + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator=(mat<2, 3, U, Q> const& m) + { + this->value[0] = m[0]; + this->value[1] = m[1]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator+=(U s) + { + this->value[0] += s; + this->value[1] += s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator+=(mat<2, 3, U, Q> const& m) + { + this->value[0] += m[0]; + this->value[1] += m[1]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(U s) + { + this->value[0] -= s; + this->value[1] -= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator-=(mat<2, 3, U, Q> const& m) + { + this->value[0] -= m[0]; + this->value[1] -= m[1]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q>& mat<2, 3, T, Q>::operator*=(U s) + { + this->value[0] *= s; + this->value[1] *= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator/=(U s) + { + this->value[0] /= s; + this->value[1] /= s; + return *this; + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator++() + { + ++this->value[0]; + ++this->value[1]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> & mat<2, 3, T, Q>::operator--() + { + --this->value[0]; + --this->value[1]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> mat<2, 3, T, Q>::operator++(int) + { + mat<2, 3, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> mat<2, 3, T, Q>::operator--(int) + { + mat<2, 3, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m) + { + return m; + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m) + { + return mat<2, 3, T, Q>( + -m[0], + -m[1]); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m, T scalar) + { + return mat<2, 3, T, Q>( + m[0] + scalar, + m[1] + scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator+(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) + { + return mat<2, 3, T, Q>( + m1[0] + m2[0], + m1[1] + m2[1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m, T scalar) + { + return mat<2, 3, T, Q>( + m[0] - scalar, + m[1] - scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator-(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) + { + return mat<2, 3, T, Q>( + m1[0] - m2[0], + m1[1] - m2[1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m, T scalar) + { + return mat<2, 3, T, Q>( + m[0] * scalar, + m[1] * scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(T scalar, mat<2, 3, T, Q> const& m) + { + return mat<2, 3, T, Q>( + m[0] * scalar, + m[1] * scalar); + } + + template + GLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::col_type operator* + ( + mat<2, 3, T, Q> const& m, + typename mat<2, 3, T, Q>::row_type const& v) + { + return typename mat<2, 3, T, Q>::col_type( + m[0][0] * v.x + m[1][0] * v.y, + m[0][1] * v.x + m[1][1] * v.y, + m[0][2] * v.x + m[1][2] * v.y); + } + + template + GLM_FUNC_QUALIFIER typename mat<2, 3, T, Q>::row_type operator* + ( + typename mat<2, 3, T, Q>::col_type const& v, + mat<2, 3, T, Q> const& m) + { + return typename mat<2, 3, T, Q>::row_type( + v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2], + v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<2, 2, T, Q> const& m2) + { + return mat<2, 3, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<3, 2, T, Q> const& m2) + { + T SrcA00 = m1[0][0]; + T SrcA01 = m1[0][1]; + T SrcA02 = m1[0][2]; + T SrcA10 = m1[1][0]; + T SrcA11 = m1[1][1]; + T SrcA12 = m1[1][2]; + + T SrcB00 = m2[0][0]; + T SrcB01 = m2[0][1]; + T SrcB10 = m2[1][0]; + T SrcB11 = m2[1][1]; + T SrcB20 = m2[2][0]; + T SrcB21 = m2[2][1]; + + mat<3, 3, T, Q> Result; + Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01; + Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01; + Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01; + Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11; + Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11; + Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11; + Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21; + Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21; + Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<2, 3, T, Q> const& m1, mat<4, 2, T, Q> const& m2) + { + return mat<4, 3, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1], + m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1], + m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1], + m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1], + m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator/(mat<2, 3, T, Q> const& m, T scalar) + { + return mat<2, 3, T, Q>( + m[0] / scalar, + m[1] / scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator/(T scalar, mat<2, 3, T, Q> const& m) + { + return mat<2, 3, T, Q>( + scalar / m[0], + scalar / m[1]); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER bool operator==(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) + { + return (m1[0] == m2[0]) && (m1[1] == m2[1]); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(mat<2, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) + { + return (m1[0] != m2[0]) || (m1[1] != m2[1]); + } +} //namespace glm diff --git a/vendor/include/glm/detail/type_mat2x4.hpp b/vendor/include/glm/detail/type_mat2x4.hpp new file mode 100644 index 0000000..ff03e21 --- /dev/null +++ b/vendor/include/glm/detail/type_mat2x4.hpp @@ -0,0 +1,161 @@ +/// @ref core +/// @file glm/detail/type_mat2x4.hpp + +#pragma once + +#include "type_vec2.hpp" +#include "type_vec4.hpp" +#include +#include + +namespace glm +{ + template + struct mat<2, 4, T, Q> + { + typedef vec<4, T, Q> col_type; + typedef vec<2, T, Q> row_type; + typedef mat<2, 4, T, Q> type; + typedef mat<4, 2, T, Q> transpose_type; + typedef T value_type; + + private: + col_type value[2]; + + public: + // -- Accesses -- + + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 2; } + + GLM_FUNC_DECL col_type & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; + + // -- Constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<2, 4, T, P> const& m); + + GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + T x0, T y0, T z0, T w0, + T x1, T y1, T z1, T w1); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + col_type const& v0, + col_type const& v1); + + // -- Conversions -- + + template< + typename X1, typename Y1, typename Z1, typename W1, + typename X2, typename Y2, typename Z2, typename W2> + GLM_FUNC_DECL GLM_CONSTEXPR mat( + X1 x1, Y1 y1, Z1 z1, W1 w1, + X2 x2, Y2 y2, Z2 z2, W2 w2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + vec<4, U, Q> const& v1, + vec<4, V, Q> const& v2); + + // -- Matrix conversions -- + + template + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, U, P> const& m); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_DECL mat<2, 4, T, Q> & operator=(mat<2, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 4, T, Q> & operator+=(U s); + template + GLM_FUNC_DECL mat<2, 4, T, Q> & operator+=(mat<2, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 4, T, Q> & operator-=(U s); + template + GLM_FUNC_DECL mat<2, 4, T, Q> & operator-=(mat<2, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<2, 4, T, Q> & operator*=(U s); + template + GLM_FUNC_DECL mat<2, 4, T, Q> & operator/=(U s); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL mat<2, 4, T, Q> & operator++ (); + GLM_FUNC_DECL mat<2, 4, T, Q> & operator-- (); + GLM_FUNC_DECL mat<2, 4, T, Q> operator++(int); + GLM_FUNC_DECL mat<2, 4, T, Q> operator--(int); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m); + + // -- Binary operators -- + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_mat2x4.inl" +#endif diff --git a/vendor/include/glm/detail/type_mat2x4.inl b/vendor/include/glm/detail/type_mat2x4.inl new file mode 100644 index 0000000..b6d2b9d --- /dev/null +++ b/vendor/include/glm/detail/type_mat2x4.inl @@ -0,0 +1,520 @@ +namespace glm +{ + // -- Constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat() +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST + : value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0)} +# endif + { +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION + this->value[0] = col_type(1, 0, 0, 0); + this->value[1] = col_type(0, 1, 0, 0); +# endif + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, T, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{m[0], m[1]} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(T s) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(s, 0, 0, 0); + this->value[1] = col_type(0, s, 0, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat + ( + T x0, T y0, T z0, T w0, + T x1, T y1, T z1, T w1 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0, z0, w0), col_type(x1, y1, z1, w1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0, z0, w0); + this->value[1] = col_type(x1, y1, z1, w1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(col_type const& v0, col_type const& v1) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = v0; + this->value[1] = v1; +# endif + } + + // -- Conversion constructors -- + + template + template< + typename X1, typename Y1, typename Z1, typename W1, + typename X2, typename Y2, typename Z2, typename W2> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat + ( + X1 x1, Y1 y1, Z1 z1, W1 w1, + X2 x2, Y2 y2, Z2 z2, W2 w2 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{ + col_type(x1, y1, z1, w1), + col_type(x2, y2, z2, w2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x1, y1, z1, w1); + this->value[1] = col_type(x2, y2, z2, w2); +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v1), col_type(v2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v1); + this->value[1] = col_type(v2); +# endif + } + + // -- Matrix conversions -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 4, U, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0, 0); + this->value[1] = col_type(m[1], 0, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<2, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0, 0); + this->value[1] = col_type(m[1], 0, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<3, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0, 0); + this->value[1] = col_type(m[1], 0, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<2, 4, T, Q>::mat(mat<4, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); +# endif + } + + // -- Accesses -- + + template + GLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::col_type & mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i) + { + assert(i < this->length()); + return this->value[i]; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<2, 4, T, Q>::col_type const& mat<2, 4, T, Q>::operator[](typename mat<2, 4, T, Q>::length_type i) const + { + assert(i < this->length()); + return this->value[i]; + } + + // -- Unary updatable operators -- + + template + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator=(mat<2, 4, U, Q> const& m) + { + this->value[0] = m[0]; + this->value[1] = m[1]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(U s) + { + this->value[0] += s; + this->value[1] += s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator+=(mat<2, 4, U, Q> const& m) + { + this->value[0] += m[0]; + this->value[1] += m[1]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(U s) + { + this->value[0] -= s; + this->value[1] -= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator-=(mat<2, 4, U, Q> const& m) + { + this->value[0] -= m[0]; + this->value[1] -= m[1]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator*=(U s) + { + this->value[0] *= s; + this->value[1] *= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> & mat<2, 4, T, Q>::operator/=(U s) + { + this->value[0] /= s; + this->value[1] /= s; + return *this; + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator++() + { + ++this->value[0]; + ++this->value[1]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q>& mat<2, 4, T, Q>::operator--() + { + --this->value[0]; + --this->value[1]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat<2, 4, T, Q>::operator++(int) + { + mat<2, 4, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat<2, 4, T, Q>::operator--(int) + { + mat<2, 4, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m) + { + return m; + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m) + { + return mat<2, 4, T, Q>( + -m[0], + -m[1]); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m, T scalar) + { + return mat<2, 4, T, Q>( + m[0] + scalar, + m[1] + scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator+(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) + { + return mat<2, 4, T, Q>( + m1[0] + m2[0], + m1[1] + m2[1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m, T scalar) + { + return mat<2, 4, T, Q>( + m[0] - scalar, + m[1] - scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator-(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) + { + return mat<2, 4, T, Q>( + m1[0] - m2[0], + m1[1] - m2[1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m, T scalar) + { + return mat<2, 4, T, Q>( + m[0] * scalar, + m[1] * scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(T scalar, mat<2, 4, T, Q> const& m) + { + return mat<2, 4, T, Q>( + m[0] * scalar, + m[1] * scalar); + } + + template + GLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::col_type operator*(mat<2, 4, T, Q> const& m, typename mat<2, 4, T, Q>::row_type const& v) + { + return typename mat<2, 4, T, Q>::col_type( + m[0][0] * v.x + m[1][0] * v.y, + m[0][1] * v.x + m[1][1] * v.y, + m[0][2] * v.x + m[1][2] * v.y, + m[0][3] * v.x + m[1][3] * v.y); + } + + template + GLM_FUNC_QUALIFIER typename mat<2, 4, T, Q>::row_type operator*(typename mat<2, 4, T, Q>::col_type const& v, mat<2, 4, T, Q> const& m) + { + return typename mat<2, 4, T, Q>::row_type( + v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3], + v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<4, 2, T, Q> const& m2) + { + T SrcA00 = m1[0][0]; + T SrcA01 = m1[0][1]; + T SrcA02 = m1[0][2]; + T SrcA03 = m1[0][3]; + T SrcA10 = m1[1][0]; + T SrcA11 = m1[1][1]; + T SrcA12 = m1[1][2]; + T SrcA13 = m1[1][3]; + + T SrcB00 = m2[0][0]; + T SrcB01 = m2[0][1]; + T SrcB10 = m2[1][0]; + T SrcB11 = m2[1][1]; + T SrcB20 = m2[2][0]; + T SrcB21 = m2[2][1]; + T SrcB30 = m2[3][0]; + T SrcB31 = m2[3][1]; + + mat<4, 4, T, Q> Result; + Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01; + Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01; + Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01; + Result[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01; + Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11; + Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11; + Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11; + Result[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11; + Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21; + Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21; + Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21; + Result[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21; + Result[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31; + Result[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31; + Result[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31; + Result[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<2, 2, T, Q> const& m2) + { + return mat<2, 4, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1], + m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1], + m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<2, 4, T, Q> const& m1, mat<3, 2, T, Q> const& m2) + { + return mat<3, 4, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1], + m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1], + m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1], + m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1], + m1[0][3] * m2[2][0] + m1[1][3] * m2[2][1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator/(mat<2, 4, T, Q> const& m, T scalar) + { + return mat<2, 4, T, Q>( + m[0] / scalar, + m[1] / scalar); + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator/(T scalar, mat<2, 4, T, Q> const& m) + { + return mat<2, 4, T, Q>( + scalar / m[0], + scalar / m[1]); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER bool operator==(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) + { + return (m1[0] == m2[0]) && (m1[1] == m2[1]); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(mat<2, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) + { + return (m1[0] != m2[0]) || (m1[1] != m2[1]); + } +} //namespace glm diff --git a/vendor/include/glm/detail/type_mat3x2.hpp b/vendor/include/glm/detail/type_mat3x2.hpp new file mode 100644 index 0000000..e166581 --- /dev/null +++ b/vendor/include/glm/detail/type_mat3x2.hpp @@ -0,0 +1,167 @@ +/// @ref core +/// @file glm/detail/type_mat3x2.hpp + +#pragma once + +#include "type_vec2.hpp" +#include "type_vec3.hpp" +#include +#include + +namespace glm +{ + template + struct mat<3, 2, T, Q> + { + typedef vec<2, T, Q> col_type; + typedef vec<3, T, Q> row_type; + typedef mat<3, 2, T, Q> type; + typedef mat<2, 3, T, Q> transpose_type; + typedef T value_type; + + private: + col_type value[3]; + + public: + // -- Accesses -- + + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; } + + GLM_FUNC_DECL col_type & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; + + // -- Constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 2, T, P> const& m); + + GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + T x0, T y0, + T x1, T y1, + T x2, T y2); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + col_type const& v0, + col_type const& v1, + col_type const& v2); + + // -- Conversions -- + + template< + typename X1, typename Y1, + typename X2, typename Y2, + typename X3, typename Y3> + GLM_FUNC_DECL GLM_CONSTEXPR mat( + X1 x1, Y1 y1, + X2 x2, Y2 y2, + X3 x3, Y3 y3); + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + vec<2, V1, Q> const& v1, + vec<2, V2, Q> const& v2, + vec<2, V3, Q> const& v3); + + // -- Matrix conversions -- + + template + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, U, P> const& m); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_DECL mat<3, 2, T, Q> & operator=(mat<3, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 2, T, Q> & operator+=(U s); + template + GLM_FUNC_DECL mat<3, 2, T, Q> & operator+=(mat<3, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 2, T, Q> & operator-=(U s); + template + GLM_FUNC_DECL mat<3, 2, T, Q> & operator-=(mat<3, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 2, T, Q> & operator*=(U s); + template + GLM_FUNC_DECL mat<3, 2, T, Q> & operator/=(U s); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL mat<3, 2, T, Q> & operator++ (); + GLM_FUNC_DECL mat<3, 2, T, Q> & operator-- (); + GLM_FUNC_DECL mat<3, 2, T, Q> operator++(int); + GLM_FUNC_DECL mat<3, 2, T, Q> operator--(int); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m); + + // -- Binary operators -- + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2); + +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_mat3x2.inl" +#endif diff --git a/vendor/include/glm/detail/type_mat3x2.inl b/vendor/include/glm/detail/type_mat3x2.inl new file mode 100644 index 0000000..b4b948b --- /dev/null +++ b/vendor/include/glm/detail/type_mat3x2.inl @@ -0,0 +1,532 @@ +namespace glm +{ + // -- Constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat() +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST + : value{col_type(1, 0), col_type(0, 1), col_type(0, 0)} +# endif + { +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION + this->value[0] = col_type(1, 0); + this->value[1] = col_type(0, 1); + this->value[2] = col_type(0, 0); +# endif + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, T, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(T s) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(s, 0), col_type(0, s), col_type(0, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(s, 0); + this->value[1] = col_type(0, s); + this->value[2] = col_type(0, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat + ( + T x0, T y0, + T x1, T y1, + T x2, T y2 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0); + this->value[1] = col_type(x1, y1); + this->value[2] = col_type(x2, y2); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1), col_type(v2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = v0; + this->value[1] = v1; + this->value[2] = v2; +# endif + } + + // -- Conversion constructors -- + + template + template< + typename X0, typename Y0, + typename X1, typename Y1, + typename X2, typename Y2> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat + ( + X0 x0, Y0 y0, + X1 x1, Y1 y1, + X2 x2, Y2 y2 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0); + this->value[1] = col_type(x1, y1); + this->value[2] = col_type(x2, y2); +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1), col_type(v2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v0); + this->value[1] = col_type(v1); + this->value[2] = col_type(v2); +# endif + } + + // -- Matrix conversions -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 2, U, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<2, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<3, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 2, T, Q>::mat(mat<4, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + // -- Accesses -- + + template + GLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::col_type & mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i) + { + assert(i < this->length()); + return this->value[i]; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 2, T, Q>::col_type const& mat<3, 2, T, Q>::operator[](typename mat<3, 2, T, Q>::length_type i) const + { + assert(i < this->length()); + return this->value[i]; + } + + // -- Unary updatable operators -- + + template + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator=(mat<3, 2, U, Q> const& m) + { + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(U s) + { + this->value[0] += s; + this->value[1] += s; + this->value[2] += s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator+=(mat<3, 2, U, Q> const& m) + { + this->value[0] += m[0]; + this->value[1] += m[1]; + this->value[2] += m[2]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(U s) + { + this->value[0] -= s; + this->value[1] -= s; + this->value[2] -= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator-=(mat<3, 2, U, Q> const& m) + { + this->value[0] -= m[0]; + this->value[1] -= m[1]; + this->value[2] -= m[2]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator*=(U s) + { + this->value[0] *= s; + this->value[1] *= s; + this->value[2] *= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> & mat<3, 2, T, Q>::operator/=(U s) + { + this->value[0] /= s; + this->value[1] /= s; + this->value[2] /= s; + return *this; + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator++() + { + ++this->value[0]; + ++this->value[1]; + ++this->value[2]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q>& mat<3, 2, T, Q>::operator--() + { + --this->value[0]; + --this->value[1]; + --this->value[2]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> mat<3, 2, T, Q>::operator++(int) + { + mat<3, 2, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> mat<3, 2, T, Q>::operator--(int) + { + mat<3, 2, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m) + { + return m; + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m) + { + return mat<3, 2, T, Q>( + -m[0], + -m[1], + -m[2]); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m, T scalar) + { + return mat<3, 2, T, Q>( + m[0] + scalar, + m[1] + scalar, + m[2] + scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator+(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) + { + return mat<3, 2, T, Q>( + m1[0] + m2[0], + m1[1] + m2[1], + m1[2] + m2[2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m, T scalar) + { + return mat<3, 2, T, Q>( + m[0] - scalar, + m[1] - scalar, + m[2] - scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator-(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) + { + return mat<3, 2, T, Q>( + m1[0] - m2[0], + m1[1] - m2[1], + m1[2] - m2[2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m, T scalar) + { + return mat<3, 2, T, Q>( + m[0] * scalar, + m[1] * scalar, + m[2] * scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(T scalar, mat<3, 2, T, Q> const& m) + { + return mat<3, 2, T, Q>( + m[0] * scalar, + m[1] * scalar, + m[2] * scalar); + } + + template + GLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::col_type operator*(mat<3, 2, T, Q> const& m, typename mat<3, 2, T, Q>::row_type const& v) + { + return typename mat<3, 2, T, Q>::col_type( + m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z, + m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z); + } + + template + GLM_FUNC_QUALIFIER typename mat<3, 2, T, Q>::row_type operator*(typename mat<3, 2, T, Q>::col_type const& v, mat<3, 2, T, Q> const& m) + { + return typename mat<3, 2, T, Q>::row_type( + v.x * m[0][0] + v.y * m[0][1], + v.x * m[1][0] + v.y * m[1][1], + v.x * m[2][0] + v.y * m[2][1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<2, 3, T, Q> const& m2) + { + const T SrcA00 = m1[0][0]; + const T SrcA01 = m1[0][1]; + const T SrcA10 = m1[1][0]; + const T SrcA11 = m1[1][1]; + const T SrcA20 = m1[2][0]; + const T SrcA21 = m1[2][1]; + + const T SrcB00 = m2[0][0]; + const T SrcB01 = m2[0][1]; + const T SrcB02 = m2[0][2]; + const T SrcB10 = m2[1][0]; + const T SrcB11 = m2[1][1]; + const T SrcB12 = m2[1][2]; + + mat<2, 2, T, Q> Result; + Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02; + Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02; + Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12; + Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<3, 3, T, Q> const& m2) + { + return mat<3, 2, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<3, 2, T, Q> const& m1, mat<4, 3, T, Q> const& m2) + { + return mat<4, 2, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2], + m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2], + m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator/(mat<3, 2, T, Q> const& m, T scalar) + { + return mat<3, 2, T, Q>( + m[0] / scalar, + m[1] / scalar, + m[2] / scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator/(T scalar, mat<3, 2, T, Q> const& m) + { + return mat<3, 2, T, Q>( + scalar / m[0], + scalar / m[1], + scalar / m[2]); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER bool operator==(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) + { + return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(mat<3, 2, T, Q> const& m1, mat<3, 2, T, Q> const& m2) + { + return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]); + } +} //namespace glm diff --git a/vendor/include/glm/detail/type_mat3x3.hpp b/vendor/include/glm/detail/type_mat3x3.hpp new file mode 100644 index 0000000..3174872 --- /dev/null +++ b/vendor/include/glm/detail/type_mat3x3.hpp @@ -0,0 +1,184 @@ +/// @ref core +/// @file glm/detail/type_mat3x3.hpp + +#pragma once + +#include "type_vec3.hpp" +#include +#include + +namespace glm +{ + template + struct mat<3, 3, T, Q> + { + typedef vec<3, T, Q> col_type; + typedef vec<3, T, Q> row_type; + typedef mat<3, 3, T, Q> type; + typedef mat<3, 3, T, Q> transpose_type; + typedef T value_type; + + private: + col_type value[3]; + + public: + // -- Accesses -- + + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; } + + GLM_FUNC_DECL col_type & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; + + // -- Constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 3, T, P> const& m); + + GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + T x0, T y0, T z0, + T x1, T y1, T z1, + T x2, T y2, T z2); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + col_type const& v0, + col_type const& v1, + col_type const& v2); + + // -- Conversions -- + + template< + typename X1, typename Y1, typename Z1, + typename X2, typename Y2, typename Z2, + typename X3, typename Y3, typename Z3> + GLM_FUNC_DECL GLM_CONSTEXPR mat( + X1 x1, Y1 y1, Z1 z1, + X2 x2, Y2 y2, Z2 z2, + X3 x3, Y3 y3, Z3 z3); + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + vec<3, V1, Q> const& v1, + vec<3, V2, Q> const& v2, + vec<3, V3, Q> const& v3); + + // -- Matrix conversions -- + + template + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, U, P> const& m); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_DECL mat<3, 3, T, Q> & operator=(mat<3, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 3, T, Q> & operator+=(U s); + template + GLM_FUNC_DECL mat<3, 3, T, Q> & operator+=(mat<3, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 3, T, Q> & operator-=(U s); + template + GLM_FUNC_DECL mat<3, 3, T, Q> & operator-=(mat<3, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 3, T, Q> & operator*=(U s); + template + GLM_FUNC_DECL mat<3, 3, T, Q> & operator*=(mat<3, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 3, T, Q> & operator/=(U s); + template + GLM_FUNC_DECL mat<3, 3, T, Q> & operator/=(mat<3, 3, U, Q> const& m); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL mat<3, 3, T, Q> & operator++(); + GLM_FUNC_DECL mat<3, 3, T, Q> & operator--(); + GLM_FUNC_DECL mat<3, 3, T, Q> operator++(int); + GLM_FUNC_DECL mat<3, 3, T, Q> operator--(int); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m); + + // -- Binary operators -- + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_mat3x3.inl" +#endif diff --git a/vendor/include/glm/detail/type_mat3x3.inl b/vendor/include/glm/detail/type_mat3x3.inl new file mode 100644 index 0000000..1ddaf99 --- /dev/null +++ b/vendor/include/glm/detail/type_mat3x3.inl @@ -0,0 +1,601 @@ +#include "../matrix.hpp" + +namespace glm +{ + // -- Constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat() +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST + : value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1)} +# endif + { +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION + this->value[0] = col_type(1, 0, 0); + this->value[1] = col_type(0, 1, 0); + this->value[2] = col_type(0, 0, 1); +# endif + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, T, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(T s) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(s, 0, 0); + this->value[1] = col_type(0, s, 0); + this->value[2] = col_type(0, 0, s); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat + ( + T x0, T y0, T z0, + T x1, T y1, T z1, + T x2, T y2, T z2 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0, z0); + this->value[1] = col_type(x1, y1, z1); + this->value[2] = col_type(x2, y2, z2); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1), col_type(v2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v0); + this->value[1] = col_type(v1); + this->value[2] = col_type(v2); +# endif + } + + // -- Conversion constructors -- + + template + template< + typename X1, typename Y1, typename Z1, + typename X2, typename Y2, typename Z2, + typename X3, typename Y3, typename Z3> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat + ( + X1 x1, Y1 y1, Z1 z1, + X2 x2, Y2 y2, Z2 z2, + X3 x3, Y3 y3, Z3 z3 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x1, y1, z1); + this->value[1] = col_type(x2, y2, z2); + this->value[2] = col_type(x3, y3, z3); +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v1), col_type(v2), col_type(v3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v1); + this->value[1] = col_type(v2); + this->value[2] = col_type(v3); +# endif + } + + // -- Matrix conversions -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 3, U, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(m[2], 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<2, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(m[2], 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<3, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 3, T, Q>::mat(mat<4, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + // -- Accesses -- + + template + GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type & mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i) + { + assert(i < this->length()); + return this->value[i]; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 3, T, Q>::col_type const& mat<3, 3, T, Q>::operator[](typename mat<3, 3, T, Q>::length_type i) const + { + assert(i < this->length()); + return this->value[i]; + } + + // -- Unary updatable operators -- + + template + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator=(mat<3, 3, U, Q> const& m) + { + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(U s) + { + this->value[0] += s; + this->value[1] += s; + this->value[2] += s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator+=(mat<3, 3, U, Q> const& m) + { + this->value[0] += m[0]; + this->value[1] += m[1]; + this->value[2] += m[2]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(U s) + { + this->value[0] -= s; + this->value[1] -= s; + this->value[2] -= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator-=(mat<3, 3, U, Q> const& m) + { + this->value[0] -= m[0]; + this->value[1] -= m[1]; + this->value[2] -= m[2]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(U s) + { + this->value[0] *= s; + this->value[1] *= s; + this->value[2] *= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator*=(mat<3, 3, U, Q> const& m) + { + return (*this = *this * m); + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(U s) + { + this->value[0] /= s; + this->value[1] /= s; + this->value[2] /= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator/=(mat<3, 3, U, Q> const& m) + { + return *this *= inverse(m); + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator++() + { + ++this->value[0]; + ++this->value[1]; + ++this->value[2]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> & mat<3, 3, T, Q>::operator--() + { + --this->value[0]; + --this->value[1]; + --this->value[2]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat<3, 3, T, Q>::operator++(int) + { + mat<3, 3, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat<3, 3, T, Q>::operator--(int) + { + mat<3, 3, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m) + { + return m; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m) + { + return mat<3, 3, T, Q>( + -m[0], + -m[1], + -m[2]); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m, T scalar) + { + return mat<3, 3, T, Q>( + m[0] + scalar, + m[1] + scalar, + m[2] + scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(T scalar, mat<3, 3, T, Q> const& m) + { + return mat<3, 3, T, Q>( + m[0] + scalar, + m[1] + scalar, + m[2] + scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator+(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) + { + return mat<3, 3, T, Q>( + m1[0] + m2[0], + m1[1] + m2[1], + m1[2] + m2[2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m, T scalar) + { + return mat<3, 3, T, Q>( + m[0] - scalar, + m[1] - scalar, + m[2] - scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(T scalar, mat<3, 3, T, Q> const& m) + { + return mat<3, 3, T, Q>( + scalar - m[0], + scalar - m[1], + scalar - m[2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator-(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) + { + return mat<3, 3, T, Q>( + m1[0] - m2[0], + m1[1] - m2[1], + m1[2] - m2[2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m, T scalar) + { + return mat<3, 3, T, Q>( + m[0] * scalar, + m[1] * scalar, + m[2] * scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(T scalar, mat<3, 3, T, Q> const& m) + { + return mat<3, 3, T, Q>( + m[0] * scalar, + m[1] * scalar, + m[2] * scalar); + } + + template + GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type operator*(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v) + { + return typename mat<3, 3, T, Q>::col_type( + m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z, + m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z, + m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z); + } + + template + GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::row_type operator*(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m) + { + return typename mat<3, 3, T, Q>::row_type( + m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z, + m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z, + m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) + { + T const SrcA00 = m1[0][0]; + T const SrcA01 = m1[0][1]; + T const SrcA02 = m1[0][2]; + T const SrcA10 = m1[1][0]; + T const SrcA11 = m1[1][1]; + T const SrcA12 = m1[1][2]; + T const SrcA20 = m1[2][0]; + T const SrcA21 = m1[2][1]; + T const SrcA22 = m1[2][2]; + + T const SrcB00 = m2[0][0]; + T const SrcB01 = m2[0][1]; + T const SrcB02 = m2[0][2]; + T const SrcB10 = m2[1][0]; + T const SrcB11 = m2[1][1]; + T const SrcB12 = m2[1][2]; + T const SrcB20 = m2[2][0]; + T const SrcB21 = m2[2][1]; + T const SrcB22 = m2[2][2]; + + mat<3, 3, T, Q> Result; + Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02; + Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02; + Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02; + Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12; + Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12; + Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12; + Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22; + Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22; + Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<2, 3, T, Q> const& m2) + { + return mat<2, 3, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<3, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) + { + return mat<4, 3, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2], + m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2], + m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2], + m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2], + m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m, T scalar) + { + return mat<3, 3, T, Q>( + m[0] / scalar, + m[1] / scalar, + m[2] / scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(T scalar, mat<3, 3, T, Q> const& m) + { + return mat<3, 3, T, Q>( + scalar / m[0], + scalar / m[1], + scalar / m[2]); + } + + template + GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::col_type operator/(mat<3, 3, T, Q> const& m, typename mat<3, 3, T, Q>::row_type const& v) + { + return inverse(m) * v; + } + + template + GLM_FUNC_QUALIFIER typename mat<3, 3, T, Q>::row_type operator/(typename mat<3, 3, T, Q>::col_type const& v, mat<3, 3, T, Q> const& m) + { + return v * inverse(m); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator/(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) + { + mat<3, 3, T, Q> m1_copy(m1); + return m1_copy /= m2; + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) + { + return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(mat<3, 3, T, Q> const& m1, mat<3, 3, T, Q> const& m2) + { + return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]); + } +} //namespace glm diff --git a/vendor/include/glm/detail/type_mat3x4.hpp b/vendor/include/glm/detail/type_mat3x4.hpp new file mode 100644 index 0000000..6e40b90 --- /dev/null +++ b/vendor/include/glm/detail/type_mat3x4.hpp @@ -0,0 +1,166 @@ +/// @ref core +/// @file glm/detail/type_mat3x4.hpp + +#pragma once + +#include "type_vec3.hpp" +#include "type_vec4.hpp" +#include +#include + +namespace glm +{ + template + struct mat<3, 4, T, Q> + { + typedef vec<4, T, Q> col_type; + typedef vec<3, T, Q> row_type; + typedef mat<3, 4, T, Q> type; + typedef mat<4, 3, T, Q> transpose_type; + typedef T value_type; + + private: + col_type value[3]; + + public: + // -- Accesses -- + + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 3; } + + GLM_FUNC_DECL col_type & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; + + // -- Constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<3, 4, T, P> const& m); + + GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + T x0, T y0, T z0, T w0, + T x1, T y1, T z1, T w1, + T x2, T y2, T z2, T w2); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + col_type const& v0, + col_type const& v1, + col_type const& v2); + + // -- Conversions -- + + template< + typename X1, typename Y1, typename Z1, typename W1, + typename X2, typename Y2, typename Z2, typename W2, + typename X3, typename Y3, typename Z3, typename W3> + GLM_FUNC_DECL GLM_CONSTEXPR mat( + X1 x1, Y1 y1, Z1 z1, W1 w1, + X2 x2, Y2 y2, Z2 z2, W2 w2, + X3 x3, Y3 y3, Z3 z3, W3 w3); + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + vec<4, V1, Q> const& v1, + vec<4, V2, Q> const& v2, + vec<4, V3, Q> const& v3); + + // -- Matrix conversions -- + + template + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, U, P> const& m); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_DECL mat<3, 4, T, Q> & operator=(mat<3, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 4, T, Q> & operator+=(U s); + template + GLM_FUNC_DECL mat<3, 4, T, Q> & operator+=(mat<3, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 4, T, Q> & operator-=(U s); + template + GLM_FUNC_DECL mat<3, 4, T, Q> & operator-=(mat<3, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<3, 4, T, Q> & operator*=(U s); + template + GLM_FUNC_DECL mat<3, 4, T, Q> & operator/=(U s); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL mat<3, 4, T, Q> & operator++(); + GLM_FUNC_DECL mat<3, 4, T, Q> & operator--(); + GLM_FUNC_DECL mat<3, 4, T, Q> operator++(int); + GLM_FUNC_DECL mat<3, 4, T, Q> operator--(int); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m); + + // -- Binary operators -- + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<3, 4, T, Q>::col_type operator*(mat<3, 4, T, Q> const& m, typename mat<3, 4, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<3, 4, T, Q>::row_type operator*(typename mat<3, 4, T, Q>::col_type const& v, mat<3, 4, T, Q> const& m); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<4, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<3, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_mat3x4.inl" +#endif diff --git a/vendor/include/glm/detail/type_mat3x4.inl b/vendor/include/glm/detail/type_mat3x4.inl new file mode 100644 index 0000000..6ee416c --- /dev/null +++ b/vendor/include/glm/detail/type_mat3x4.inl @@ -0,0 +1,578 @@ +namespace glm +{ + // -- Constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat() +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST + : value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0)} +# endif + { +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION + this->value[0] = col_type(1, 0, 0, 0); + this->value[1] = col_type(0, 1, 0, 0); + this->value[2] = col_type(0, 0, 1, 0); +# endif + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, T, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(T s) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(s, 0, 0, 0); + this->value[1] = col_type(0, s, 0, 0); + this->value[2] = col_type(0, 0, s, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat + ( + T x0, T y0, T z0, T w0, + T x1, T y1, T z1, T w1, + T x2, T y2, T z2, T w2 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{ + col_type(x0, y0, z0, w0), + col_type(x1, y1, z1, w1), + col_type(x2, y2, z2, w2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0, z0, w0); + this->value[1] = col_type(x1, y1, z1, w1); + this->value[2] = col_type(x2, y2, z2, w2); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1), col_type(v2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = v0; + this->value[1] = v1; + this->value[2] = v2; +# endif + } + + // -- Conversion constructors -- + + template + template< + typename X0, typename Y0, typename Z0, typename W0, + typename X1, typename Y1, typename Z1, typename W1, + typename X2, typename Y2, typename Z2, typename W2> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat + ( + X0 x0, Y0 y0, Z0 z0, W0 w0, + X1 x1, Y1 y1, Z1 z1, W1 w1, + X2 x2, Y2 y2, Z2 z2, W2 w2 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{ + col_type(x0, y0, z0, w0), + col_type(x1, y1, z1, w1), + col_type(x2, y2, z2, w2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0, z0, w0); + this->value[1] = col_type(x1, y1, z1, w1); + this->value[2] = col_type(x2, y2, z2, w2); +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(vec<4, V1, Q> const& v0, vec<4, V2, Q> const& v1, vec<4, V3, Q> const& v2) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1), col_type(v2)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v0); + this->value[1] = col_type(v1); + this->value[2] = col_type(v2); +# endif + } + + // -- Matrix conversions -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 4, U, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0, 0); + this->value[1] = col_type(m[1], 0, 0); + this->value[2] = col_type(0, 0, 1, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(m[2], 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(0, 0, 1, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<3, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0, 0); + this->value[1] = col_type(m[1], 0, 0); + this->value[2] = col_type(m[2], 1, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<2, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0, 0, 1, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0, 0); + this->value[1] = col_type(m[1], 0, 0); + this->value[2] = col_type(m[2], 1, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<3, 4, T, Q>::mat(mat<4, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(m[2], 0); +# endif + } + + // -- Accesses -- + + template + GLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::col_type & mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i) + { + assert(i < this->length()); + return this->value[i]; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<3, 4, T, Q>::col_type const& mat<3, 4, T, Q>::operator[](typename mat<3, 4, T, Q>::length_type i) const + { + assert(i < this->length()); + return this->value[i]; + } + + // -- Unary updatable operators -- + + template + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator=(mat<3, 4, U, Q> const& m) + { + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(U s) + { + this->value[0] += s; + this->value[1] += s; + this->value[2] += s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator+=(mat<3, 4, U, Q> const& m) + { + this->value[0] += m[0]; + this->value[1] += m[1]; + this->value[2] += m[2]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(U s) + { + this->value[0] -= s; + this->value[1] -= s; + this->value[2] -= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator-=(mat<3, 4, U, Q> const& m) + { + this->value[0] -= m[0]; + this->value[1] -= m[1]; + this->value[2] -= m[2]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator*=(U s) + { + this->value[0] *= s; + this->value[1] *= s; + this->value[2] *= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> & mat<3, 4, T, Q>::operator/=(U s) + { + this->value[0] /= s; + this->value[1] /= s; + this->value[2] /= s; + return *this; + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator++() + { + ++this->value[0]; + ++this->value[1]; + ++this->value[2]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q>& mat<3, 4, T, Q>::operator--() + { + --this->value[0]; + --this->value[1]; + --this->value[2]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat<3, 4, T, Q>::operator++(int) + { + mat<3, 4, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat<3, 4, T, Q>::operator--(int) + { + mat<3, 4, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m) + { + return m; + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m) + { + return mat<3, 4, T, Q>( + -m[0], + -m[1], + -m[2]); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m, T scalar) + { + return mat<3, 4, T, Q>( + m[0] + scalar, + m[1] + scalar, + m[2] + scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator+(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) + { + return mat<3, 4, T, Q>( + m1[0] + m2[0], + m1[1] + m2[1], + m1[2] + m2[2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m, T scalar) + { + return mat<3, 4, T, Q>( + m[0] - scalar, + m[1] - scalar, + m[2] - scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator-(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) + { + return mat<3, 4, T, Q>( + m1[0] - m2[0], + m1[1] - m2[1], + m1[2] - m2[2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m, T scalar) + { + return mat<3, 4, T, Q>( + m[0] * scalar, + m[1] * scalar, + m[2] * scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(T scalar, mat<3, 4, T, Q> const& m) + { + return mat<3, 4, T, Q>( + m[0] * scalar, + m[1] * scalar, + m[2] * scalar); + } + + template + GLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::col_type operator* + ( + mat<3, 4, T, Q> const& m, + typename mat<3, 4, T, Q>::row_type const& v + ) + { + return typename mat<3, 4, T, Q>::col_type( + m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z, + m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z, + m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z, + m[0][3] * v.x + m[1][3] * v.y + m[2][3] * v.z); + } + + template + GLM_FUNC_QUALIFIER typename mat<3, 4, T, Q>::row_type operator* + ( + typename mat<3, 4, T, Q>::col_type const& v, + mat<3, 4, T, Q> const& m + ) + { + return typename mat<3, 4, T, Q>::row_type( + v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2] + v.w * m[0][3], + v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2] + v.w * m[1][3], + v.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2] + v.w * m[2][3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<4, 3, T, Q> const& m2) + { + const T SrcA00 = m1[0][0]; + const T SrcA01 = m1[0][1]; + const T SrcA02 = m1[0][2]; + const T SrcA03 = m1[0][3]; + const T SrcA10 = m1[1][0]; + const T SrcA11 = m1[1][1]; + const T SrcA12 = m1[1][2]; + const T SrcA13 = m1[1][3]; + const T SrcA20 = m1[2][0]; + const T SrcA21 = m1[2][1]; + const T SrcA22 = m1[2][2]; + const T SrcA23 = m1[2][3]; + + const T SrcB00 = m2[0][0]; + const T SrcB01 = m2[0][1]; + const T SrcB02 = m2[0][2]; + const T SrcB10 = m2[1][0]; + const T SrcB11 = m2[1][1]; + const T SrcB12 = m2[1][2]; + const T SrcB20 = m2[2][0]; + const T SrcB21 = m2[2][1]; + const T SrcB22 = m2[2][2]; + const T SrcB30 = m2[3][0]; + const T SrcB31 = m2[3][1]; + const T SrcB32 = m2[3][2]; + + mat<4, 4, T, Q> Result; + Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02; + Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02; + Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02; + Result[0][3] = SrcA03 * SrcB00 + SrcA13 * SrcB01 + SrcA23 * SrcB02; + Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12; + Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12; + Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12; + Result[1][3] = SrcA03 * SrcB10 + SrcA13 * SrcB11 + SrcA23 * SrcB12; + Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22; + Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22; + Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22; + Result[2][3] = SrcA03 * SrcB20 + SrcA13 * SrcB21 + SrcA23 * SrcB22; + Result[3][0] = SrcA00 * SrcB30 + SrcA10 * SrcB31 + SrcA20 * SrcB32; + Result[3][1] = SrcA01 * SrcB30 + SrcA11 * SrcB31 + SrcA21 * SrcB32; + Result[3][2] = SrcA02 * SrcB30 + SrcA12 * SrcB31 + SrcA22 * SrcB32; + Result[3][3] = SrcA03 * SrcB30 + SrcA13 * SrcB31 + SrcA23 * SrcB32; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<2, 3, T, Q> const& m2) + { + return mat<2, 4, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2], + m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2], + m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<3, 4, T, Q> const& m1, mat<3, 3, T, Q> const& m2) + { + return mat<3, 4, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2], + m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2], + m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2], + m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2], + m1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator/(mat<3, 4, T, Q> const& m, T scalar) + { + return mat<3, 4, T, Q>( + m[0] / scalar, + m[1] / scalar, + m[2] / scalar); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator/(T scalar, mat<3, 4, T, Q> const& m) + { + return mat<3, 4, T, Q>( + scalar / m[0], + scalar / m[1], + scalar / m[2]); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER bool operator==(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) + { + return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(mat<3, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) + { + return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]); + } +} //namespace glm diff --git a/vendor/include/glm/detail/type_mat4x2.hpp b/vendor/include/glm/detail/type_mat4x2.hpp new file mode 100644 index 0000000..8d34352 --- /dev/null +++ b/vendor/include/glm/detail/type_mat4x2.hpp @@ -0,0 +1,171 @@ +/// @ref core +/// @file glm/detail/type_mat4x2.hpp + +#pragma once + +#include "type_vec2.hpp" +#include "type_vec4.hpp" +#include +#include + +namespace glm +{ + template + struct mat<4, 2, T, Q> + { + typedef vec<2, T, Q> col_type; + typedef vec<4, T, Q> row_type; + typedef mat<4, 2, T, Q> type; + typedef mat<2, 4, T, Q> transpose_type; + typedef T value_type; + + private: + col_type value[4]; + + public: + // -- Accesses -- + + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; } + + GLM_FUNC_DECL col_type & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; + + // -- Constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 2, T, P> const& m); + + GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + T x0, T y0, + T x1, T y1, + T x2, T y2, + T x3, T y3); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + col_type const& v0, + col_type const& v1, + col_type const& v2, + col_type const& v3); + + // -- Conversions -- + + template< + typename X0, typename Y0, + typename X1, typename Y1, + typename X2, typename Y2, + typename X3, typename Y3> + GLM_FUNC_DECL GLM_CONSTEXPR mat( + X0 x0, Y0 y0, + X1 x1, Y1 y1, + X2 x2, Y2 y2, + X3 x3, Y3 y3); + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + vec<2, V1, Q> const& v1, + vec<2, V2, Q> const& v2, + vec<2, V3, Q> const& v3, + vec<2, V4, Q> const& v4); + + // -- Matrix conversions -- + + template + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, U, P> const& m); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_DECL mat<4, 2, T, Q> & operator=(mat<4, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 2, T, Q> & operator+=(U s); + template + GLM_FUNC_DECL mat<4, 2, T, Q> & operator+=(mat<4, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 2, T, Q> & operator-=(U s); + template + GLM_FUNC_DECL mat<4, 2, T, Q> & operator-=(mat<4, 2, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 2, T, Q> & operator*=(U s); + template + GLM_FUNC_DECL mat<4, 2, T, Q> & operator/=(U s); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL mat<4, 2, T, Q> & operator++ (); + GLM_FUNC_DECL mat<4, 2, T, Q> & operator-- (); + GLM_FUNC_DECL mat<4, 2, T, Q> operator++(int); + GLM_FUNC_DECL mat<4, 2, T, Q> operator--(int); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m); + + // -- Binary operators -- + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar); + + template + GLM_FUNC_DECL mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); + + template + GLM_FUNC_DECL bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_mat4x2.inl" +#endif diff --git a/vendor/include/glm/detail/type_mat4x2.inl b/vendor/include/glm/detail/type_mat4x2.inl new file mode 100644 index 0000000..419c80c --- /dev/null +++ b/vendor/include/glm/detail/type_mat4x2.inl @@ -0,0 +1,574 @@ +namespace glm +{ + // -- Constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat() +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST + : value{col_type(1, 0), col_type(0, 1), col_type(0, 0), col_type(0, 0)} +# endif + { +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION + this->value[0] = col_type(1, 0); + this->value[1] = col_type(0, 1); + this->value[2] = col_type(0, 0); + this->value[3] = col_type(0, 0); +# endif + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, T, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + this->value[3] = m[3]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(T s) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(s, 0), col_type(0, s), col_type(0, 0), col_type(0, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(s, 0); + this->value[1] = col_type(0, s); + this->value[2] = col_type(0, 0); + this->value[3] = col_type(0, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat + ( + T x0, T y0, + T x1, T y1, + T x2, T y2, + T x3, T y3 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0); + this->value[1] = col_type(x1, y1); + this->value[2] = col_type(x2, y2); + this->value[3] = col_type(x3, y3); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = v0; + this->value[1] = v1; + this->value[2] = v2; + this->value[3] = v3; +# endif + } + + // -- Conversion constructors -- + + template + template< + typename X0, typename Y0, + typename X1, typename Y1, + typename X2, typename Y2, + typename X3, typename Y3> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat + ( + X0 x0, Y0 y0, + X1 x1, Y1 y1, + X2 x2, Y2 y2, + X3 x3, Y3 y3 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0), col_type(x1, y1), col_type(x2, y2), col_type(x3, y3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0); + this->value[1] = col_type(x1, y1); + this->value[2] = col_type(x2, y2); + this->value[3] = col_type(x3, y3); +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(vec<2, V0, Q> const& v0, vec<2, V1, Q> const& v1, vec<2, V2, Q> const& v2, vec<2, V3, Q> const& v3) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v0); + this->value[1] = col_type(v1); + this->value[2] = col_type(v2); + this->value[3] = col_type(v3); +# endif + } + + // -- Conversion -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 2, U, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(m[3]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(m[3]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<2, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<4, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(m[3]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 2, T, Q>::mat(mat<3, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(0); +# endif + } + + // -- Accesses -- + + template + GLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::col_type & mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i) + { + assert(i < this->length()); + return this->value[i]; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 2, T, Q>::col_type const& mat<4, 2, T, Q>::operator[](typename mat<4, 2, T, Q>::length_type i) const + { + assert(i < this->length()); + return this->value[i]; + } + + // -- Unary updatable operators -- + + template + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q>& mat<4, 2, T, Q>::operator=(mat<4, 2, U, Q> const& m) + { + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + this->value[3] = m[3]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(U s) + { + this->value[0] += s; + this->value[1] += s; + this->value[2] += s; + this->value[3] += s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator+=(mat<4, 2, U, Q> const& m) + { + this->value[0] += m[0]; + this->value[1] += m[1]; + this->value[2] += m[2]; + this->value[3] += m[3]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(U s) + { + this->value[0] -= s; + this->value[1] -= s; + this->value[2] -= s; + this->value[3] -= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator-=(mat<4, 2, U, Q> const& m) + { + this->value[0] -= m[0]; + this->value[1] -= m[1]; + this->value[2] -= m[2]; + this->value[3] -= m[3]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator*=(U s) + { + this->value[0] *= s; + this->value[1] *= s; + this->value[2] *= s; + this->value[3] *= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator/=(U s) + { + this->value[0] /= s; + this->value[1] /= s; + this->value[2] /= s; + this->value[3] /= s; + return *this; + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator++() + { + ++this->value[0]; + ++this->value[1]; + ++this->value[2]; + ++this->value[3]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> & mat<4, 2, T, Q>::operator--() + { + --this->value[0]; + --this->value[1]; + --this->value[2]; + --this->value[3]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> mat<4, 2, T, Q>::operator++(int) + { + mat<4, 2, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> mat<4, 2, T, Q>::operator--(int) + { + mat<4, 2, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m) + { + return m; + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m) + { + return mat<4, 2, T, Q>( + -m[0], + -m[1], + -m[2], + -m[3]); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m, T scalar) + { + return mat<4, 2, T, Q>( + m[0] + scalar, + m[1] + scalar, + m[2] + scalar, + m[3] + scalar); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator+(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) + { + return mat<4, 2, T, Q>( + m1[0] + m2[0], + m1[1] + m2[1], + m1[2] + m2[2], + m1[3] + m2[3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m, T scalar) + { + return mat<4, 2, T, Q>( + m[0] - scalar, + m[1] - scalar, + m[2] - scalar, + m[3] - scalar); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator-(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) + { + return mat<4, 2, T, Q>( + m1[0] - m2[0], + m1[1] - m2[1], + m1[2] - m2[2], + m1[3] - m2[3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m, T scalar) + { + return mat<4, 2, T, Q>( + m[0] * scalar, + m[1] * scalar, + m[2] * scalar, + m[3] * scalar); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(T scalar, mat<4, 2, T, Q> const& m) + { + return mat<4, 2, T, Q>( + m[0] * scalar, + m[1] * scalar, + m[2] * scalar, + m[3] * scalar); + } + + template + GLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::col_type operator*(mat<4, 2, T, Q> const& m, typename mat<4, 2, T, Q>::row_type const& v) + { + return typename mat<4, 2, T, Q>::col_type( + m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w, + m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w); + } + + template + GLM_FUNC_QUALIFIER typename mat<4, 2, T, Q>::row_type operator*(typename mat<4, 2, T, Q>::col_type const& v, mat<4, 2, T, Q> const& m) + { + return typename mat<4, 2, T, Q>::row_type( + v.x * m[0][0] + v.y * m[0][1], + v.x * m[1][0] + v.y * m[1][1], + v.x * m[2][0] + v.y * m[2][1], + v.x * m[3][0] + v.y * m[3][1]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<2, 4, T, Q> const& m2) + { + T const SrcA00 = m1[0][0]; + T const SrcA01 = m1[0][1]; + T const SrcA10 = m1[1][0]; + T const SrcA11 = m1[1][1]; + T const SrcA20 = m1[2][0]; + T const SrcA21 = m1[2][1]; + T const SrcA30 = m1[3][0]; + T const SrcA31 = m1[3][1]; + + T const SrcB00 = m2[0][0]; + T const SrcB01 = m2[0][1]; + T const SrcB02 = m2[0][2]; + T const SrcB03 = m2[0][3]; + T const SrcB10 = m2[1][0]; + T const SrcB11 = m2[1][1]; + T const SrcB12 = m2[1][2]; + T const SrcB13 = m2[1][3]; + + mat<2, 2, T, Q> Result; + Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03; + Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03; + Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13; + Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<3, 4, T, Q> const& m2) + { + return mat<3, 2, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator*(mat<4, 2, T, Q> const& m1, mat<4, 4, T, Q> const& m2) + { + return mat<4, 2, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3], + m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3], + m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator/(mat<4, 2, T, Q> const& m, T scalar) + { + return mat<4, 2, T, Q>( + m[0] / scalar, + m[1] / scalar, + m[2] / scalar, + m[3] / scalar); + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> operator/(T scalar, mat<4, 2, T, Q> const& m) + { + return mat<4, 2, T, Q>( + scalar / m[0], + scalar / m[1], + scalar / m[2], + scalar / m[3]); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER bool operator==(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) + { + return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(mat<4, 2, T, Q> const& m1, mat<4, 2, T, Q> const& m2) + { + return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]); + } +} //namespace glm diff --git a/vendor/include/glm/detail/type_mat4x3.hpp b/vendor/include/glm/detail/type_mat4x3.hpp new file mode 100644 index 0000000..16e4270 --- /dev/null +++ b/vendor/include/glm/detail/type_mat4x3.hpp @@ -0,0 +1,171 @@ +/// @ref core +/// @file glm/detail/type_mat4x3.hpp + +#pragma once + +#include "type_vec3.hpp" +#include "type_vec4.hpp" +#include +#include + +namespace glm +{ + template + struct mat<4, 3, T, Q> + { + typedef vec<3, T, Q> col_type; + typedef vec<4, T, Q> row_type; + typedef mat<4, 3, T, Q> type; + typedef mat<3, 4, T, Q> transpose_type; + typedef T value_type; + + private: + col_type value[4]; + + public: + // -- Accesses -- + + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length() { return 4; } + + GLM_FUNC_DECL col_type & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; + + // -- Constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 3, T, P> const& m); + + GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T const& x); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + T const& x0, T const& y0, T const& z0, + T const& x1, T const& y1, T const& z1, + T const& x2, T const& y2, T const& z2, + T const& x3, T const& y3, T const& z3); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + col_type const& v0, + col_type const& v1, + col_type const& v2, + col_type const& v3); + + // -- Conversions -- + + template< + typename X1, typename Y1, typename Z1, + typename X2, typename Y2, typename Z2, + typename X3, typename Y3, typename Z3, + typename X4, typename Y4, typename Z4> + GLM_FUNC_DECL GLM_CONSTEXPR mat( + X1 const& x1, Y1 const& y1, Z1 const& z1, + X2 const& x2, Y2 const& y2, Z2 const& z2, + X3 const& x3, Y3 const& y3, Z3 const& z3, + X4 const& x4, Y4 const& y4, Z4 const& z4); + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + vec<3, V1, Q> const& v1, + vec<3, V2, Q> const& v2, + vec<3, V3, Q> const& v3, + vec<3, V4, Q> const& v4); + + // -- Matrix conversions -- + + template + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, U, P> const& m); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_DECL mat<4, 3, T, Q> & operator=(mat<4, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 3, T, Q> & operator+=(U s); + template + GLM_FUNC_DECL mat<4, 3, T, Q> & operator+=(mat<4, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 3, T, Q> & operator-=(U s); + template + GLM_FUNC_DECL mat<4, 3, T, Q> & operator-=(mat<4, 3, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 3, T, Q> & operator*=(U s); + template + GLM_FUNC_DECL mat<4, 3, T, Q> & operator/=(U s); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL mat<4, 3, T, Q>& operator++(); + GLM_FUNC_DECL mat<4, 3, T, Q>& operator--(); + GLM_FUNC_DECL mat<4, 3, T, Q> operator++(int); + GLM_FUNC_DECL mat<4, 3, T, Q> operator--(int); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m); + + // -- Binary operators -- + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T const& s); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T const& s); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T const& s); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator*(T const& s, mat<4, 3, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<4, 3, T, Q>::col_type operator*(mat<4, 3, T, Q> const& m, typename mat<4, 3, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<4, 3, T, Q>::row_type operator*(typename mat<4, 3, T, Q>::col_type const& v, mat<4, 3, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<3, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T const& s); + + template + GLM_FUNC_DECL mat<4, 3, T, Q> operator/(T const& s, mat<4, 3, T, Q> const& m); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); + + template + GLM_FUNC_DECL bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_mat4x3.inl" +#endif //GLM_EXTERNAL_TEMPLATE diff --git a/vendor/include/glm/detail/type_mat4x3.inl b/vendor/include/glm/detail/type_mat4x3.inl new file mode 100644 index 0000000..11b1ee3 --- /dev/null +++ b/vendor/include/glm/detail/type_mat4x3.inl @@ -0,0 +1,598 @@ +namespace glm +{ + // -- Constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat() +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST + : value{col_type(1, 0, 0), col_type(0, 1, 0), col_type(0, 0, 1), col_type(0, 0, 0)} +# endif + { +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION + this->value[0] = col_type(1, 0, 0); + this->value[1] = col_type(0, 1, 0); + this->value[2] = col_type(0, 0, 1); + this->value[3] = col_type(0, 0, 0); +# endif + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, T, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + this->value[3] = m[3]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(T const& s) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(s, 0, 0), col_type(0, s, 0), col_type(0, 0, s), col_type(0, 0, 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(s, 0, 0); + this->value[1] = col_type(0, s, 0); + this->value[2] = col_type(0, 0, s); + this->value[3] = col_type(0, 0, 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat + ( + T const& x0, T const& y0, T const& z0, + T const& x1, T const& y1, T const& z1, + T const& x2, T const& y2, T const& z2, + T const& x3, T const& y3, T const& z3 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0, z0); + this->value[1] = col_type(x1, y1, z1); + this->value[2] = col_type(x2, y2, z2); + this->value[3] = col_type(x3, y3, z3); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = v0; + this->value[1] = v1; + this->value[2] = v2; + this->value[3] = v3; +# endif + } + + // -- Conversion constructors -- + + template + template< + typename X0, typename Y0, typename Z0, + typename X1, typename Y1, typename Z1, + typename X2, typename Y2, typename Z2, + typename X3, typename Y3, typename Z3> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat + ( + X0 const& x0, Y0 const& y0, Z0 const& z0, + X1 const& x1, Y1 const& y1, Z1 const& z1, + X2 const& x2, Y2 const& y2, Z2 const& z2, + X3 const& x3, Y3 const& y3, Z3 const& z3 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x0, y0, z0), col_type(x1, y1, z1), col_type(x2, y2, z2), col_type(x3, y3, z3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0, z0); + this->value[1] = col_type(x1, y1, z1); + this->value[2] = col_type(x2, y2, z2); + this->value[3] = col_type(x3, y3, z3); +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(vec<3, V1, Q> const& v1, vec<3, V2, Q> const& v2, vec<3, V3, Q> const& v3, vec<3, V4, Q> const& v4) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v1); + this->value[1] = col_type(v2); + this->value[2] = col_type(v3); + this->value[3] = col_type(v4); +# endif + } + + // -- Matrix conversions -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 3, U, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(m[3]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(0, 0, 1); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(m[3]); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0, 0, 1); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(m[2], 1); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<2, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(0, 0, 1); + this->value[3] = col_type(0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<4, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 1), col_type(m[3], 0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(m[2], 1); + this->value[3] = col_type(m[3], 0); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 3, T, Q>::mat(mat<3, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(0); +# endif + } + + // -- Accesses -- + + template + GLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::col_type & mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i) + { + assert(i < this->length()); + return this->value[i]; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 3, T, Q>::col_type const& mat<4, 3, T, Q>::operator[](typename mat<4, 3, T, Q>::length_type i) const + { + assert(i < this->length()); + return this->value[i]; + } + + // -- Unary updatable operators -- + + template + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q>& mat<4, 3, T, Q>::operator=(mat<4, 3, U, Q> const& m) + { + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + this->value[3] = m[3]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(U s) + { + this->value[0] += s; + this->value[1] += s; + this->value[2] += s; + this->value[3] += s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator+=(mat<4, 3, U, Q> const& m) + { + this->value[0] += m[0]; + this->value[1] += m[1]; + this->value[2] += m[2]; + this->value[3] += m[3]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(U s) + { + this->value[0] -= s; + this->value[1] -= s; + this->value[2] -= s; + this->value[3] -= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator-=(mat<4, 3, U, Q> const& m) + { + this->value[0] -= m[0]; + this->value[1] -= m[1]; + this->value[2] -= m[2]; + this->value[3] -= m[3]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator*=(U s) + { + this->value[0] *= s; + this->value[1] *= s; + this->value[2] *= s; + this->value[3] *= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator/=(U s) + { + this->value[0] /= s; + this->value[1] /= s; + this->value[2] /= s; + this->value[3] /= s; + return *this; + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator++() + { + ++this->value[0]; + ++this->value[1]; + ++this->value[2]; + ++this->value[3]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> & mat<4, 3, T, Q>::operator--() + { + --this->value[0]; + --this->value[1]; + --this->value[2]; + --this->value[3]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> mat<4, 3, T, Q>::operator++(int) + { + mat<4, 3, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> mat<4, 3, T, Q>::operator--(int) + { + mat<4, 3, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m) + { + return m; + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m) + { + return mat<4, 3, T, Q>( + -m[0], + -m[1], + -m[2], + -m[3]); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m, T const& s) + { + return mat<4, 3, T, Q>( + m[0] + s, + m[1] + s, + m[2] + s, + m[3] + s); + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator+(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) + { + return mat<4, 3, T, Q>( + m1[0] + m2[0], + m1[1] + m2[1], + m1[2] + m2[2], + m1[3] + m2[3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m, T const& s) + { + return mat<4, 3, T, Q>( + m[0] - s, + m[1] - s, + m[2] - s, + m[3] - s); + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator-(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) + { + return mat<4, 3, T, Q>( + m1[0] - m2[0], + m1[1] - m2[1], + m1[2] - m2[2], + m1[3] - m2[3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m, T const& s) + { + return mat<4, 3, T, Q>( + m[0] * s, + m[1] * s, + m[2] * s, + m[3] * s); + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(T const& s, mat<4, 3, T, Q> const& m) + { + return mat<4, 3, T, Q>( + m[0] * s, + m[1] * s, + m[2] * s, + m[3] * s); + } + + template + GLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::col_type operator* + ( + mat<4, 3, T, Q> const& m, + typename mat<4, 3, T, Q>::row_type const& v) + { + return typename mat<4, 3, T, Q>::col_type( + m[0][0] * v.x + m[1][0] * v.y + m[2][0] * v.z + m[3][0] * v.w, + m[0][1] * v.x + m[1][1] * v.y + m[2][1] * v.z + m[3][1] * v.w, + m[0][2] * v.x + m[1][2] * v.y + m[2][2] * v.z + m[3][2] * v.w); + } + + template + GLM_FUNC_QUALIFIER typename mat<4, 3, T, Q>::row_type operator* + ( + typename mat<4, 3, T, Q>::col_type const& v, + mat<4, 3, T, Q> const& m) + { + return typename mat<4, 3, T, Q>::row_type( + v.x * m[0][0] + v.y * m[0][1] + v.z * m[0][2], + v.x * m[1][0] + v.y * m[1][1] + v.z * m[1][2], + v.x * m[2][0] + v.y * m[2][1] + v.z * m[2][2], + v.x * m[3][0] + v.y * m[3][1] + v.z * m[3][2]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<2, 4, T, Q> const& m2) + { + return mat<2, 3, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<3, 4, T, Q> const& m2) + { + T const SrcA00 = m1[0][0]; + T const SrcA01 = m1[0][1]; + T const SrcA02 = m1[0][2]; + T const SrcA10 = m1[1][0]; + T const SrcA11 = m1[1][1]; + T const SrcA12 = m1[1][2]; + T const SrcA20 = m1[2][0]; + T const SrcA21 = m1[2][1]; + T const SrcA22 = m1[2][2]; + T const SrcA30 = m1[3][0]; + T const SrcA31 = m1[3][1]; + T const SrcA32 = m1[3][2]; + + T const SrcB00 = m2[0][0]; + T const SrcB01 = m2[0][1]; + T const SrcB02 = m2[0][2]; + T const SrcB03 = m2[0][3]; + T const SrcB10 = m2[1][0]; + T const SrcB11 = m2[1][1]; + T const SrcB12 = m2[1][2]; + T const SrcB13 = m2[1][3]; + T const SrcB20 = m2[2][0]; + T const SrcB21 = m2[2][1]; + T const SrcB22 = m2[2][2]; + T const SrcB23 = m2[2][3]; + + mat<3, 3, T, Q> Result; + Result[0][0] = SrcA00 * SrcB00 + SrcA10 * SrcB01 + SrcA20 * SrcB02 + SrcA30 * SrcB03; + Result[0][1] = SrcA01 * SrcB00 + SrcA11 * SrcB01 + SrcA21 * SrcB02 + SrcA31 * SrcB03; + Result[0][2] = SrcA02 * SrcB00 + SrcA12 * SrcB01 + SrcA22 * SrcB02 + SrcA32 * SrcB03; + Result[1][0] = SrcA00 * SrcB10 + SrcA10 * SrcB11 + SrcA20 * SrcB12 + SrcA30 * SrcB13; + Result[1][1] = SrcA01 * SrcB10 + SrcA11 * SrcB11 + SrcA21 * SrcB12 + SrcA31 * SrcB13; + Result[1][2] = SrcA02 * SrcB10 + SrcA12 * SrcB11 + SrcA22 * SrcB12 + SrcA32 * SrcB13; + Result[2][0] = SrcA00 * SrcB20 + SrcA10 * SrcB21 + SrcA20 * SrcB22 + SrcA30 * SrcB23; + Result[2][1] = SrcA01 * SrcB20 + SrcA11 * SrcB21 + SrcA21 * SrcB22 + SrcA31 * SrcB23; + Result[2][2] = SrcA02 * SrcB20 + SrcA12 * SrcB21 + SrcA22 * SrcB22 + SrcA32 * SrcB23; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator*(mat<4, 3, T, Q> const& m1, mat<4, 4, T, Q> const& m2) + { + return mat<4, 3, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3], + m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3], + m1[0][0] * m2[3][0] + m1[1][0] * m2[3][1] + m1[2][0] * m2[3][2] + m1[3][0] * m2[3][3], + m1[0][1] * m2[3][0] + m1[1][1] * m2[3][1] + m1[2][1] * m2[3][2] + m1[3][1] * m2[3][3], + m1[0][2] * m2[3][0] + m1[1][2] * m2[3][1] + m1[2][2] * m2[3][2] + m1[3][2] * m2[3][3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator/(mat<4, 3, T, Q> const& m, T const& s) + { + return mat<4, 3, T, Q>( + m[0] / s, + m[1] / s, + m[2] / s, + m[3] / s); + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> operator/(T const& s, mat<4, 3, T, Q> const& m) + { + return mat<4, 3, T, Q>( + s / m[0], + s / m[1], + s / m[2], + s / m[3]); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER bool operator==(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) + { + return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(mat<4, 3, T, Q> const& m1, mat<4, 3, T, Q> const& m2) + { + return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]); + } +} //namespace glm diff --git a/vendor/include/glm/detail/type_mat4x4.hpp b/vendor/include/glm/detail/type_mat4x4.hpp new file mode 100644 index 0000000..3517f9f --- /dev/null +++ b/vendor/include/glm/detail/type_mat4x4.hpp @@ -0,0 +1,189 @@ +/// @ref core +/// @file glm/detail/type_mat4x4.hpp + +#pragma once + +#include "type_vec4.hpp" +#include +#include + +namespace glm +{ + template + struct mat<4, 4, T, Q> + { + typedef vec<4, T, Q> col_type; + typedef vec<4, T, Q> row_type; + typedef mat<4, 4, T, Q> type; + typedef mat<4, 4, T, Q> transpose_type; + typedef T value_type; + + private: + col_type value[4]; + + public: + // -- Accesses -- + + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;} + + GLM_FUNC_DECL col_type & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR col_type const& operator[](length_type i) const; + + // -- Constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR mat() GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR mat(mat<4, 4, T, P> const& m); + + GLM_FUNC_DECL explicit GLM_CONSTEXPR mat(T const& x); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + T const& x0, T const& y0, T const& z0, T const& w0, + T const& x1, T const& y1, T const& z1, T const& w1, + T const& x2, T const& y2, T const& z2, T const& w2, + T const& x3, T const& y3, T const& z3, T const& w3); + GLM_FUNC_DECL GLM_CONSTEXPR mat( + col_type const& v0, + col_type const& v1, + col_type const& v2, + col_type const& v3); + + // -- Conversions -- + + template< + typename X1, typename Y1, typename Z1, typename W1, + typename X2, typename Y2, typename Z2, typename W2, + typename X3, typename Y3, typename Z3, typename W3, + typename X4, typename Y4, typename Z4, typename W4> + GLM_FUNC_DECL GLM_CONSTEXPR mat( + X1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1, + X2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2, + X3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3, + X4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4); + + template + GLM_FUNC_DECL GLM_CONSTEXPR mat( + vec<4, V1, Q> const& v1, + vec<4, V2, Q> const& v2, + vec<4, V3, Q> const& v3, + vec<4, V4, Q> const& v4); + + // -- Matrix conversions -- + + template + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 4, U, P> const& m); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 3, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<2, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 2, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<3, 4, T, Q> const& x); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR mat(mat<4, 3, T, Q> const& x); + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_DECL mat<4, 4, T, Q> & operator=(mat<4, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 4, T, Q> & operator+=(U s); + template + GLM_FUNC_DECL mat<4, 4, T, Q> & operator+=(mat<4, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 4, T, Q> & operator-=(U s); + template + GLM_FUNC_DECL mat<4, 4, T, Q> & operator-=(mat<4, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 4, T, Q> & operator*=(U s); + template + GLM_FUNC_DECL mat<4, 4, T, Q> & operator*=(mat<4, 4, U, Q> const& m); + template + GLM_FUNC_DECL mat<4, 4, T, Q> & operator/=(U s); + template + GLM_FUNC_DECL mat<4, 4, T, Q> & operator/=(mat<4, 4, U, Q> const& m); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL mat<4, 4, T, Q> & operator++(); + GLM_FUNC_DECL mat<4, 4, T, Q> & operator--(); + GLM_FUNC_DECL mat<4, 4, T, Q> operator++(int); + GLM_FUNC_DECL mat<4, 4, T, Q> operator--(int); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m); + + // -- Binary operators -- + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T const& s); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator+(T const& s, mat<4, 4, T, Q> const& m); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T const& s); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator-(T const& s, mat<4, 4, T, Q> const& m); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T const& s); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator*(T const& s, mat<4, 4, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<4, 4, T, Q>::col_type operator*(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<4, 4, T, Q>::row_type operator*(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m); + + template + GLM_FUNC_DECL mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T const& s); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator/(T const& s, mat<4, 4, T, Q> const& m); + + template + GLM_FUNC_DECL typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v); + + template + GLM_FUNC_DECL typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m); + + template + GLM_FUNC_DECL mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); + + template + GLM_FUNC_DECL bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_mat4x4.inl" +#endif//GLM_EXTERNAL_TEMPLATE diff --git a/vendor/include/glm/detail/type_mat4x4.inl b/vendor/include/glm/detail/type_mat4x4.inl new file mode 100644 index 0000000..e38b87f --- /dev/null +++ b/vendor/include/glm/detail/type_mat4x4.inl @@ -0,0 +1,706 @@ +#include "../matrix.hpp" + +namespace glm +{ + // -- Constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat() +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALIZER_LIST + : value{col_type(1, 0, 0, 0), col_type(0, 1, 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} +# endif + { +# if GLM_CONFIG_CTOR_INIT == GLM_CTOR_INITIALISATION + this->value[0] = col_type(1, 0, 0, 0); + this->value[1] = col_type(0, 1, 0, 0); + this->value[2] = col_type(0, 0, 1, 0); + this->value[3] = col_type(0, 0, 0, 1); +# endif + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, T, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + this->value[3] = m[3]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(T const& s) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(s, 0, 0, 0), col_type(0, s, 0, 0), col_type(0, 0, s, 0), col_type(0, 0, 0, s)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(s, 0, 0, 0); + this->value[1] = col_type(0, s, 0, 0); + this->value[2] = col_type(0, 0, s, 0); + this->value[3] = col_type(0, 0, 0, s); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat + ( + T const& x0, T const& y0, T const& z0, T const& w0, + T const& x1, T const& y1, T const& z1, T const& w1, + T const& x2, T const& y2, T const& z2, T const& w2, + T const& x3, T const& y3, T const& z3, T const& w3 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{ + col_type(x0, y0, z0, w0), + col_type(x1, y1, z1, w1), + col_type(x2, y2, z2, w2), + col_type(x3, y3, z3, w3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x0, y0, z0, w0); + this->value[1] = col_type(x1, y1, z1, w1); + this->value[2] = col_type(x2, y2, z2, w2); + this->value[3] = col_type(x3, y3, z3, w3); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(col_type const& v0, col_type const& v1, col_type const& v2, col_type const& v3) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v0), col_type(v1), col_type(v2), col_type(v3)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = v0; + this->value[1] = v1; + this->value[2] = v2; + this->value[3] = v3; +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 4, U, P> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(m[3])} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0]); + this->value[1] = col_type(m[1]); + this->value[2] = col_type(m[2]); + this->value[3] = col_type(m[3]); +# endif + } + + // -- Conversions -- + + template + template< + typename X1, typename Y1, typename Z1, typename W1, + typename X2, typename Y2, typename Z2, typename W2, + typename X3, typename Y3, typename Z3, typename W3, + typename X4, typename Y4, typename Z4, typename W4> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat + ( + X1 const& x1, Y1 const& y1, Z1 const& z1, W1 const& w1, + X2 const& x2, Y2 const& y2, Z2 const& z2, W2 const& w2, + X3 const& x3, Y3 const& y3, Z3 const& z3, W3 const& w3, + X4 const& x4, Y4 const& y4, Z4 const& z4, W4 const& w4 + ) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(x1, y1, z1, w1), col_type(x2, y2, z2, w2), col_type(x3, y3, z3, w3), col_type(x4, y4, z4, w4)} +# endif + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 1st parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 4th parameter type invalid."); + + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 5th parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 6th parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 7th parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 8th parameter type invalid."); + + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 9th parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 10th parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 11th parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 12th parameter type invalid."); + + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 13th parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 14th parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 15th parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 16th parameter type invalid."); + +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(x1, y1, z1, w1); + this->value[1] = col_type(x2, y2, z2, w2); + this->value[2] = col_type(x3, y3, z3, w3); + this->value[3] = col_type(x4, y4, z4, w4); +# endif + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(vec<4, V1, Q> const& v1, vec<4, V2, Q> const& v2, vec<4, V3, Q> const& v3, vec<4, V4, Q> const& v4) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(v1), col_type(v2), col_type(v3), col_type(v4)} +# endif + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 1st parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 2nd parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 3rd parameter type invalid."); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559 || std::numeric_limits::is_integer || GLM_CONFIG_UNRESTRICTED_GENTYPE, "*mat4x4 constructor only takes float and integer types, 4th parameter type invalid."); + +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(v1); + this->value[1] = col_type(v2); + this->value[2] = col_type(v3); + this->value[3] = col_type(v4); +# endif + } + + // -- Matrix conversions -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0, 0); + this->value[1] = col_type(m[1], 0, 0); + this->value[2] = col_type(0, 0, 1, 0); + this->value[3] = col_type(0, 0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(0, 0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(m[2], 0); + this->value[3] = col_type(0, 0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(0, 0, 1, 0); + this->value[3] = col_type(0, 0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(m[2], 1, 0), col_type(0, 0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0, 0); + this->value[1] = col_type(m[1], 0, 0); + this->value[2] = col_type(m[2], 1, 0); + this->value[3] = col_type(0, 0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<2, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = col_type(0, 0, 1, 0); + this->value[3] = col_type(0, 0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 2, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0, 0), col_type(m[1], 0, 0), col_type(0, 0, 1, 0), col_type(0, 0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0, 0); + this->value[1] = col_type(m[1], 0, 0); + this->value[2] = col_type(0, 0, 1, 0); + this->value[3] = col_type(0, 0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<3, 4, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0]), col_type(m[1]), col_type(m[2]), col_type(0, 0, 0, 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + this->value[3] = col_type(0, 0, 0, 1); +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR mat<4, 4, T, Q>::mat(mat<4, 3, T, Q> const& m) +# if GLM_HAS_INITIALIZER_LISTS + : value{col_type(m[0], 0), col_type(m[1], 0), col_type(m[2], 0), col_type(m[3], 1)} +# endif + { +# if !GLM_HAS_INITIALIZER_LISTS + this->value[0] = col_type(m[0], 0); + this->value[1] = col_type(m[1], 0); + this->value[2] = col_type(m[2], 0); + this->value[3] = col_type(m[3], 1); +# endif + } + + // -- Accesses -- + + template + GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type & mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i) + { + assert(i < this->length()); + return this->value[i]; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR typename mat<4, 4, T, Q>::col_type const& mat<4, 4, T, Q>::operator[](typename mat<4, 4, T, Q>::length_type i) const + { + assert(i < this->length()); + return this->value[i]; + } + + // -- Unary arithmetic operators -- + + template + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator=(mat<4, 4, U, Q> const& m) + { + //memcpy could be faster + //memcpy(&this->value, &m.value, 16 * sizeof(valType)); + this->value[0] = m[0]; + this->value[1] = m[1]; + this->value[2] = m[2]; + this->value[3] = m[3]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(U s) + { + this->value[0] += s; + this->value[1] += s; + this->value[2] += s; + this->value[3] += s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q>& mat<4, 4, T, Q>::operator+=(mat<4, 4, U, Q> const& m) + { + this->value[0] += m[0]; + this->value[1] += m[1]; + this->value[2] += m[2]; + this->value[3] += m[3]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(U s) + { + this->value[0] -= s; + this->value[1] -= s; + this->value[2] -= s; + this->value[3] -= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator-=(mat<4, 4, U, Q> const& m) + { + this->value[0] -= m[0]; + this->value[1] -= m[1]; + this->value[2] -= m[2]; + this->value[3] -= m[3]; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(U s) + { + this->value[0] *= s; + this->value[1] *= s; + this->value[2] *= s; + this->value[3] *= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator*=(mat<4, 4, U, Q> const& m) + { + return (*this = *this * m); + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(U s) + { + this->value[0] /= s; + this->value[1] /= s; + this->value[2] /= s; + this->value[3] /= s; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator/=(mat<4, 4, U, Q> const& m) + { + return *this *= inverse(m); + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator++() + { + ++this->value[0]; + ++this->value[1]; + ++this->value[2]; + ++this->value[3]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> & mat<4, 4, T, Q>::operator--() + { + --this->value[0]; + --this->value[1]; + --this->value[2]; + --this->value[3]; + return *this; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat<4, 4, T, Q>::operator++(int) + { + mat<4, 4, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat<4, 4, T, Q>::operator--(int) + { + mat<4, 4, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary constant operators -- + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m) + { + return m; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m) + { + return mat<4, 4, T, Q>( + -m[0], + -m[1], + -m[2], + -m[3]); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m, T const& s) + { + return mat<4, 4, T, Q>( + m[0] + s, + m[1] + s, + m[2] + s, + m[3] + s); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(T const& s, mat<4, 4, T, Q> const& m) + { + return mat<4, 4, T, Q>( + m[0] + s, + m[1] + s, + m[2] + s, + m[3] + s); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator+(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) + { + return mat<4, 4, T, Q>( + m1[0] + m2[0], + m1[1] + m2[1], + m1[2] + m2[2], + m1[3] + m2[3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m, T const& s) + { + return mat<4, 4, T, Q>( + m[0] - s, + m[1] - s, + m[2] - s, + m[3] - s); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(T const& s, mat<4, 4, T, Q> const& m) + { + return mat<4, 4, T, Q>( + s - m[0], + s - m[1], + s - m[2], + s - m[3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator-(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) + { + return mat<4, 4, T, Q>( + m1[0] - m2[0], + m1[1] - m2[1], + m1[2] - m2[2], + m1[3] - m2[3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m, T const & s) + { + return mat<4, 4, T, Q>( + m[0] * s, + m[1] * s, + m[2] * s, + m[3] * s); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(T const& s, mat<4, 4, T, Q> const& m) + { + return mat<4, 4, T, Q>( + m[0] * s, + m[1] * s, + m[2] * s, + m[3] * s); + } + + template + GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type operator* + ( + mat<4, 4, T, Q> const& m, + typename mat<4, 4, T, Q>::row_type const& v + ) + { +/* + __m128 v0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 v1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(1, 1, 1, 1)); + __m128 v2 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(2, 2, 2, 2)); + __m128 v3 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 m0 = _mm_mul_ps(m[0].data, v0); + __m128 m1 = _mm_mul_ps(m[1].data, v1); + __m128 a0 = _mm_add_ps(m0, m1); + + __m128 m2 = _mm_mul_ps(m[2].data, v2); + __m128 m3 = _mm_mul_ps(m[3].data, v3); + __m128 a1 = _mm_add_ps(m2, m3); + + __m128 a2 = _mm_add_ps(a0, a1); + + return typename mat<4, 4, T, Q>::col_type(a2); +*/ + + typename mat<4, 4, T, Q>::col_type const Mov0(v[0]); + typename mat<4, 4, T, Q>::col_type const Mov1(v[1]); + typename mat<4, 4, T, Q>::col_type const Mul0 = m[0] * Mov0; + typename mat<4, 4, T, Q>::col_type const Mul1 = m[1] * Mov1; + typename mat<4, 4, T, Q>::col_type const Add0 = Mul0 + Mul1; + typename mat<4, 4, T, Q>::col_type const Mov2(v[2]); + typename mat<4, 4, T, Q>::col_type const Mov3(v[3]); + typename mat<4, 4, T, Q>::col_type const Mul2 = m[2] * Mov2; + typename mat<4, 4, T, Q>::col_type const Mul3 = m[3] * Mov3; + typename mat<4, 4, T, Q>::col_type const Add1 = Mul2 + Mul3; + typename mat<4, 4, T, Q>::col_type const Add2 = Add0 + Add1; + return Add2; + +/* + return typename mat<4, 4, T, Q>::col_type( + m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2] + m[3][0] * v[3], + m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2] + m[3][1] * v[3], + m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2] + m[3][2] * v[3], + m[0][3] * v[0] + m[1][3] * v[1] + m[2][3] * v[2] + m[3][3] * v[3]); +*/ + } + + template + GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::row_type operator* + ( + typename mat<4, 4, T, Q>::col_type const& v, + mat<4, 4, T, Q> const& m + ) + { + return typename mat<4, 4, T, Q>::row_type( + m[0][0] * v[0] + m[0][1] * v[1] + m[0][2] * v[2] + m[0][3] * v[3], + m[1][0] * v[0] + m[1][1] * v[1] + m[1][2] * v[2] + m[1][3] * v[3], + m[2][0] * v[0] + m[2][1] * v[1] + m[2][2] * v[2] + m[2][3] * v[3], + m[3][0] * v[0] + m[3][1] * v[1] + m[3][2] * v[2] + m[3][3] * v[3]); + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<2, 4, T, Q> const& m2) + { + return mat<2, 4, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3], + m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3], + m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<3, 4, T, Q> const& m2) + { + return mat<3, 4, T, Q>( + m1[0][0] * m2[0][0] + m1[1][0] * m2[0][1] + m1[2][0] * m2[0][2] + m1[3][0] * m2[0][3], + m1[0][1] * m2[0][0] + m1[1][1] * m2[0][1] + m1[2][1] * m2[0][2] + m1[3][1] * m2[0][3], + m1[0][2] * m2[0][0] + m1[1][2] * m2[0][1] + m1[2][2] * m2[0][2] + m1[3][2] * m2[0][3], + m1[0][3] * m2[0][0] + m1[1][3] * m2[0][1] + m1[2][3] * m2[0][2] + m1[3][3] * m2[0][3], + m1[0][0] * m2[1][0] + m1[1][0] * m2[1][1] + m1[2][0] * m2[1][2] + m1[3][0] * m2[1][3], + m1[0][1] * m2[1][0] + m1[1][1] * m2[1][1] + m1[2][1] * m2[1][2] + m1[3][1] * m2[1][3], + m1[0][2] * m2[1][0] + m1[1][2] * m2[1][1] + m1[2][2] * m2[1][2] + m1[3][2] * m2[1][3], + m1[0][3] * m2[1][0] + m1[1][3] * m2[1][1] + m1[2][3] * m2[1][2] + m1[3][3] * m2[1][3], + m1[0][0] * m2[2][0] + m1[1][0] * m2[2][1] + m1[2][0] * m2[2][2] + m1[3][0] * m2[2][3], + m1[0][1] * m2[2][0] + m1[1][1] * m2[2][1] + m1[2][1] * m2[2][2] + m1[3][1] * m2[2][3], + m1[0][2] * m2[2][0] + m1[1][2] * m2[2][1] + m1[2][2] * m2[2][2] + m1[3][2] * m2[2][3], + m1[0][3] * m2[2][0] + m1[1][3] * m2[2][1] + m1[2][3] * m2[2][2] + m1[3][3] * m2[2][3]); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator*(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) + { + typename mat<4, 4, T, Q>::col_type const SrcA0 = m1[0]; + typename mat<4, 4, T, Q>::col_type const SrcA1 = m1[1]; + typename mat<4, 4, T, Q>::col_type const SrcA2 = m1[2]; + typename mat<4, 4, T, Q>::col_type const SrcA3 = m1[3]; + + typename mat<4, 4, T, Q>::col_type const SrcB0 = m2[0]; + typename mat<4, 4, T, Q>::col_type const SrcB1 = m2[1]; + typename mat<4, 4, T, Q>::col_type const SrcB2 = m2[2]; + typename mat<4, 4, T, Q>::col_type const SrcB3 = m2[3]; + + mat<4, 4, T, Q> Result; + Result[0] = SrcA0 * SrcB0[0] + SrcA1 * SrcB0[1] + SrcA2 * SrcB0[2] + SrcA3 * SrcB0[3]; + Result[1] = SrcA0 * SrcB1[0] + SrcA1 * SrcB1[1] + SrcA2 * SrcB1[2] + SrcA3 * SrcB1[3]; + Result[2] = SrcA0 * SrcB2[0] + SrcA1 * SrcB2[1] + SrcA2 * SrcB2[2] + SrcA3 * SrcB2[3]; + Result[3] = SrcA0 * SrcB3[0] + SrcA1 * SrcB3[1] + SrcA2 * SrcB3[2] + SrcA3 * SrcB3[3]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m, T const& s) + { + return mat<4, 4, T, Q>( + m[0] / s, + m[1] / s, + m[2] / s, + m[3] / s); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(T const& s, mat<4, 4, T, Q> const& m) + { + return mat<4, 4, T, Q>( + s / m[0], + s / m[1], + s / m[2], + s / m[3]); + } + + template + GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::col_type operator/(mat<4, 4, T, Q> const& m, typename mat<4, 4, T, Q>::row_type const& v) + { + return inverse(m) * v; + } + + template + GLM_FUNC_QUALIFIER typename mat<4, 4, T, Q>::row_type operator/(typename mat<4, 4, T, Q>::col_type const& v, mat<4, 4, T, Q> const& m) + { + return v * inverse(m); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> operator/(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) + { + mat<4, 4, T, Q> m1_copy(m1); + return m1_copy /= m2; + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER bool operator==(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) + { + return (m1[0] == m2[0]) && (m1[1] == m2[1]) && (m1[2] == m2[2]) && (m1[3] == m2[3]); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2) + { + return (m1[0] != m2[0]) || (m1[1] != m2[1]) || (m1[2] != m2[2]) || (m1[3] != m2[3]); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "type_mat4x4_simd.inl" +#endif diff --git a/vendor/include/glm/detail/type_mat4x4_simd.inl b/vendor/include/glm/detail/type_mat4x4_simd.inl new file mode 100644 index 0000000..fb3a16f --- /dev/null +++ b/vendor/include/glm/detail/type_mat4x4_simd.inl @@ -0,0 +1,6 @@ +/// @ref core + +namespace glm +{ + +}//namespace glm diff --git a/vendor/include/glm/detail/type_quat.hpp b/vendor/include/glm/detail/type_quat.hpp new file mode 100644 index 0000000..0e60bc3 --- /dev/null +++ b/vendor/include/glm/detail/type_quat.hpp @@ -0,0 +1,186 @@ +/// @ref core +/// @file glm/detail/type_quat.hpp + +#pragma once + +// Dependency: +#include "../detail/type_mat3x3.hpp" +#include "../detail/type_mat4x4.hpp" +#include "../detail/type_vec3.hpp" +#include "../detail/type_vec4.hpp" +#include "../ext/vector_relational.hpp" +#include "../ext/quaternion_relational.hpp" +#include "../gtc/constants.hpp" +#include "../gtc/matrix_transform.hpp" + +namespace glm +{ + template + struct qua + { + // -- Implementation detail -- + + typedef qua type; + typedef T value_type; + + // -- Data -- + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic push +# pragma GCC diagnostic ignored "-Wpedantic" +# elif GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic push +# pragma clang diagnostic ignored "-Wgnu-anonymous-struct" +# pragma clang diagnostic ignored "-Wnested-anon-types" +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(push) +# pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union +# endif +# endif + +# if GLM_LANG & GLM_LANG_CXXMS_FLAG + union + { +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + struct { T w, x, y, z; }; +# else + struct { T x, y, z, w; }; +# endif + + typename detail::storage<4, T, detail::is_aligned::value>::type data; + }; +# else +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + T w, x, y, z; +# else + T x, y, z, w; +# endif +# endif + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(pop) +# endif +# endif + + // -- Component accesses -- + + typedef length_t length_type; + + /// Return the count of components of a quaternion + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;} + + GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; + + // -- Implicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR qua() GLM_DEFAULT; + GLM_FUNC_DECL GLM_CONSTEXPR qua(qua const& q) GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR qua(qua const& q); + + // -- Explicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR qua(T s, vec<3, T, Q> const& v); + GLM_FUNC_DECL GLM_CONSTEXPR qua(T w, T x, T y, T z); + + // -- Conversion constructors -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT qua(qua const& q); + + /// Explicit conversion operators +# if GLM_HAS_EXPLICIT_CONVERSION_OPERATORS + GLM_FUNC_DECL explicit operator mat<3, 3, T, Q>() const; + GLM_FUNC_DECL explicit operator mat<4, 4, T, Q>() const; +# endif + + /// Create a quaternion from two normalized axis + /// + /// @param u A first normalized axis + /// @param v A second normalized axis + /// @see gtc_quaternion + /// @see http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors + GLM_FUNC_DECL qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v); + + /// Build a quaternion from euler angles (pitch, yaw, roll), in radians. + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT qua(vec<3, T, Q> const& eulerAngles); + GLM_FUNC_DECL GLM_EXPLICIT qua(mat<3, 3, T, Q> const& q); + GLM_FUNC_DECL GLM_EXPLICIT qua(mat<4, 4, T, Q> const& q); + + // -- Unary arithmetic operators -- + + GLM_FUNC_DECL GLM_CONSTEXPR qua& operator=(qua const& q) GLM_DEFAULT; + + template + GLM_FUNC_DECL GLM_CONSTEXPR qua& operator=(qua const& q); + template + GLM_FUNC_DECL GLM_CONSTEXPR qua& operator+=(qua const& q); + template + GLM_FUNC_DECL GLM_CONSTEXPR qua& operator-=(qua const& q); + template + GLM_FUNC_DECL GLM_CONSTEXPR qua& operator*=(qua const& q); + template + GLM_FUNC_DECL GLM_CONSTEXPR qua& operator*=(U s); + template + GLM_FUNC_DECL GLM_CONSTEXPR qua& operator/=(U s); + }; + + // -- Unary bit operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR qua operator+(qua const& q); + + template + GLM_FUNC_DECL GLM_CONSTEXPR qua operator-(qua const& q); + + // -- Binary operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR qua operator+(qua const& q, qua const& p); + + template + GLM_FUNC_DECL GLM_CONSTEXPR qua operator-(qua const& q, qua const& p); + + template + GLM_FUNC_DECL GLM_CONSTEXPR qua operator*(qua const& q, qua const& p); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(qua const& q, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua const& q); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(qua const& q, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua const& q); + + template + GLM_FUNC_DECL GLM_CONSTEXPR qua operator*(qua const& q, T const& s); + + template + GLM_FUNC_DECL GLM_CONSTEXPR qua operator*(T const& s, qua const& q); + + template + GLM_FUNC_DECL GLM_CONSTEXPR qua operator/(qua const& q, T const& s); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(qua const& q1, qua const& q2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(qua const& q1, qua const& q2); +} //namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_quat.inl" +#endif//GLM_EXTERNAL_TEMPLATE diff --git a/vendor/include/glm/detail/type_quat.inl b/vendor/include/glm/detail/type_quat.inl new file mode 100644 index 0000000..67b9310 --- /dev/null +++ b/vendor/include/glm/detail/type_quat.inl @@ -0,0 +1,408 @@ +#include "../trigonometric.hpp" +#include "../exponential.hpp" +#include "../ext/quaternion_geometric.hpp" +#include + +namespace glm{ +namespace detail +{ + template + struct genTypeTrait > + { + static const genTypeEnum GENTYPE = GENTYPE_QUAT; + }; + + template + struct compute_dot, T, Aligned> + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static T call(qua const& a, qua const& b) + { + vec<4, T, Q> tmp(a.w * b.w, a.x * b.x, a.y * b.y, a.z * b.z); + return (tmp.x + tmp.y) + (tmp.z + tmp.w); + } + }; + + template + struct compute_quat_add + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua call(qua const& q, qua const& p) + { + return qua(q.w + p.w, q.x + p.x, q.y + p.y, q.z + p.z); + } + }; + + template + struct compute_quat_sub + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua call(qua const& q, qua const& p) + { + return qua(q.w - p.w, q.x - p.x, q.y - p.y, q.z - p.z); + } + }; + + template + struct compute_quat_mul_scalar + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua call(qua const& q, T s) + { + return qua(q.w * s, q.x * s, q.y * s, q.z * s); + } + }; + + template + struct compute_quat_div_scalar + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static qua call(qua const& q, T s) + { + return qua(q.w / s, q.x / s, q.y / s, q.z / s); + } + }; + + template + struct compute_quat_mul_vec4 + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(qua const& q, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(q * vec<3, T, Q>(v), v.w); + } + }; +}//namespace detail + + // -- Component accesses -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & qua::operator[](typename qua::length_type i) + { + assert(i >= 0 && i < this->length()); +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + return (&w)[i]; +# else + return (&x)[i]; +# endif + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& qua::operator[](typename qua::length_type i) const + { + assert(i >= 0 && i < this->length()); +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + return (&w)[i]; +# else + return (&x)[i]; +# endif + } + + // -- Implicit basic constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua() +# if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + : w(1), x(0), y(0), z(0) +# else + : x(0), y(0), z(0), w(1) +# endif +# endif + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(qua const& q) +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + : w(q.w), x(q.x), y(q.y), z(q.z) +# else + : x(q.x), y(q.y), z(q.z), w(q.w) +# endif + {} +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(qua const& q) +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + : w(q.w), x(q.x), y(q.y), z(q.z) +# else + : x(q.x), y(q.y), z(q.z), w(q.w) +# endif + {} + + // -- Explicit basic constructors -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(T s, vec<3, T, Q> const& v) +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + : w(s), x(v.x), y(v.y), z(v.z) +# else + : x(v.x), y(v.y), z(v.z), w(s) +# endif + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(T _w, T _x, T _y, T _z) +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + : w(_w), x(_x), y(_y), z(_z) +# else + : x(_x), y(_y), z(_z), w(_w) +# endif + {} + + // -- Conversion constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(qua const& q) +# ifdef GLM_FORCE_QUAT_DATA_WXYZ + : w(static_cast(q.w)), x(static_cast(q.x)), y(static_cast(q.y)), z(static_cast(q.z)) +# else + : x(static_cast(q.x)), y(static_cast(q.y)), z(static_cast(q.z)), w(static_cast(q.w)) +# endif + {} + + //template + //GLM_FUNC_QUALIFIER qua::qua + //( + // valType const& pitch, + // valType const& yaw, + // valType const& roll + //) + //{ + // vec<3, valType> eulerAngle(pitch * valType(0.5), yaw * valType(0.5), roll * valType(0.5)); + // vec<3, valType> c = glm::cos(eulerAngle * valType(0.5)); + // vec<3, valType> s = glm::sin(eulerAngle * valType(0.5)); + // + // this->w = c.x * c.y * c.z + s.x * s.y * s.z; + // this->x = s.x * c.y * c.z - c.x * s.y * s.z; + // this->y = c.x * s.y * c.z + s.x * c.y * s.z; + // this->z = c.x * c.y * s.z - s.x * s.y * c.z; + //} + + template + GLM_FUNC_QUALIFIER qua::qua(vec<3, T, Q> const& u, vec<3, T, Q> const& v) + { + T norm_u_norm_v = sqrt(dot(u, u) * dot(v, v)); + T real_part = norm_u_norm_v + dot(u, v); + vec<3, T, Q> t; + + if(real_part < static_cast(1.e-6f) * norm_u_norm_v) + { + // If u and v are exactly opposite, rotate 180 degrees + // around an arbitrary orthogonal axis. Axis normalisation + // can happen later, when we normalise the quaternion. + real_part = static_cast(0); + t = abs(u.x) > abs(u.z) ? vec<3, T, Q>(-u.y, u.x, static_cast(0)) : vec<3, T, Q>(static_cast(0), -u.z, u.y); + } + else + { + // Otherwise, build quaternion the standard way. + t = cross(u, v); + } + + *this = normalize(qua(real_part, t.x, t.y, t.z)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua::qua(vec<3, T, Q> const& eulerAngle) + { + vec<3, T, Q> c = glm::cos(eulerAngle * T(0.5)); + vec<3, T, Q> s = glm::sin(eulerAngle * T(0.5)); + + this->w = c.x * c.y * c.z + s.x * s.y * s.z; + this->x = s.x * c.y * c.z - c.x * s.y * s.z; + this->y = c.x * s.y * c.z + s.x * c.y * s.z; + this->z = c.x * c.y * s.z - s.x * s.y * c.z; + } + + template + GLM_FUNC_QUALIFIER qua::qua(mat<3, 3, T, Q> const& m) + { + *this = quat_cast(m); + } + + template + GLM_FUNC_QUALIFIER qua::qua(mat<4, 4, T, Q> const& m) + { + *this = quat_cast(m); + } + +# if GLM_HAS_EXPLICIT_CONVERSION_OPERATORS + template + GLM_FUNC_QUALIFIER qua::operator mat<3, 3, T, Q>() const + { + return mat3_cast(*this); + } + + template + GLM_FUNC_QUALIFIER qua::operator mat<4, 4, T, Q>() const + { + return mat4_cast(*this); + } +# endif//GLM_HAS_EXPLICIT_CONVERSION_OPERATORS + + // -- Unary arithmetic operators -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator=(qua const& q) + { + this->w = q.w; + this->x = q.x; + this->y = q.y; + this->z = q.z; + return *this; + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator=(qua const& q) + { + this->w = static_cast(q.w); + this->x = static_cast(q.x); + this->y = static_cast(q.y); + this->z = static_cast(q.z); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator+=(qua const& q) + { + return (*this = detail::compute_quat_add::value>::call(*this, qua(q))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator-=(qua const& q) + { + return (*this = detail::compute_quat_sub::value>::call(*this, qua(q))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator*=(qua const& r) + { + qua const p(*this); + qua const q(r); + + this->w = p.w * q.w - p.x * q.x - p.y * q.y - p.z * q.z; + this->x = p.w * q.x + p.x * q.w + p.y * q.z - p.z * q.y; + this->y = p.w * q.y + p.y * q.w + p.z * q.x - p.x * q.z; + this->z = p.w * q.z + p.z * q.w + p.x * q.y - p.y * q.x; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator*=(U s) + { + return (*this = detail::compute_quat_mul_scalar::value>::call(*this, static_cast(s))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua & qua::operator/=(U s) + { + return (*this = detail::compute_quat_div_scalar::value>::call(*this, static_cast(s))); + } + + // -- Unary bit operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator+(qua const& q) + { + return q; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator-(qua const& q) + { + return qua(-q.w, -q.x, -q.y, -q.z); + } + + // -- Binary operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator+(qua const& q, qua const& p) + { + return qua(q) += p; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator-(qua const& q, qua const& p) + { + return qua(q) -= p; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator*(qua const& q, qua const& p) + { + return qua(q) *= p; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(qua const& q, vec<3, T, Q> const& v) + { + vec<3, T, Q> const QuatVector(q.x, q.y, q.z); + vec<3, T, Q> const uv(glm::cross(QuatVector, v)); + vec<3, T, Q> const uuv(glm::cross(QuatVector, uv)); + + return v + ((uv * q.w) + uuv) * static_cast(2); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, qua const& q) + { + return glm::inverse(q) * v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(qua const& q, vec<4, T, Q> const& v) + { + return detail::compute_quat_mul_vec4::value>::call(q, v); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, qua const& q) + { + return glm::inverse(q) * v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator*(qua const& q, T const& s) + { + return qua( + q.w * s, q.x * s, q.y * s, q.z * s); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator*(T const& s, qua const& q) + { + return q * s; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua operator/(qua const& q, T const& s) + { + return qua( + q.w / s, q.x / s, q.y / s, q.z / s); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(qua const& q1, qua const& q2) + { + return q1.x == q2.x && q1.y == q2.y && q1.z == q2.z && q1.w == q2.w; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(qua const& q1, qua const& q2) + { + return q1.x != q2.x || q1.y != q2.y || q1.z != q2.z || q1.w != q2.w; + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "type_quat_simd.inl" +#endif + diff --git a/vendor/include/glm/detail/type_quat_simd.inl b/vendor/include/glm/detail/type_quat_simd.inl new file mode 100644 index 0000000..3333e59 --- /dev/null +++ b/vendor/include/glm/detail/type_quat_simd.inl @@ -0,0 +1,188 @@ +/// @ref core + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +namespace glm{ +namespace detail +{ +/* + template + struct compute_quat_mul + { + static qua call(qua const& q1, qua const& q2) + { + // SSE2 STATS: 11 shuffle, 8 mul, 8 add + // SSE4 STATS: 3 shuffle, 4 mul, 4 dpps + + __m128 const mul0 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(0, 1, 2, 3))); + __m128 const mul1 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(1, 0, 3, 2))); + __m128 const mul2 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(2, 3, 0, 1))); + __m128 const mul3 = _mm_mul_ps(q1.Data, q2.Data); + +# if GLM_ARCH & GLM_ARCH_SSE41_BIT + __m128 const add0 = _mm_dp_ps(mul0, _mm_set_ps(1.0f, -1.0f, 1.0f, 1.0f), 0xff); + __m128 const add1 = _mm_dp_ps(mul1, _mm_set_ps(1.0f, 1.0f, 1.0f, -1.0f), 0xff); + __m128 const add2 = _mm_dp_ps(mul2, _mm_set_ps(1.0f, 1.0f, -1.0f, 1.0f), 0xff); + __m128 const add3 = _mm_dp_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f), 0xff); +# else + __m128 const mul4 = _mm_mul_ps(mul0, _mm_set_ps(1.0f, -1.0f, 1.0f, 1.0f)); + __m128 const add0 = _mm_add_ps(mul0, _mm_movehl_ps(mul4, mul4)); + __m128 const add4 = _mm_add_ss(add0, _mm_shuffle_ps(add0, add0, 1)); + + __m128 const mul5 = _mm_mul_ps(mul1, _mm_set_ps(1.0f, 1.0f, 1.0f, -1.0f)); + __m128 const add1 = _mm_add_ps(mul1, _mm_movehl_ps(mul5, mul5)); + __m128 const add5 = _mm_add_ss(add1, _mm_shuffle_ps(add1, add1, 1)); + + __m128 const mul6 = _mm_mul_ps(mul2, _mm_set_ps(1.0f, 1.0f, -1.0f, 1.0f)); + __m128 const add2 = _mm_add_ps(mul6, _mm_movehl_ps(mul6, mul6)); + __m128 const add6 = _mm_add_ss(add2, _mm_shuffle_ps(add2, add2, 1)); + + __m128 const mul7 = _mm_mul_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f)); + __m128 const add3 = _mm_add_ps(mul3, _mm_movehl_ps(mul7, mul7)); + __m128 const add7 = _mm_add_ss(add3, _mm_shuffle_ps(add3, add3, 1)); + #endif + + // This SIMD code is a politically correct way of doing this, but in every test I've tried it has been slower than + // the final code below. I'll keep this here for reference - maybe somebody else can do something better... + // + //__m128 xxyy = _mm_shuffle_ps(add4, add5, _MM_SHUFFLE(0, 0, 0, 0)); + //__m128 zzww = _mm_shuffle_ps(add6, add7, _MM_SHUFFLE(0, 0, 0, 0)); + // + //return _mm_shuffle_ps(xxyy, zzww, _MM_SHUFFLE(2, 0, 2, 0)); + + qua Result; + _mm_store_ss(&Result.x, add4); + _mm_store_ss(&Result.y, add5); + _mm_store_ss(&Result.z, add6); + _mm_store_ss(&Result.w, add7); + return Result; + } + }; +*/ + + template + struct compute_quat_add + { + static qua call(qua const& q, qua const& p) + { + qua Result; + Result.data = _mm_add_ps(q.data, p.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX_BIT + template + struct compute_quat_add + { + static qua call(qua const& a, qua const& b) + { + qua Result; + Result.data = _mm256_add_pd(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_quat_sub + { + static qua call(qua const& q, qua const& p) + { + vec<4, float, Q> Result; + Result.data = _mm_sub_ps(q.data, p.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX_BIT + template + struct compute_quat_sub + { + static qua call(qua const& a, qua const& b) + { + qua Result; + Result.data = _mm256_sub_pd(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_quat_mul_scalar + { + static qua call(qua const& q, float s) + { + vec<4, float, Q> Result; + Result.data = _mm_mul_ps(q.data, _mm_set_ps1(s)); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX_BIT + template + struct compute_quat_mul_scalar + { + static qua call(qua const& q, double s) + { + qua Result; + Result.data = _mm256_mul_pd(q.data, _mm_set_ps1(s)); + return Result; + } + }; +# endif + + template + struct compute_quat_div_scalar + { + static qua call(qua const& q, float s) + { + vec<4, float, Q> Result; + Result.data = _mm_div_ps(q.data, _mm_set_ps1(s)); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX_BIT + template + struct compute_quat_div_scalar + { + static qua call(qua const& q, double s) + { + qua Result; + Result.data = _mm256_div_pd(q.data, _mm_set_ps1(s)); + return Result; + } + }; +# endif + + template + struct compute_quat_mul_vec4 + { + static vec<4, float, Q> call(qua const& q, vec<4, float, Q> const& v) + { + __m128 const q_wwww = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 3, 3, 3)); + __m128 const q_swp0 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 0, 2, 1)); + __m128 const q_swp1 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 1, 0, 2)); + __m128 const v_swp0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 0, 2, 1)); + __m128 const v_swp1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 1, 0, 2)); + + __m128 uv = _mm_sub_ps(_mm_mul_ps(q_swp0, v_swp1), _mm_mul_ps(q_swp1, v_swp0)); + __m128 uv_swp0 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 0, 2, 1)); + __m128 uv_swp1 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 1, 0, 2)); + __m128 uuv = _mm_sub_ps(_mm_mul_ps(q_swp0, uv_swp1), _mm_mul_ps(q_swp1, uv_swp0)); + + __m128 const two = _mm_set1_ps(2.0f); + uv = _mm_mul_ps(uv, _mm_mul_ps(q_wwww, two)); + uuv = _mm_mul_ps(uuv, two); + + vec<4, float, Q> Result; + Result.data = _mm_add_ps(v.Data, _mm_add_ps(uv, uuv)); + return Result; + } + }; +}//namespace detail +}//namespace glm + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT + diff --git a/vendor/include/glm/detail/type_vec1.hpp b/vendor/include/glm/detail/type_vec1.hpp new file mode 100644 index 0000000..51163f1 --- /dev/null +++ b/vendor/include/glm/detail/type_vec1.hpp @@ -0,0 +1,308 @@ +/// @ref core +/// @file glm/detail/type_vec1.hpp + +#pragma once + +#include "qualifier.hpp" +#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR +# include "_swizzle.hpp" +#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION +# include "_swizzle_func.hpp" +#endif +#include + +namespace glm +{ + template + struct vec<1, T, Q> + { + // -- Implementation detail -- + + typedef T value_type; + typedef vec<1, T, Q> type; + typedef vec<1, bool, Q> bool_type; + + // -- Data -- + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic push +# pragma GCC diagnostic ignored "-Wpedantic" +# elif GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic push +# pragma clang diagnostic ignored "-Wgnu-anonymous-struct" +# pragma clang diagnostic ignored "-Wnested-anon-types" +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(push) +# pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union +# endif +# endif + +# if GLM_CONFIG_XYZW_ONLY + T x; +# elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE + union + { + T x; + T r; + T s; + + typename detail::storage<1, T, detail::is_aligned::value>::type data; +/* +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + _GLM_SWIZZLE1_2_MEMBERS(T, Q, x) + _GLM_SWIZZLE1_2_MEMBERS(T, Q, r) + _GLM_SWIZZLE1_2_MEMBERS(T, Q, s) + _GLM_SWIZZLE1_3_MEMBERS(T, Q, x) + _GLM_SWIZZLE1_3_MEMBERS(T, Q, r) + _GLM_SWIZZLE1_3_MEMBERS(T, Q, s) + _GLM_SWIZZLE1_4_MEMBERS(T, Q, x) + _GLM_SWIZZLE1_4_MEMBERS(T, Q, r) + _GLM_SWIZZLE1_4_MEMBERS(T, Q, s) +# endif +*/ + }; +# else + union {T x, r, s;}; +/* +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION + GLM_SWIZZLE_GEN_VEC_FROM_VEC1(T, Q) +# endif +*/ +# endif + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(pop) +# endif +# endif + + // -- Component accesses -- + + /// Return the count of components of the vector + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 1;} + + GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; + + // -- Implicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT; + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, T, P> const& v); + + // -- Explicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar); + + // -- Conversion vector constructors -- + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<2, U, P> const& v); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v); + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<1, U, P> const& v); + + // -- Swizzle constructors -- +/* +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<1, T, Q, E0, -1,-2,-3> const& that) + { + *this = that(); + } +# endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR +*/ + // -- Unary arithmetic operators -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec const& v) GLM_DEFAULT; + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator+=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator-=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator*=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator/=(vec<1, U, Q> const& v); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator++(); + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator--(); + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator++(int); + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator--(int); + + // -- Unary bit operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator%=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator&=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator|=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator^=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator<<=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> & operator>>=(vec<1, U, Q> const& v); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v); + + // -- Binary operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_vec1.inl" +#endif//GLM_EXTERNAL_TEMPLATE diff --git a/vendor/include/glm/detail/type_vec1.inl b/vendor/include/glm/detail/type_vec1.inl new file mode 100644 index 0000000..c5883ce --- /dev/null +++ b/vendor/include/glm/detail/type_vec1.inl @@ -0,0 +1,551 @@ +/// @ref core + +#include "./compute_vector_relational.hpp" + +namespace glm +{ + // -- Implicit basic constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec() +# if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE + : x(0) +# endif + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, Q> const& v) + : x(v.x) + {} +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, T, P> const& v) + : x(v.x) + {} + + // -- Explicit basic constructors -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(T scalar) + : x(scalar) + {} + + // -- Conversion vector constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<1, U, P> const& v) + : x(static_cast(v.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<2, U, P> const& v) + : x(static_cast(v.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<3, U, P> const& v) + : x(static_cast(v.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q>::vec(vec<4, U, P> const& v) + : x(static_cast(v.x)) + {} + + // -- Component accesses -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type) + { + return x; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<1, T, Q>::operator[](typename vec<1, T, Q>::length_type) const + { + return x; + } + + // -- Unary arithmetic operators -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, T, Q> const& v) + { + this->x = v.x; + return *this; + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator=(vec<1, U, Q> const& v) + { + this->x = static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(U scalar) + { + this->x += static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator+=(vec<1, U, Q> const& v) + { + this->x += static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(U scalar) + { + this->x -= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator-=(vec<1, U, Q> const& v) + { + this->x -= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(U scalar) + { + this->x *= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator*=(vec<1, U, Q> const& v) + { + this->x *= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(U scalar) + { + this->x /= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator/=(vec<1, U, Q> const& v) + { + this->x /= static_cast(v.x); + return *this; + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator++() + { + ++this->x; + return *this; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator--() + { + --this->x; + return *this; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator++(int) + { + vec<1, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> vec<1, T, Q>::operator--(int) + { + vec<1, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary bit operators -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(U scalar) + { + this->x %= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator%=(vec<1, U, Q> const& v) + { + this->x %= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(U scalar) + { + this->x &= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator&=(vec<1, U, Q> const& v) + { + this->x &= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(U scalar) + { + this->x |= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator|=(vec<1, U, Q> const& v) + { + this->x |= U(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(U scalar) + { + this->x ^= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator^=(vec<1, U, Q> const& v) + { + this->x ^= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(U scalar) + { + this->x <<= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator<<=(vec<1, U, Q> const& v) + { + this->x <<= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(U scalar) + { + this->x >>= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> & vec<1, T, Q>::operator>>=(vec<1, U, Q> const& v) + { + this->x >>= static_cast(v.x); + return *this; + } + + // -- Unary constant operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v) + { + return v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + -v.x); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + v.x + scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + scalar + v.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator+(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + v1.x + v2.x); + } + + //operator- + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + v.x - scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + scalar - v.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator-(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + v1.x - v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + v.x * scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + scalar * v.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator*(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + v1.x * v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + v.x / scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + scalar / v.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator/(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + v1.x / v2.x); + } + + // -- Binary bit operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + v.x % scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + scalar % v.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator%(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + v1.x % v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + v.x & scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + scalar & v.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator&(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + v1.x & v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + v.x | scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + scalar | v.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator|(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + v1.x | v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + v.x ^ scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + scalar ^ v.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator^(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + v1.x ^ v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + static_cast(v.x << scalar)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + static_cast(scalar << v.x)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator<<(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + static_cast(v1.x << v2.x)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v, T scalar) + { + return vec<1, T, Q>( + static_cast(v.x >> scalar)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(T scalar, vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + static_cast(scalar >> v.x)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator>>(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<1, T, Q>( + static_cast(v1.x >> v2.x)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, T, Q> operator~(vec<1, T, Q> const& v) + { + return vec<1, T, Q>( + ~v.x); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return detail::compute_equal::is_iec559>::call(v1.x, v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<1, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return !(v1 == v2); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator&&(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2) + { + return vec<1, bool, Q>(v1.x && v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<1, bool, Q> operator||(vec<1, bool, Q> const& v1, vec<1, bool, Q> const& v2) + { + return vec<1, bool, Q>(v1.x || v2.x); + } +}//namespace glm diff --git a/vendor/include/glm/detail/type_vec2.hpp b/vendor/include/glm/detail/type_vec2.hpp new file mode 100644 index 0000000..52ef408 --- /dev/null +++ b/vendor/include/glm/detail/type_vec2.hpp @@ -0,0 +1,399 @@ +/// @ref core +/// @file glm/detail/type_vec2.hpp + +#pragma once + +#include "qualifier.hpp" +#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR +# include "_swizzle.hpp" +#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION +# include "_swizzle_func.hpp" +#endif +#include + +namespace glm +{ + template + struct vec<2, T, Q> + { + // -- Implementation detail -- + + typedef T value_type; + typedef vec<2, T, Q> type; + typedef vec<2, bool, Q> bool_type; + + // -- Data -- + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic push +# pragma GCC diagnostic ignored "-Wpedantic" +# elif GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic push +# pragma clang diagnostic ignored "-Wgnu-anonymous-struct" +# pragma clang diagnostic ignored "-Wnested-anon-types" +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(push) +# pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union +# endif +# endif + +# if GLM_CONFIG_XYZW_ONLY + T x, y; +# elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE + union + { + struct{ T x, y; }; + struct{ T r, g; }; + struct{ T s, t; }; + + typename detail::storage<2, T, detail::is_aligned::value>::type data; + +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + GLM_SWIZZLE2_2_MEMBERS(T, Q, x, y) + GLM_SWIZZLE2_2_MEMBERS(T, Q, r, g) + GLM_SWIZZLE2_2_MEMBERS(T, Q, s, t) + GLM_SWIZZLE2_3_MEMBERS(T, Q, x, y) + GLM_SWIZZLE2_3_MEMBERS(T, Q, r, g) + GLM_SWIZZLE2_3_MEMBERS(T, Q, s, t) + GLM_SWIZZLE2_4_MEMBERS(T, Q, x, y) + GLM_SWIZZLE2_4_MEMBERS(T, Q, r, g) + GLM_SWIZZLE2_4_MEMBERS(T, Q, s, t) +# endif + }; +# else + union {T x, r, s;}; + union {T y, g, t;}; + +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION + GLM_SWIZZLE_GEN_VEC_FROM_VEC2(T, Q) +# endif//GLM_CONFIG_SWIZZLE +# endif + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(pop) +# endif +# endif + + // -- Component accesses -- + + /// Return the count of components of the vector + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;} + + GLM_FUNC_DECL GLM_CONSTEXPR T& operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; + + // -- Implicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT; + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, T, P> const& v); + + // -- Explicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR vec(T x, T y); + + // -- Conversion constructors -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v); + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(A x, B y); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, Q> const& x, B y); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(A x, vec<1, B, Q> const& y); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, Q> const& x, vec<1, B, Q> const& y); + + // -- Conversion vector constructors -- + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v); + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<2, U, P> const& v); + + // -- Swizzle constructors -- +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1,-1,-2> const& that) + { + *this = that(); + } +# endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + + // -- Unary arithmetic operators -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec const& v) GLM_DEFAULT; + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator=(vec<2, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator+=(vec<2, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator-=(vec<2, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator*=(vec<2, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator/=(vec<2, U, Q> const& v); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator++(); + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator--(); + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator++(int); + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator--(int); + + // -- Unary bit operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator%=(vec<2, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator&=(vec<2, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator|=(vec<2, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator^=(vec<2, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator<<=(vec<2, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> & operator>>=(vec<2, U, Q> const& v); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v); + + // -- Binary operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_vec2.inl" +#endif//GLM_EXTERNAL_TEMPLATE diff --git a/vendor/include/glm/detail/type_vec2.inl b/vendor/include/glm/detail/type_vec2.inl new file mode 100644 index 0000000..8e65d6b --- /dev/null +++ b/vendor/include/glm/detail/type_vec2.inl @@ -0,0 +1,913 @@ +/// @ref core + +#include "./compute_vector_relational.hpp" + +namespace glm +{ + // -- Implicit basic constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec() +# if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE + : x(0), y(0) +# endif + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, Q> const& v) + : x(v.x), y(v.y) + {} +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, T, P> const& v) + : x(v.x), y(v.y) + {} + + // -- Explicit basic constructors -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T scalar) + : x(scalar), y(scalar) + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(T _x, T _y) + : x(_x), y(_y) + {} + + // -- Conversion scalar constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, U, P> const& v) + : x(static_cast(v.x)) + , y(static_cast(v.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, B _y) + : x(static_cast(_x)) + , y(static_cast(_y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, B _y) + : x(static_cast(_x.x)) + , y(static_cast(_y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(A _x, vec<1, B, Q> const& _y) + : x(static_cast(_x)) + , y(static_cast(_y.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<1, A, Q> const& _x, vec<1, B, Q> const& _y) + : x(static_cast(_x.x)) + , y(static_cast(_y.x)) + {} + + // -- Conversion vector constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<2, U, P> const& v) + : x(static_cast(v.x)) + , y(static_cast(v.y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<3, U, P> const& v) + : x(static_cast(v.x)) + , y(static_cast(v.y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q>::vec(vec<4, U, P> const& v) + : x(static_cast(v.x)) + , y(static_cast(v.y)) + {} + + // -- Component accesses -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i) + { + assert(i >= 0 && i < this->length()); + switch(i) + { + default: + case 0: + return x; + case 1: + return y; + } + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<2, T, Q>::operator[](typename vec<2, T, Q>::length_type i) const + { + assert(i >= 0 && i < this->length()); + switch(i) + { + default: + case 0: + return x; + case 1: + return y; + } + } + + // -- Unary arithmetic operators -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, T, Q> const& v) + { + this->x = v.x; + this->y = v.y; + return *this; + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator=(vec<2, U, Q> const& v) + { + this->x = static_cast(v.x); + this->y = static_cast(v.y); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(U scalar) + { + this->x += static_cast(scalar); + this->y += static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<1, U, Q> const& v) + { + this->x += static_cast(v.x); + this->y += static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator+=(vec<2, U, Q> const& v) + { + this->x += static_cast(v.x); + this->y += static_cast(v.y); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(U scalar) + { + this->x -= static_cast(scalar); + this->y -= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<1, U, Q> const& v) + { + this->x -= static_cast(v.x); + this->y -= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator-=(vec<2, U, Q> const& v) + { + this->x -= static_cast(v.x); + this->y -= static_cast(v.y); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(U scalar) + { + this->x *= static_cast(scalar); + this->y *= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<1, U, Q> const& v) + { + this->x *= static_cast(v.x); + this->y *= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator*=(vec<2, U, Q> const& v) + { + this->x *= static_cast(v.x); + this->y *= static_cast(v.y); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(U scalar) + { + this->x /= static_cast(scalar); + this->y /= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<1, U, Q> const& v) + { + this->x /= static_cast(v.x); + this->y /= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator/=(vec<2, U, Q> const& v) + { + this->x /= static_cast(v.x); + this->y /= static_cast(v.y); + return *this; + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator++() + { + ++this->x; + ++this->y; + return *this; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator--() + { + --this->x; + --this->y; + return *this; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator++(int) + { + vec<2, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> vec<2, T, Q>::operator--(int) + { + vec<2, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary bit operators -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(U scalar) + { + this->x %= static_cast(scalar); + this->y %= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<1, U, Q> const& v) + { + this->x %= static_cast(v.x); + this->y %= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator%=(vec<2, U, Q> const& v) + { + this->x %= static_cast(v.x); + this->y %= static_cast(v.y); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(U scalar) + { + this->x &= static_cast(scalar); + this->y &= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<1, U, Q> const& v) + { + this->x &= static_cast(v.x); + this->y &= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator&=(vec<2, U, Q> const& v) + { + this->x &= static_cast(v.x); + this->y &= static_cast(v.y); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(U scalar) + { + this->x |= static_cast(scalar); + this->y |= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<1, U, Q> const& v) + { + this->x |= static_cast(v.x); + this->y |= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator|=(vec<2, U, Q> const& v) + { + this->x |= static_cast(v.x); + this->y |= static_cast(v.y); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(U scalar) + { + this->x ^= static_cast(scalar); + this->y ^= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<1, U, Q> const& v) + { + this->x ^= static_cast(v.x); + this->y ^= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator^=(vec<2, U, Q> const& v) + { + this->x ^= static_cast(v.x); + this->y ^= static_cast(v.y); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(U scalar) + { + this->x <<= static_cast(scalar); + this->y <<= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<1, U, Q> const& v) + { + this->x <<= static_cast(v.x); + this->y <<= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator<<=(vec<2, U, Q> const& v) + { + this->x <<= static_cast(v.x); + this->y <<= static_cast(v.y); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(U scalar) + { + this->x >>= static_cast(scalar); + this->y >>= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<1, U, Q> const& v) + { + this->x >>= static_cast(v.x); + this->y >>= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> & vec<2, T, Q>::operator>>=(vec<2, U, Q> const& v) + { + this->x >>= static_cast(v.x); + this->y >>= static_cast(v.y); + return *this; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v) + { + return v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + -v.x, + -v.y); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x + scalar, + v.y + scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x + v2.x, + v1.y + v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar + v.x, + scalar + v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x + v2.x, + v1.x + v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator+(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x + v2.x, + v1.y + v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x - scalar, + v.y - scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x - v2.x, + v1.y - v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar - v.x, + scalar - v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x - v2.x, + v1.x - v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator-(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x - v2.x, + v1.y - v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x * scalar, + v.y * scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x * v2.x, + v1.y * v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar * v.x, + scalar * v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x * v2.x, + v1.x * v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator*(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x * v2.x, + v1.y * v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x / scalar, + v.y / scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x / v2.x, + v1.y / v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar / v.x, + scalar / v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x / v2.x, + v1.x / v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator/(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x / v2.x, + v1.y / v2.y); + } + + // -- Binary bit operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x % scalar, + v.y % scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x % v2.x, + v1.y % v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar % v.x, + scalar % v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x % v2.x, + v1.x % v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator%(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x % v2.x, + v1.y % v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x & scalar, + v.y & scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x & v2.x, + v1.y & v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar & v.x, + scalar & v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x & v2.x, + v1.x & v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator&(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x & v2.x, + v1.y & v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x | scalar, + v.y | scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x | v2.x, + v1.y | v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar | v.x, + scalar | v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x | v2.x, + v1.x | v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator|(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x | v2.x, + v1.y | v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x ^ scalar, + v.y ^ scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x ^ v2.x, + v1.y ^ v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar ^ v.x, + scalar ^ v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x ^ v2.x, + v1.x ^ v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator^(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x ^ v2.x, + v1.y ^ v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x << scalar, + v.y << scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x << v2.x, + v1.y << v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar << v.x, + scalar << v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x << v2.x, + v1.x << v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator<<(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x << v2.x, + v1.y << v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v, T scalar) + { + return vec<2, T, Q>( + v.x >> scalar, + v.y >> scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x >> v2.x, + v1.y >> v2.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(T scalar, vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + scalar >> v.x, + scalar >> v.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<1, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x >> v2.x, + v1.x >> v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator>>(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return vec<2, T, Q>( + v1.x >> v2.x, + v1.y >> v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, T, Q> operator~(vec<2, T, Q> const& v) + { + return vec<2, T, Q>( + ~v.x, + ~v.y); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return + detail::compute_equal::is_iec559>::call(v1.x, v2.x) && + detail::compute_equal::is_iec559>::call(v1.y, v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<2, T, Q> const& v1, vec<2, T, Q> const& v2) + { + return !(v1 == v2); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator&&(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2) + { + return vec<2, bool, Q>(v1.x && v2.x, v1.y && v2.y); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<2, bool, Q> operator||(vec<2, bool, Q> const& v1, vec<2, bool, Q> const& v2) + { + return vec<2, bool, Q>(v1.x || v2.x, v1.y || v2.y); + } +}//namespace glm diff --git a/vendor/include/glm/detail/type_vec3.hpp b/vendor/include/glm/detail/type_vec3.hpp new file mode 100644 index 0000000..d83cde6 --- /dev/null +++ b/vendor/include/glm/detail/type_vec3.hpp @@ -0,0 +1,432 @@ +/// @ref core +/// @file glm/detail/type_vec3.hpp + +#pragma once + +#include "qualifier.hpp" +#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR +# include "_swizzle.hpp" +#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION +# include "_swizzle_func.hpp" +#endif +#include + +namespace glm +{ + template + struct vec<3, T, Q> + { + // -- Implementation detail -- + + typedef T value_type; + typedef vec<3, T, Q> type; + typedef vec<3, bool, Q> bool_type; + + // -- Data -- + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic push +# pragma GCC diagnostic ignored "-Wpedantic" +# elif GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic push +# pragma clang diagnostic ignored "-Wgnu-anonymous-struct" +# pragma clang diagnostic ignored "-Wnested-anon-types" +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(push) +# pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union +# if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE +# pragma warning(disable: 4324) // structure was padded due to alignment specifier +# endif +# endif +# endif + +# if GLM_CONFIG_XYZW_ONLY + T x, y, z; +# elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE + union + { + struct{ T x, y, z; }; + struct{ T r, g, b; }; + struct{ T s, t, p; }; + + typename detail::storage<3, T, detail::is_aligned::value>::type data; + +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + GLM_SWIZZLE3_2_MEMBERS(T, Q, x, y, z) + GLM_SWIZZLE3_2_MEMBERS(T, Q, r, g, b) + GLM_SWIZZLE3_2_MEMBERS(T, Q, s, t, p) + GLM_SWIZZLE3_3_MEMBERS(T, Q, x, y, z) + GLM_SWIZZLE3_3_MEMBERS(T, Q, r, g, b) + GLM_SWIZZLE3_3_MEMBERS(T, Q, s, t, p) + GLM_SWIZZLE3_4_MEMBERS(T, Q, x, y, z) + GLM_SWIZZLE3_4_MEMBERS(T, Q, r, g, b) + GLM_SWIZZLE3_4_MEMBERS(T, Q, s, t, p) +# endif + }; +# else + union { T x, r, s; }; + union { T y, g, t; }; + union { T z, b, p; }; + +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION + GLM_SWIZZLE_GEN_VEC_FROM_VEC3(T, Q) +# endif//GLM_CONFIG_SWIZZLE +# endif//GLM_LANG + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(pop) +# endif +# endif + + // -- Component accesses -- + + /// Return the count of components of the vector + typedef length_t length_type; + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 3;} + + GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; + + // -- Implicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT; + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec const& v) GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, T, P> const& v); + + // -- Explicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR vec(T a, T b, T c); + + // -- Conversion scalar constructors -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v); + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X x, Y y, Z z); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z); + + // -- Conversion vector constructors -- + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v); + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<3, U, P> const& v); + + // -- Swizzle constructors -- +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& that) + { + *this = that(); + } + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& scalar) + { + *this = vec(v(), scalar); + } + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(T const& scalar, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v) + { + *this = vec(scalar, v()); + } +# endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + + // -- Unary arithmetic operators -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q>& operator=(vec<3, T, Q> const& v) GLM_DEFAULT; + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator=(vec<3, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator+=(vec<3, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator-=(vec<3, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator*=(vec<3, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator/=(vec<3, U, Q> const& v); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator++(); + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator--(); + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator++(int); + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator--(int); + + // -- Unary bit operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator%=(vec<3, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator&=(vec<3, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator|=(vec<3, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator^=(vec<3, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator<<=(vec<3, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> & operator>>=(vec<3, U, Q> const& v); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v); + + // -- Binary operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_vec3.inl" +#endif//GLM_EXTERNAL_TEMPLATE diff --git a/vendor/include/glm/detail/type_vec3.inl b/vendor/include/glm/detail/type_vec3.inl new file mode 100644 index 0000000..6532c9e --- /dev/null +++ b/vendor/include/glm/detail/type_vec3.inl @@ -0,0 +1,1068 @@ +/// @ref core + +#include "compute_vector_relational.hpp" + +namespace glm +{ + // -- Implicit basic constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec() +# if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE + : x(0), y(0), z(0) +# endif + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, Q> const& v) + : x(v.x), y(v.y), z(v.z) + {} +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, T, P> const& v) + : x(v.x), y(v.y), z(v.z) + {} + + // -- Explicit basic constructors -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T scalar) + : x(scalar), y(scalar), z(scalar) + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(T _x, T _y, T _z) + : x(_x), y(_y), z(_z) + {} + + // -- Conversion scalar constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, U, P> const& v) + : x(static_cast(v.x)) + , y(static_cast(v.x)) + , z(static_cast(v.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, Z _z) + : x(static_cast(_x)) + , y(static_cast(_y)) + , z(static_cast(_z)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z) + : x(static_cast(_x.x)) + , y(static_cast(_y)) + , z(static_cast(_z)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z) + : x(static_cast(_x)) + , y(static_cast(_y.x)) + , z(static_cast(_z)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z) + : x(static_cast(_x.x)) + , y(static_cast(_y.x)) + , z(static_cast(_z)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z) + : x(static_cast(_x)) + , y(static_cast(_y)) + , z(static_cast(_z.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z) + : x(static_cast(_x.x)) + , y(static_cast(_y)) + , z(static_cast(_z.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z) + : x(static_cast(_x)) + , y(static_cast(_y.x)) + , z(static_cast(_z.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z) + : x(static_cast(_x.x)) + , y(static_cast(_y.x)) + , z(static_cast(_z.x)) + {} + + // -- Conversion vector constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, B _z) + : x(static_cast(_xy.x)) + , y(static_cast(_xy.y)) + , z(static_cast(_z)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z) + : x(static_cast(_xy.x)) + , y(static_cast(_xy.y)) + , z(static_cast(_z.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(A _x, vec<2, B, P> const& _yz) + : x(static_cast(_x)) + , y(static_cast(_yz.x)) + , z(static_cast(_yz.y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz) + : x(static_cast(_x.x)) + , y(static_cast(_yz.x)) + , z(static_cast(_yz.y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<3, U, P> const& v) + : x(static_cast(v.x)) + , y(static_cast(v.y)) + , z(static_cast(v.z)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>::vec(vec<4, U, P> const& v) + : x(static_cast(v.x)) + , y(static_cast(v.y)) + , z(static_cast(v.z)) + {} + + // -- Component accesses -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T & vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i) + { + assert(i >= 0 && i < this->length()); + switch(i) + { + default: + case 0: + return x; + case 1: + return y; + case 2: + return z; + } + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<3, T, Q>::operator[](typename vec<3, T, Q>::length_type i) const + { + assert(i >= 0 && i < this->length()); + switch(i) + { + default: + case 0: + return x; + case 1: + return y; + case 2: + return z; + } + } + + // -- Unary arithmetic operators -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, T, Q> const& v) + { + this->x = v.x; + this->y = v.y; + this->z = v.z; + return *this; + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q>& vec<3, T, Q>::operator=(vec<3, U, Q> const& v) + { + this->x = static_cast(v.x); + this->y = static_cast(v.y); + this->z = static_cast(v.z); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(U scalar) + { + this->x += static_cast(scalar); + this->y += static_cast(scalar); + this->z += static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<1, U, Q> const& v) + { + this->x += static_cast(v.x); + this->y += static_cast(v.x); + this->z += static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator+=(vec<3, U, Q> const& v) + { + this->x += static_cast(v.x); + this->y += static_cast(v.y); + this->z += static_cast(v.z); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(U scalar) + { + this->x -= static_cast(scalar); + this->y -= static_cast(scalar); + this->z -= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<1, U, Q> const& v) + { + this->x -= static_cast(v.x); + this->y -= static_cast(v.x); + this->z -= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator-=(vec<3, U, Q> const& v) + { + this->x -= static_cast(v.x); + this->y -= static_cast(v.y); + this->z -= static_cast(v.z); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(U scalar) + { + this->x *= static_cast(scalar); + this->y *= static_cast(scalar); + this->z *= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<1, U, Q> const& v) + { + this->x *= static_cast(v.x); + this->y *= static_cast(v.x); + this->z *= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator*=(vec<3, U, Q> const& v) + { + this->x *= static_cast(v.x); + this->y *= static_cast(v.y); + this->z *= static_cast(v.z); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(U v) + { + this->x /= static_cast(v); + this->y /= static_cast(v); + this->z /= static_cast(v); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<1, U, Q> const& v) + { + this->x /= static_cast(v.x); + this->y /= static_cast(v.x); + this->z /= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator/=(vec<3, U, Q> const& v) + { + this->x /= static_cast(v.x); + this->y /= static_cast(v.y); + this->z /= static_cast(v.z); + return *this; + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator++() + { + ++this->x; + ++this->y; + ++this->z; + return *this; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator--() + { + --this->x; + --this->y; + --this->z; + return *this; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator++(int) + { + vec<3, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> vec<3, T, Q>::operator--(int) + { + vec<3, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary bit operators -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(U scalar) + { + this->x %= scalar; + this->y %= scalar; + this->z %= scalar; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<1, U, Q> const& v) + { + this->x %= v.x; + this->y %= v.x; + this->z %= v.x; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator%=(vec<3, U, Q> const& v) + { + this->x %= v.x; + this->y %= v.y; + this->z %= v.z; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(U scalar) + { + this->x &= scalar; + this->y &= scalar; + this->z &= scalar; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<1, U, Q> const& v) + { + this->x &= v.x; + this->y &= v.x; + this->z &= v.x; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator&=(vec<3, U, Q> const& v) + { + this->x &= v.x; + this->y &= v.y; + this->z &= v.z; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(U scalar) + { + this->x |= scalar; + this->y |= scalar; + this->z |= scalar; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<1, U, Q> const& v) + { + this->x |= v.x; + this->y |= v.x; + this->z |= v.x; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator|=(vec<3, U, Q> const& v) + { + this->x |= v.x; + this->y |= v.y; + this->z |= v.z; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(U scalar) + { + this->x ^= scalar; + this->y ^= scalar; + this->z ^= scalar; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<1, U, Q> const& v) + { + this->x ^= v.x; + this->y ^= v.x; + this->z ^= v.x; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator^=(vec<3, U, Q> const& v) + { + this->x ^= v.x; + this->y ^= v.y; + this->z ^= v.z; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(U scalar) + { + this->x <<= scalar; + this->y <<= scalar; + this->z <<= scalar; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<1, U, Q> const& v) + { + this->x <<= static_cast(v.x); + this->y <<= static_cast(v.x); + this->z <<= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator<<=(vec<3, U, Q> const& v) + { + this->x <<= static_cast(v.x); + this->y <<= static_cast(v.y); + this->z <<= static_cast(v.z); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(U scalar) + { + this->x >>= static_cast(scalar); + this->y >>= static_cast(scalar); + this->z >>= static_cast(scalar); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<1, U, Q> const& v) + { + this->x >>= static_cast(v.x); + this->y >>= static_cast(v.x); + this->z >>= static_cast(v.x); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> & vec<3, T, Q>::operator>>=(vec<3, U, Q> const& v) + { + this->x >>= static_cast(v.x); + this->y >>= static_cast(v.y); + this->z >>= static_cast(v.z); + return *this; + } + + // -- Unary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v) + { + return v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + -v.x, + -v.y, + -v.z); + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x + scalar, + v.y + scalar, + v.z + scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x + scalar.x, + v.y + scalar.x, + v.z + scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar + v.x, + scalar + v.y, + scalar + v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x + v.x, + scalar.x + v.y, + scalar.x + v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator+(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x + v2.x, + v1.y + v2.y, + v1.z + v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x - scalar, + v.y - scalar, + v.z - scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x - scalar.x, + v.y - scalar.x, + v.z - scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar - v.x, + scalar - v.y, + scalar - v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x - v.x, + scalar.x - v.y, + scalar.x - v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator-(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x - v2.x, + v1.y - v2.y, + v1.z - v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x * scalar, + v.y * scalar, + v.z * scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x * scalar.x, + v.y * scalar.x, + v.z * scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar * v.x, + scalar * v.y, + scalar * v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x * v.x, + scalar.x * v.y, + scalar.x * v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator*(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x * v2.x, + v1.y * v2.y, + v1.z * v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x / scalar, + v.y / scalar, + v.z / scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x / scalar.x, + v.y / scalar.x, + v.z / scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar / v.x, + scalar / v.y, + scalar / v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x / v.x, + scalar.x / v.y, + scalar.x / v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator/(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x / v2.x, + v1.y / v2.y, + v1.z / v2.z); + } + + // -- Binary bit operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x % scalar, + v.y % scalar, + v.z % scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x % scalar.x, + v.y % scalar.x, + v.z % scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar % v.x, + scalar % v.y, + scalar % v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x % v.x, + scalar.x % v.y, + scalar.x % v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator%(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x % v2.x, + v1.y % v2.y, + v1.z % v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x & scalar, + v.y & scalar, + v.z & scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x & scalar.x, + v.y & scalar.x, + v.z & scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar & v.x, + scalar & v.y, + scalar & v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x & v.x, + scalar.x & v.y, + scalar.x & v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator&(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x & v2.x, + v1.y & v2.y, + v1.z & v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x | scalar, + v.y | scalar, + v.z | scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x | scalar.x, + v.y | scalar.x, + v.z | scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar | v.x, + scalar | v.y, + scalar | v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x | v.x, + scalar.x | v.y, + scalar.x | v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator|(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x | v2.x, + v1.y | v2.y, + v1.z | v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x ^ scalar, + v.y ^ scalar, + v.z ^ scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x ^ scalar.x, + v.y ^ scalar.x, + v.z ^ scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar ^ v.x, + scalar ^ v.y, + scalar ^ v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x ^ v.x, + scalar.x ^ v.y, + scalar.x ^ v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator^(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x ^ v2.x, + v1.y ^ v2.y, + v1.z ^ v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x << scalar, + v.y << scalar, + v.z << scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x << scalar.x, + v.y << scalar.x, + v.z << scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar << v.x, + scalar << v.y, + scalar << v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x << v.x, + scalar.x << v.y, + scalar.x << v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator<<(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x << v2.x, + v1.y << v2.y, + v1.z << v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, T scalar) + { + return vec<3, T, Q>( + v.x >> scalar, + v.y >> scalar, + v.z >> scalar); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<3, T, Q>( + v.x >> scalar.x, + v.y >> scalar.x, + v.z >> scalar.x); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(T scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar >> v.x, + scalar >> v.y, + scalar >> v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + scalar.x >> v.x, + scalar.x >> v.y, + scalar.x >> v.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator>>(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return vec<3, T, Q>( + v1.x >> v2.x, + v1.y >> v2.y, + v1.z >> v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, T, Q> operator~(vec<3, T, Q> const& v) + { + return vec<3, T, Q>( + ~v.x, + ~v.y, + ~v.z); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return + detail::compute_equal::is_iec559>::call(v1.x, v2.x) && + detail::compute_equal::is_iec559>::call(v1.y, v2.y) && + detail::compute_equal::is_iec559>::call(v1.z, v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<3, T, Q> const& v1, vec<3, T, Q> const& v2) + { + return !(v1 == v2); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator&&(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2) + { + return vec<3, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<3, bool, Q> operator||(vec<3, bool, Q> const& v1, vec<3, bool, Q> const& v2) + { + return vec<3, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z); + } +}//namespace glm diff --git a/vendor/include/glm/detail/type_vec4.hpp b/vendor/include/glm/detail/type_vec4.hpp new file mode 100644 index 0000000..4a36434 --- /dev/null +++ b/vendor/include/glm/detail/type_vec4.hpp @@ -0,0 +1,505 @@ +/// @ref core +/// @file glm/detail/type_vec4.hpp + +#pragma once + +#include "qualifier.hpp" +#if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR +# include "_swizzle.hpp" +#elif GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION +# include "_swizzle_func.hpp" +#endif +#include + +namespace glm +{ + template + struct vec<4, T, Q> + { + // -- Implementation detail -- + + typedef T value_type; + typedef vec<4, T, Q> type; + typedef vec<4, bool, Q> bool_type; + + // -- Data -- + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic push +# pragma GCC diagnostic ignored "-Wpedantic" +# elif GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic push +# pragma clang diagnostic ignored "-Wgnu-anonymous-struct" +# pragma clang diagnostic ignored "-Wnested-anon-types" +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(push) +# pragma warning(disable: 4201) // nonstandard extension used : nameless struct/union +# endif +# endif + +# if GLM_CONFIG_XYZW_ONLY + T x, y, z, w; +# elif GLM_CONFIG_ANONYMOUS_STRUCT == GLM_ENABLE + union + { + struct { T x, y, z, w; }; + struct { T r, g, b, a; }; + struct { T s, t, p, q; }; + + typename detail::storage<4, T, detail::is_aligned::value>::type data; + +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + GLM_SWIZZLE4_2_MEMBERS(T, Q, x, y, z, w) + GLM_SWIZZLE4_2_MEMBERS(T, Q, r, g, b, a) + GLM_SWIZZLE4_2_MEMBERS(T, Q, s, t, p, q) + GLM_SWIZZLE4_3_MEMBERS(T, Q, x, y, z, w) + GLM_SWIZZLE4_3_MEMBERS(T, Q, r, g, b, a) + GLM_SWIZZLE4_3_MEMBERS(T, Q, s, t, p, q) + GLM_SWIZZLE4_4_MEMBERS(T, Q, x, y, z, w) + GLM_SWIZZLE4_4_MEMBERS(T, Q, r, g, b, a) + GLM_SWIZZLE4_4_MEMBERS(T, Q, s, t, p, q) +# endif + }; +# else + union { T x, r, s; }; + union { T y, g, t; }; + union { T z, b, p; }; + union { T w, a, q; }; + +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_FUNCTION + GLM_SWIZZLE_GEN_VEC_FROM_VEC4(T, Q) +# endif +# endif + +# if GLM_SILENT_WARNINGS == GLM_ENABLE +# if GLM_COMPILER & GLM_COMPILER_CLANG +# pragma clang diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_GCC +# pragma GCC diagnostic pop +# elif GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(pop) +# endif +# endif + + // -- Component accesses -- + + typedef length_t length_type; + + /// Return the count of components of the vector + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 4;} + + GLM_FUNC_DECL GLM_CONSTEXPR T & operator[](length_type i); + GLM_FUNC_DECL GLM_CONSTEXPR T const& operator[](length_type i) const; + + // -- Implicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec() GLM_DEFAULT; + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<4, T, Q> const& v) GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<4, T, P> const& v); + + // -- Explicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(T scalar); + GLM_FUNC_DECL GLM_CONSTEXPR vec(T x, T y, T z, T w); + + // -- Conversion scalar constructors -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR explicit vec(vec<1, U, P> const& v); + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, Z _z, W _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _Y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w); + + // -- Conversion vector constructors -- + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z, C _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz, C _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, B _y, vec<2, C, P> const& _zw); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, A, P> const& _xyz, B _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(A _x, vec<3, B, P> const& _yzw); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw); + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw); + + /// Explicit conversions (From section 5.4.1 Conversion and scalar constructors of GLSL 1.30.08 specification) + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT vec(vec<4, U, P> const& v); + + // -- Swizzle constructors -- +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<4, T, Q, E0, E1, E2, E3> const& that) + { + *this = that(); + } + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, detail::_swizzle<2, T, Q, F0, F1, -1, -2> const& u) + { + *this = vec<4, T, Q>(v(), u()); + } + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, T const& y, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v) + { + *this = vec<4, T, Q>(x, y, v()); + } + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& w) + { + *this = vec<4, T, Q>(x, v(), w); + } + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<2, T, Q, E0, E1, -1, -2> const& v, T const& z, T const& w) + { + *this = vec<4, T, Q>(v(), z, w); + } + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& v, T const& w) + { + *this = vec<4, T, Q>(v(), w); + } + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec(T const& x, detail::_swizzle<3, T, Q, E0, E1, E2, -1> const& v) + { + *this = vec<4, T, Q>(x, v()); + } +# endif//GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + + // -- Unary arithmetic operators -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, T, Q> const& v) GLM_DEFAULT; + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator=(vec<4, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator+=(vec<4, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator-=(vec<4, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator*=(vec<4, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q>& operator/=(vec<4, U, Q> const& v); + + // -- Increment and decrement operators -- + + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator++(); + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator--(); + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator++(int); + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator--(int); + + // -- Unary bit operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator%=(vec<4, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator&=(vec<4, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator|=(vec<4, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator^=(vec<4, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator<<=(vec<4, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(U scalar); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<1, U, Q> const& v); + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> & operator>>=(vec<4, U, Q> const& v); + }; + + // -- Unary operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v); + + // -- Binary operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T const & scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T const & scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T const & scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T const & scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2); + + template + GLM_FUNC_DECL GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2); +}//namespace glm + +#ifndef GLM_EXTERNAL_TEMPLATE +#include "type_vec4.inl" +#endif//GLM_EXTERNAL_TEMPLATE diff --git a/vendor/include/glm/detail/type_vec4.inl b/vendor/include/glm/detail/type_vec4.inl new file mode 100644 index 0000000..3c212d9 --- /dev/null +++ b/vendor/include/glm/detail/type_vec4.inl @@ -0,0 +1,1140 @@ +/// @ref core + +#include "compute_vector_relational.hpp" + +namespace glm{ +namespace detail +{ + template + struct compute_vec4_add + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); + } + }; + + template + struct compute_vec4_sub + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); + } + }; + + template + struct compute_vec4_mul + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); + } + }; + + template + struct compute_vec4_div + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); + } + }; + + template + struct compute_vec4_mod + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x % b.x, a.y % b.y, a.z % b.z, a.w % b.w); + } + }; + + template + struct compute_vec4_and + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x & b.x, a.y & b.y, a.z & b.z, a.w & b.w); + } + }; + + template + struct compute_vec4_or + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x | b.x, a.y | b.y, a.z | b.z, a.w | b.w); + } + }; + + template + struct compute_vec4_xor + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x ^ b.x, a.y ^ b.y, a.z ^ b.z, a.w ^ b.w); + } + }; + + template + struct compute_vec4_shift_left + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x << b.x, a.y << b.y, a.z << b.z, a.w << b.w); + } + }; + + template + struct compute_vec4_shift_right + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + return vec<4, T, Q>(a.x >> b.x, a.y >> b.y, a.z >> b.z, a.w >> b.w); + } + }; + + template + struct compute_vec4_equal + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return + detail::compute_equal::is_iec559>::call(v1.x, v2.x) && + detail::compute_equal::is_iec559>::call(v1.y, v2.y) && + detail::compute_equal::is_iec559>::call(v1.z, v2.z) && + detail::compute_equal::is_iec559>::call(v1.w, v2.w); + } + }; + + template + struct compute_vec4_nequal + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static bool call(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return !compute_vec4_equal::value, sizeof(T) * 8, detail::is_aligned::value>::call(v1, v2); + } + }; + + template + struct compute_vec4_bitwise_not + { + GLM_FUNC_QUALIFIER GLM_CONSTEXPR static vec<4, T, Q> call(vec<4, T, Q> const& v) + { + return vec<4, T, Q>(~v.x, ~v.y, ~v.z, ~v.w); + } + }; +}//namespace detail + + // -- Implicit basic constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec() +# if GLM_CONFIG_CTOR_INIT != GLM_CTOR_INIT_DISABLE + : x(0), y(0), z(0), w(0) +# endif + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, Q> const& v) + : x(v.x), y(v.y), z(v.z), w(v.w) + {} +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, T, P> const& v) + : x(v.x), y(v.y), z(v.z), w(v.w) + {} + + // -- Explicit basic constructors -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T scalar) + : x(scalar), y(scalar), z(scalar), w(scalar) + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(T _x, T _y, T _z, T _w) + : x(_x), y(_y), z(_z), w(_w) + {} + + // -- Conversion scalar constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, U, P> const& v) + : x(static_cast(v.x)) + , y(static_cast(v.x)) + , z(static_cast(v.x)) + , w(static_cast(v.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, Z _z, W _w) + : x(static_cast(_x)) + , y(static_cast(_y)) + , z(static_cast(_z)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, W _w) + : x(static_cast(_x.x)) + , y(static_cast(_y)) + , z(static_cast(_z)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, W _w) + : x(static_cast(_x)) + , y(static_cast(_y.x)) + , z(static_cast(_z)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, W _w) + : x(static_cast(_x.x)) + , y(static_cast(_y.x)) + , z(static_cast(_z)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, W _w) + : x(static_cast(_x)) + , y(static_cast(_y)) + , z(static_cast(_z.x)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, W _w) + : x(static_cast(_x.x)) + , y(static_cast(_y)) + , z(static_cast(_z.x)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w) + : x(static_cast(_x)) + , y(static_cast(_y.x)) + , z(static_cast(_z.x)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, W _w) + : x(static_cast(_x.x)) + , y(static_cast(_y.x)) + , z(static_cast(_z.x)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, Z _z, vec<1, W, Q> const& _w) + : x(static_cast(_x.x)) + , y(static_cast(_y)) + , z(static_cast(_z)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w) + : x(static_cast(_x)) + , y(static_cast(_y.x)) + , z(static_cast(_z)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, Z _z, vec<1, W, Q> const& _w) + : x(static_cast(_x.x)) + , y(static_cast(_y.x)) + , z(static_cast(_z)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w) + : x(static_cast(_x)) + , y(static_cast(_y)) + , z(static_cast(_z.x)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, Y _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w) + : x(static_cast(_x.x)) + , y(static_cast(_y)) + , z(static_cast(_z.x)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(X _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w) + : x(static_cast(_x)) + , y(static_cast(_y.x)) + , z(static_cast(_z.x)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, X, Q> const& _x, vec<1, Y, Q> const& _y, vec<1, Z, Q> const& _z, vec<1, W, Q> const& _w) + : x(static_cast(_x.x)) + , y(static_cast(_y.x)) + , z(static_cast(_z.x)) + , w(static_cast(_w.x)) + {} + + // -- Conversion vector constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, C _w) + : x(static_cast(_xy.x)) + , y(static_cast(_xy.y)) + , z(static_cast(_z)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, C _w) + : x(static_cast(_xy.x)) + , y(static_cast(_xy.y)) + , z(static_cast(_z.x)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, B _z, vec<1, C, P> const& _w) + : x(static_cast(_xy.x)) + , y(static_cast(_xy.y)) + , z(static_cast(_z)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<1, B, P> const& _z, vec<1, C, P> const& _w) + : x(static_cast(_xy.x)) + , y(static_cast(_xy.y)) + , z(static_cast(_z.x)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, C _w) + : x(static_cast(_x)) + , y(static_cast(_yz.x)) + , z(static_cast(_yz.y)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, C _w) + : x(static_cast(_x.x)) + , y(static_cast(_yz.x)) + , z(static_cast(_yz.y)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w) + : x(static_cast(_x)) + , y(static_cast(_yz.x)) + , z(static_cast(_yz.y)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<2, B, P> const& _yz, vec<1, C, P> const& _w) + : x(static_cast(_x.x)) + , y(static_cast(_yz.x)) + , z(static_cast(_yz.y)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, B _y, vec<2, C, P> const& _zw) + : x(static_cast(_x)) + , y(static_cast(_y)) + , z(static_cast(_zw.x)) + , w(static_cast(_zw.y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, B _y, vec<2, C, P> const& _zw) + : x(static_cast(_x.x)) + , y(static_cast(_y)) + , z(static_cast(_zw.x)) + , w(static_cast(_zw.y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw) + : x(static_cast(_x)) + , y(static_cast(_y.x)) + , z(static_cast(_zw.x)) + , w(static_cast(_zw.y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<1, B, P> const& _y, vec<2, C, P> const& _zw) + : x(static_cast(_x.x)) + , y(static_cast(_y.x)) + , z(static_cast(_zw.x)) + , w(static_cast(_zw.y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, B _w) + : x(static_cast(_xyz.x)) + , y(static_cast(_xyz.y)) + , z(static_cast(_xyz.z)) + , w(static_cast(_w)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<3, A, P> const& _xyz, vec<1, B, P> const& _w) + : x(static_cast(_xyz.x)) + , y(static_cast(_xyz.y)) + , z(static_cast(_xyz.z)) + , w(static_cast(_w.x)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(A _x, vec<3, B, P> const& _yzw) + : x(static_cast(_x)) + , y(static_cast(_yzw.x)) + , z(static_cast(_yzw.y)) + , w(static_cast(_yzw.z)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<1, A, P> const& _x, vec<3, B, P> const& _yzw) + : x(static_cast(_x.x)) + , y(static_cast(_yzw.x)) + , z(static_cast(_yzw.y)) + , w(static_cast(_yzw.z)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<2, A, P> const& _xy, vec<2, B, P> const& _zw) + : x(static_cast(_xy.x)) + , y(static_cast(_xy.y)) + , z(static_cast(_zw.x)) + , w(static_cast(_zw.y)) + {} + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>::vec(vec<4, U, P> const& v) + : x(static_cast(v.x)) + , y(static_cast(v.y)) + , z(static_cast(v.z)) + , w(static_cast(v.w)) + {} + + // -- Component accesses -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i) + { + assert(i >= 0 && i < this->length()); + switch(i) + { + default: + case 0: + return x; + case 1: + return y; + case 2: + return z; + case 3: + return w; + } + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T const& vec<4, T, Q>::operator[](typename vec<4, T, Q>::length_type i) const + { + assert(i >= 0 && i < this->length()); + switch(i) + { + default: + case 0: + return x; + case 1: + return y; + case 2: + return z; + case 3: + return w; + } + } + + // -- Unary arithmetic operators -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, T, Q> const& v) + { + this->x = v.x; + this->y = v.y; + this->z = v.z; + this->w = v.w; + return *this; + } +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q>& vec<4, T, Q>::operator=(vec<4, U, Q> const& v) + { + this->x = static_cast(v.x); + this->y = static_cast(v.y); + this->z = static_cast(v.z); + this->w = static_cast(v.w); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(U scalar) + { + return (*this = detail::compute_vec4_add::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_add::value>::call(*this, vec<4, T, Q>(v.x))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator+=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_add::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(U scalar) + { + return (*this = detail::compute_vec4_sub::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_sub::value>::call(*this, vec<4, T, Q>(v.x))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator-=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_sub::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(U scalar) + { + return (*this = detail::compute_vec4_mul::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_mul::value>::call(*this, vec<4, T, Q>(v.x))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator*=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_mul::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(U scalar) + { + return (*this = detail::compute_vec4_div::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_div::value>::call(*this, vec<4, T, Q>(v.x))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator/=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_div::value>::call(*this, vec<4, T, Q>(v))); + } + + // -- Increment and decrement operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator++() + { + ++this->x; + ++this->y; + ++this->z; + ++this->w; + return *this; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator--() + { + --this->x; + --this->y; + --this->z; + --this->w; + return *this; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator++(int) + { + vec<4, T, Q> Result(*this); + ++*this; + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> vec<4, T, Q>::operator--(int) + { + vec<4, T, Q> Result(*this); + --*this; + return Result; + } + + // -- Unary bit operators -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(U scalar) + { + return (*this = detail::compute_vec4_mod::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_mod::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator%=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_mod::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(U scalar) + { + return (*this = detail::compute_vec4_and::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_and::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator&=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_and::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(U scalar) + { + return (*this = detail::compute_vec4_or::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_or::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator|=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_or::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(U scalar) + { + return (*this = detail::compute_vec4_xor::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_xor::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator^=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_xor::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(U scalar) + { + return (*this = detail::compute_vec4_shift_left::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_shift_left::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator<<=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_shift_left::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(U scalar) + { + return (*this = detail::compute_vec4_shift_right::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(scalar))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<1, U, Q> const& v) + { + return (*this = detail::compute_vec4_shift_right::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> & vec<4, T, Q>::operator>>=(vec<4, U, Q> const& v) + { + return (*this = detail::compute_vec4_shift_right::value, sizeof(T) * 8, detail::is_aligned::value>::call(*this, vec<4, T, Q>(v))); + } + + // -- Unary constant operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v) + { + return v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v) + { + return vec<4, T, Q>(0) -= v; + } + + // -- Binary arithmetic operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v, T const & scalar) + { + return vec<4, T, Q>(v) += scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<4, T, Q>(v1) += v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(v) += scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v2) += v1; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator+(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) += v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v, T const & scalar) + { + return vec<4, T, Q>(v) -= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<4, T, Q>(v1) -= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(scalar) -= v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1.x) -= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator-(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) -= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v, T const & scalar) + { + return vec<4, T, Q>(v) *= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<4, T, Q>(v1) *= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(v) *= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v2) *= v1; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator*(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) *= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v, T const & scalar) + { + return vec<4, T, Q>(v) /= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<4, T, Q>(v1) /= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(scalar) /= v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1.x) /= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator/(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) /= v2; + } + + // -- Binary bit operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v, T scalar) + { + return vec<4, T, Q>(v) %= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<4, T, Q>(v1) %= v2.x; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(scalar) %= v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<1, T, Q> const& scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(scalar.x) %= v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator%(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) %= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, T scalar) + { + return vec<4, T, Q>(v) &= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v, vec<1, T, Q> const& scalar) + { + return vec<4, T, Q>(v) &= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(scalar) &= v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1.x) &= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator&(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) &= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v, T scalar) + { + return vec<4, T, Q>(v) |= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<4, T, Q>(v1) |= v2.x; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(scalar) |= v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1.x) |= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator|(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) |= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v, T scalar) + { + return vec<4, T, Q>(v) ^= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<4, T, Q>(v1) ^= v2.x; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(scalar) ^= v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1.x) ^= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator^(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) ^= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v, T scalar) + { + return vec<4, T, Q>(v) <<= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<4, T, Q>(v1) <<= v2.x; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(scalar) <<= v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1.x) <<= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator<<(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) <<= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v, T scalar) + { + return vec<4, T, Q>(v) >>= scalar; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<1, T, Q> const& v2) + { + return vec<4, T, Q>(v1) >>= v2.x; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(T scalar, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(scalar) >>= v; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<1, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1.x) >>= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator>>(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return vec<4, T, Q>(v1) >>= v2; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, T, Q> operator~(vec<4, T, Q> const& v) + { + return detail::compute_vec4_bitwise_not::value, sizeof(T) * 8, detail::is_aligned::value>::call(v); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator==(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return detail::compute_vec4_equal::value, sizeof(T) * 8, detail::is_aligned::value>::call(v1, v2); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool operator!=(vec<4, T, Q> const& v1, vec<4, T, Q> const& v2) + { + return detail::compute_vec4_nequal::value, sizeof(T) * 8, detail::is_aligned::value>::call(v1, v2); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator&&(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2) + { + return vec<4, bool, Q>(v1.x && v2.x, v1.y && v2.y, v1.z && v2.z, v1.w && v2.w); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, bool, Q> operator||(vec<4, bool, Q> const& v1, vec<4, bool, Q> const& v2) + { + return vec<4, bool, Q>(v1.x || v2.x, v1.y || v2.y, v1.z || v2.z, v1.w || v2.w); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "type_vec4_simd.inl" +#endif diff --git a/vendor/include/glm/detail/type_vec4_simd.inl b/vendor/include/glm/detail/type_vec4_simd.inl new file mode 100644 index 0000000..29559b5 --- /dev/null +++ b/vendor/include/glm/detail/type_vec4_simd.inl @@ -0,0 +1,775 @@ +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +namespace glm{ +namespace detail +{ +# if GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + template + struct _swizzle_base1<4, float, Q, E0,E1,E2,E3, true> : public _swizzle_base0 + { + GLM_FUNC_QUALIFIER vec<4, float, Q> operator ()() const + { + __m128 data = *reinterpret_cast<__m128 const*>(&this->_buffer); + + vec<4, float, Q> Result; +# if GLM_ARCH & GLM_ARCH_AVX_BIT + Result.data = _mm_permute_ps(data, _MM_SHUFFLE(E3, E2, E1, E0)); +# else + Result.data = _mm_shuffle_ps(data, data, _MM_SHUFFLE(E3, E2, E1, E0)); +# endif + return Result; + } + }; + + template + struct _swizzle_base1<4, int, Q, E0,E1,E2,E3, true> : public _swizzle_base0 + { + GLM_FUNC_QUALIFIER vec<4, int, Q> operator ()() const + { + __m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer); + + vec<4, int, Q> Result; + Result.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0)); + return Result; + } + }; + + template + struct _swizzle_base1<4, uint, Q, E0,E1,E2,E3, true> : public _swizzle_base0 + { + GLM_FUNC_QUALIFIER vec<4, uint, Q> operator ()() const + { + __m128i data = *reinterpret_cast<__m128i const*>(&this->_buffer); + + vec<4, uint, Q> Result; + Result.data = _mm_shuffle_epi32(data, _MM_SHUFFLE(E3, E2, E1, E0)); + return Result; + } + }; +# endif// GLM_CONFIG_SWIZZLE == GLM_SWIZZLE_OPERATOR + + template + struct compute_vec4_add + { + static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) + { + vec<4, float, Q> Result; + Result.data = _mm_add_ps(a.data, b.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX_BIT + template + struct compute_vec4_add + { + static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b) + { + vec<4, double, Q> Result; + Result.data = _mm256_add_pd(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_vec4_sub + { + static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) + { + vec<4, float, Q> Result; + Result.data = _mm_sub_ps(a.data, b.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX_BIT + template + struct compute_vec4_sub + { + static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b) + { + vec<4, double, Q> Result; + Result.data = _mm256_sub_pd(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_vec4_mul + { + static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) + { + vec<4, float, Q> Result; + Result.data = _mm_mul_ps(a.data, b.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX_BIT + template + struct compute_vec4_mul + { + static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b) + { + vec<4, double, Q> Result; + Result.data = _mm256_mul_pd(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_vec4_div + { + static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) + { + vec<4, float, Q> Result; + Result.data = _mm_div_ps(a.data, b.data); + return Result; + } + }; + + # if GLM_ARCH & GLM_ARCH_AVX_BIT + template + struct compute_vec4_div + { + static vec<4, double, Q> call(vec<4, double, Q> const& a, vec<4, double, Q> const& b) + { + vec<4, double, Q> Result; + Result.data = _mm256_div_pd(a.data, b.data); + return Result; + } + }; +# endif + + template<> + struct compute_vec4_div + { + static vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& a, vec<4, float, aligned_lowp> const& b) + { + vec<4, float, aligned_lowp> Result; + Result.data = _mm_mul_ps(a.data, _mm_rcp_ps(b.data)); + return Result; + } + }; + + template + struct compute_vec4_and + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm_and_si128(a.data, b.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX2_BIT + template + struct compute_vec4_and + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm256_and_si256(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_vec4_or + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm_or_si128(a.data, b.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX2_BIT + template + struct compute_vec4_or + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm256_or_si256(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_vec4_xor + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm_xor_si128(a.data, b.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX2_BIT + template + struct compute_vec4_xor + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm256_xor_si256(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_vec4_shift_left + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm_sll_epi32(a.data, b.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX2_BIT + template + struct compute_vec4_shift_left + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm256_sll_epi64(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_vec4_shift_right + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm_srl_epi32(a.data, b.data); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX2_BIT + template + struct compute_vec4_shift_right + { + static vec<4, T, Q> call(vec<4, T, Q> const& a, vec<4, T, Q> const& b) + { + vec<4, T, Q> Result; + Result.data = _mm256_srl_epi64(a.data, b.data); + return Result; + } + }; +# endif + + template + struct compute_vec4_bitwise_not + { + static vec<4, T, Q> call(vec<4, T, Q> const& v) + { + vec<4, T, Q> Result; + Result.data = _mm_xor_si128(v.data, _mm_set1_epi32(-1)); + return Result; + } + }; + +# if GLM_ARCH & GLM_ARCH_AVX2_BIT + template + struct compute_vec4_bitwise_not + { + static vec<4, T, Q> call(vec<4, T, Q> const& v) + { + vec<4, T, Q> Result; + Result.data = _mm256_xor_si256(v.data, _mm_set1_epi32(-1)); + return Result; + } + }; +# endif + + template + struct compute_vec4_equal + { + static bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) + { + return _mm_movemask_ps(_mm_cmpeq_ps(v1.data, v2.data)) != 0; + } + }; + +# if GLM_ARCH & GLM_ARCH_SSE41_BIT + template + struct compute_vec4_equal + { + static bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) + { + //return _mm_movemask_epi8(_mm_cmpeq_epi32(v1.data, v2.data)) != 0; + __m128i neq = _mm_xor_si128(v1.data, v2.data); + return _mm_test_all_zeros(neq, neq) == 0; + } + }; +# endif + + template + struct compute_vec4_nequal + { + static bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) + { + return _mm_movemask_ps(_mm_cmpneq_ps(v1.data, v2.data)) != 0; + } + }; + +# if GLM_ARCH & GLM_ARCH_SSE41_BIT + template + struct compute_vec4_nequal + { + static bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) + { + //return _mm_movemask_epi8(_mm_cmpneq_epi32(v1.data, v2.data)) != 0; + __m128i neq = _mm_xor_si128(v1.data, v2.data); + return _mm_test_all_zeros(neq, neq) != 0; + } + }; +# endif +}//namespace detail + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _s) : + data(_mm_set1_ps(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _s) : + data(_mm_set1_ps(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _s) : + data(_mm_set1_ps(_s)) + {} + +# if GLM_ARCH & GLM_ARCH_AVX_BIT + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_lowp>::vec(double _s) : + data(_mm256_set1_pd(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_mediump>::vec(double _s) : + data(_mm256_set1_pd(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, double, aligned_highp>::vec(double _s) : + data(_mm256_set1_pd(_s)) + {} +# endif + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _s) : + data(_mm_set1_epi32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _s) : + data(_mm_set1_epi32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _s) : + data(_mm_set1_epi32(_s)) + {} + +# if GLM_ARCH & GLM_ARCH_AVX2_BIT + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_lowp>::vec(detail::int64 _s) : + data(_mm256_set1_epi64x(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_mediump>::vec(detail::int64 _s) : + data(_mm256_set1_epi64x(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, detail::int64, aligned_highp>::vec(detail::int64 _s) : + data(_mm256_set1_epi64x(_s)) + {} +# endif + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _x, float _y, float _z, float _w) : + data(_mm_set_ps(_w, _z, _y, _x)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _x, float _y, float _z, float _w) : + data(_mm_set_ps(_w, _z, _y, _x)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _x, float _y, float _z, float _w) : + data(_mm_set_ps(_w, _z, _y, _x)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _x, int _y, int _z, int _w) : + data(_mm_set_epi32(_w, _z, _y, _x)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _x, int _y, int _z, int _w) : + data(_mm_set_epi32(_w, _z, _y, _x)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _x, int _y, int _z, int _w) : + data(_mm_set_epi32(_w, _z, _y, _x)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(int _x, int _y, int _z, int _w) : + data(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x))) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(int _x, int _y, int _z, int _w) : + data(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x))) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(int _x, int _y, int _z, int _w) : + data(_mm_cvtepi32_ps(_mm_set_epi32(_w, _z, _y, _x))) + {} +}//namespace glm + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT + +#if GLM_ARCH & GLM_ARCH_NEON_BIT +namespace glm { +namespace detail { + + template + struct compute_vec4_add + { + static + vec<4, float, Q> + call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) + { + vec<4, float, Q> Result; + Result.data = vaddq_f32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_add + { + static + vec<4, uint, Q> + call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b) + { + vec<4, uint, Q> Result; + Result.data = vaddq_u32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_add + { + static + vec<4, int, Q> + call(vec<4, int, Q> const& a, vec<4, int, Q> const& b) + { + vec<4, uint, Q> Result; + Result.data = vaddq_s32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_sub + { + static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) + { + vec<4, float, Q> Result; + Result.data = vsubq_f32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_sub + { + static vec<4, uint, Q> call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b) + { + vec<4, uint, Q> Result; + Result.data = vsubq_u32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_sub + { + static vec<4, int, Q> call(vec<4, int, Q> const& a, vec<4, int, Q> const& b) + { + vec<4, int, Q> Result; + Result.data = vsubq_s32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_mul + { + static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) + { + vec<4, float, Q> Result; + Result.data = vmulq_f32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_mul + { + static vec<4, uint, Q> call(vec<4, uint, Q> const& a, vec<4, uint, Q> const& b) + { + vec<4, uint, Q> Result; + Result.data = vmulq_u32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_mul + { + static vec<4, int, Q> call(vec<4, int, Q> const& a, vec<4, int, Q> const& b) + { + vec<4, int, Q> Result; + Result.data = vmulq_s32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_div + { + static vec<4, float, Q> call(vec<4, float, Q> const& a, vec<4, float, Q> const& b) + { + vec<4, float, Q> Result; + Result.data = vdivq_f32(a.data, b.data); + return Result; + } + }; + + template + struct compute_vec4_equal + { + static bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) + { + uint32x4_t cmp = vceqq_f32(v1.data, v2.data); +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT + cmp = vpminq_u32(cmp, cmp); + cmp = vpminq_u32(cmp, cmp); + uint32_t r = cmp[0]; +#else + uint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp)); + cmpx2 = vpmin_u32(cmpx2, cmpx2); + uint32_t r = cmpx2[0]; +#endif + return r == ~0u; + } + }; + + template + struct compute_vec4_equal + { + static bool call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) + { + uint32x4_t cmp = vceqq_u32(v1.data, v2.data); +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT + cmp = vpminq_u32(cmp, cmp); + cmp = vpminq_u32(cmp, cmp); + uint32_t r = cmp[0]; +#else + uint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp)); + cmpx2 = vpmin_u32(cmpx2, cmpx2); + uint32_t r = cmpx2[0]; +#endif + return r == ~0u; + } + }; + + template + struct compute_vec4_equal + { + static bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) + { + uint32x4_t cmp = vceqq_s32(v1.data, v2.data); +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT + cmp = vpminq_u32(cmp, cmp); + cmp = vpminq_u32(cmp, cmp); + uint32_t r = cmp[0]; +#else + uint32x2_t cmpx2 = vpmin_u32(vget_low_f32(cmp), vget_high_f32(cmp)); + cmpx2 = vpmin_u32(cmpx2, cmpx2); + uint32_t r = cmpx2[0]; +#endif + return r == ~0u; + } + }; + + template + struct compute_vec4_nequal + { + static bool call(vec<4, float, Q> const& v1, vec<4, float, Q> const& v2) + { + return !compute_vec4_equal::call(v1, v2); + } + }; + + template + struct compute_vec4_nequal + { + static bool call(vec<4, uint, Q> const& v1, vec<4, uint, Q> const& v2) + { + return !compute_vec4_equal::call(v1, v2); + } + }; + + template + struct compute_vec4_nequal + { + static bool call(vec<4, int, Q> const& v1, vec<4, int, Q> const& v2) + { + return !compute_vec4_equal::call(v1, v2); + } + }; + +}//namespace detail + +#if !GLM_CONFIG_XYZW_ONLY + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(float _s) : + data(vdupq_n_f32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(float _s) : + data(vdupq_n_f32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(float _s) : + data(vdupq_n_f32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_lowp>::vec(int _s) : + data(vdupq_n_s32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_mediump>::vec(int _s) : + data(vdupq_n_s32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, int, aligned_highp>::vec(int _s) : + data(vdupq_n_s32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_lowp>::vec(uint _s) : + data(vdupq_n_u32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_mediump>::vec(uint _s) : + data(vdupq_n_u32(_s)) + {} + + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, uint, aligned_highp>::vec(uint _s) : + data(vdupq_n_u32(_s)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, float, aligned_highp>& rhs) : + data(rhs.data) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, int, aligned_highp>& rhs) : + data(vcvtq_f32_s32(rhs.data)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(const vec<4, uint, aligned_highp>& rhs) : + data(vcvtq_f32_u32(rhs.data)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(int _x, int _y, int _z, int _w) : + data(vcvtq_f32_s32(vec<4, int, aligned_lowp>(_x, _y, _z, _w).data)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(int _x, int _y, int _z, int _w) : + data(vcvtq_f32_s32(vec<4, int, aligned_mediump>(_x, _y, _z, _w).data)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(int _x, int _y, int _z, int _w) : + data(vcvtq_f32_s32(vec<4, int, aligned_highp>(_x, _y, _z, _w).data)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_lowp>::vec(uint _x, uint _y, uint _z, uint _w) : + data(vcvtq_f32_u32(vec<4, uint, aligned_lowp>(_x, _y, _z, _w).data)) + {} + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_mediump>::vec(uint _x, uint _y, uint _z, uint _w) : + data(vcvtq_f32_u32(vec<4, uint, aligned_mediump>(_x, _y, _z, _w).data)) + {} + + + template<> + template<> + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec<4, float, aligned_highp>::vec(uint _x, uint _y, uint _z, uint _w) : + data(vcvtq_f32_u32(vec<4, uint, aligned_highp>(_x, _y, _z, _w).data)) + {} + +#endif +}//namespace glm + +#endif diff --git a/vendor/include/glm/exponential.hpp b/vendor/include/glm/exponential.hpp new file mode 100644 index 0000000..f8fb886 --- /dev/null +++ b/vendor/include/glm/exponential.hpp @@ -0,0 +1,110 @@ +/// @ref core +/// @file glm/exponential.hpp +/// +/// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions +/// +/// @defgroup core_func_exponential Exponential functions +/// @ingroup core +/// +/// Provides GLSL exponential functions +/// +/// These all operate component-wise. The description is per component. +/// +/// Include to use these core features. + +#pragma once + +#include "detail/type_vec1.hpp" +#include "detail/type_vec2.hpp" +#include "detail/type_vec3.hpp" +#include "detail/type_vec4.hpp" +#include + +namespace glm +{ + /// @addtogroup core_func_exponential + /// @{ + + /// Returns 'base' raised to the power 'exponent'. + /// + /// @param base Floating point value. pow function is defined for input values of 'base' defined in the range (inf-, inf+) in the limit of the type qualifier. + /// @param exponent Floating point value representing the 'exponent'. + /// + /// @see GLSL pow man page + /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions + template + GLM_FUNC_DECL vec pow(vec const& base, vec const& exponent); + + /// Returns the natural exponentiation of x, i.e., e^x. + /// + /// @param v exp function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier. + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL exp man page + /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions + template + GLM_FUNC_DECL vec exp(vec const& v); + + /// Returns the natural logarithm of v, i.e., + /// returns the value y which satisfies the equation x = e^y. + /// Results are undefined if v <= 0. + /// + /// @param v log function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier. + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL log man page + /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions + template + GLM_FUNC_DECL vec log(vec const& v); + + /// Returns 2 raised to the v power. + /// + /// @param v exp2 function is defined for input values of v defined in the range (inf-, inf+) in the limit of the type qualifier. + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL exp2 man page + /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions + template + GLM_FUNC_DECL vec exp2(vec const& v); + + /// Returns the base 2 log of x, i.e., returns the value y, + /// which satisfies the equation x = 2 ^ y. + /// + /// @param v log2 function is defined for input values of v defined in the range (0, inf+) in the limit of the type qualifier. + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL log2 man page + /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions + template + GLM_FUNC_DECL vec log2(vec const& v); + + /// Returns the positive square root of v. + /// + /// @param v sqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier. + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL sqrt man page + /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions + template + GLM_FUNC_DECL vec sqrt(vec const& v); + + /// Returns the reciprocal of the positive square root of v. + /// + /// @param v inversesqrt function is defined for input values of v defined in the range [0, inf+) in the limit of the type qualifier. + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL inversesqrt man page + /// @see GLSL 4.20.8 specification, section 8.2 Exponential Functions + template + GLM_FUNC_DECL vec inversesqrt(vec const& v); + + /// @} +}//namespace glm + +#include "detail/func_exponential.inl" diff --git a/vendor/include/glm/ext.hpp b/vendor/include/glm/ext.hpp new file mode 100644 index 0000000..3249fb9 --- /dev/null +++ b/vendor/include/glm/ext.hpp @@ -0,0 +1,253 @@ +/// @file glm/ext.hpp +/// +/// @ref core (Dependence) + +#include "detail/setup.hpp" + +#pragma once + +#include "glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_MESSAGE_EXT_INCLUDED_DISPLAYED) +# define GLM_MESSAGE_EXT_INCLUDED_DISPLAYED +# pragma message("GLM: All extensions included (not recommended)") +#endif//GLM_MESSAGES + +#include "./ext/matrix_clip_space.hpp" +#include "./ext/matrix_common.hpp" + +#include "./ext/matrix_double2x2.hpp" +#include "./ext/matrix_double2x2_precision.hpp" +#include "./ext/matrix_double2x3.hpp" +#include "./ext/matrix_double2x3_precision.hpp" +#include "./ext/matrix_double2x4.hpp" +#include "./ext/matrix_double2x4_precision.hpp" +#include "./ext/matrix_double3x2.hpp" +#include "./ext/matrix_double3x2_precision.hpp" +#include "./ext/matrix_double3x3.hpp" +#include "./ext/matrix_double3x3_precision.hpp" +#include "./ext/matrix_double3x4.hpp" +#include "./ext/matrix_double3x4_precision.hpp" +#include "./ext/matrix_double4x2.hpp" +#include "./ext/matrix_double4x2_precision.hpp" +#include "./ext/matrix_double4x3.hpp" +#include "./ext/matrix_double4x3_precision.hpp" +#include "./ext/matrix_double4x4.hpp" +#include "./ext/matrix_double4x4_precision.hpp" + +#include "./ext/matrix_float2x2.hpp" +#include "./ext/matrix_float2x2_precision.hpp" +#include "./ext/matrix_float2x3.hpp" +#include "./ext/matrix_float2x3_precision.hpp" +#include "./ext/matrix_float2x4.hpp" +#include "./ext/matrix_float2x4_precision.hpp" +#include "./ext/matrix_float3x2.hpp" +#include "./ext/matrix_float3x2_precision.hpp" +#include "./ext/matrix_float3x3.hpp" +#include "./ext/matrix_float3x3_precision.hpp" +#include "./ext/matrix_float3x4.hpp" +#include "./ext/matrix_float3x4_precision.hpp" +#include "./ext/matrix_float4x2.hpp" +#include "./ext/matrix_float4x2_precision.hpp" +#include "./ext/matrix_float4x3.hpp" +#include "./ext/matrix_float4x3_precision.hpp" +#include "./ext/matrix_float4x4.hpp" +#include "./ext/matrix_float4x4_precision.hpp" + +#include "./ext/matrix_int2x2.hpp" +#include "./ext/matrix_int2x2_sized.hpp" +#include "./ext/matrix_int2x3.hpp" +#include "./ext/matrix_int2x3_sized.hpp" +#include "./ext/matrix_int2x4.hpp" +#include "./ext/matrix_int2x4_sized.hpp" +#include "./ext/matrix_int3x2.hpp" +#include "./ext/matrix_int3x2_sized.hpp" +#include "./ext/matrix_int3x3.hpp" +#include "./ext/matrix_int3x3_sized.hpp" +#include "./ext/matrix_int3x4.hpp" +#include "./ext/matrix_int3x4_sized.hpp" +#include "./ext/matrix_int4x2.hpp" +#include "./ext/matrix_int4x2_sized.hpp" +#include "./ext/matrix_int4x3.hpp" +#include "./ext/matrix_int4x3_sized.hpp" +#include "./ext/matrix_int4x4.hpp" +#include "./ext/matrix_int4x4_sized.hpp" + +#include "./ext/matrix_uint2x2.hpp" +#include "./ext/matrix_uint2x2_sized.hpp" +#include "./ext/matrix_uint2x3.hpp" +#include "./ext/matrix_uint2x3_sized.hpp" +#include "./ext/matrix_uint2x4.hpp" +#include "./ext/matrix_uint2x4_sized.hpp" +#include "./ext/matrix_uint3x2.hpp" +#include "./ext/matrix_uint3x2_sized.hpp" +#include "./ext/matrix_uint3x3.hpp" +#include "./ext/matrix_uint3x3_sized.hpp" +#include "./ext/matrix_uint3x4.hpp" +#include "./ext/matrix_uint3x4_sized.hpp" +#include "./ext/matrix_uint4x2.hpp" +#include "./ext/matrix_uint4x2_sized.hpp" +#include "./ext/matrix_uint4x3.hpp" +#include "./ext/matrix_uint4x3_sized.hpp" +#include "./ext/matrix_uint4x4.hpp" +#include "./ext/matrix_uint4x4_sized.hpp" + +#include "./ext/matrix_projection.hpp" +#include "./ext/matrix_relational.hpp" +#include "./ext/matrix_transform.hpp" + +#include "./ext/quaternion_common.hpp" +#include "./ext/quaternion_double.hpp" +#include "./ext/quaternion_double_precision.hpp" +#include "./ext/quaternion_float.hpp" +#include "./ext/quaternion_float_precision.hpp" +#include "./ext/quaternion_exponential.hpp" +#include "./ext/quaternion_geometric.hpp" +#include "./ext/quaternion_relational.hpp" +#include "./ext/quaternion_transform.hpp" +#include "./ext/quaternion_trigonometric.hpp" + +#include "./ext/scalar_common.hpp" +#include "./ext/scalar_constants.hpp" +#include "./ext/scalar_integer.hpp" +#include "./ext/scalar_packing.hpp" +#include "./ext/scalar_relational.hpp" +#include "./ext/scalar_ulp.hpp" + +#include "./ext/scalar_int_sized.hpp" +#include "./ext/scalar_uint_sized.hpp" + +#include "./ext/vector_common.hpp" +#include "./ext/vector_integer.hpp" +#include "./ext/vector_packing.hpp" +#include "./ext/vector_relational.hpp" +#include "./ext/vector_ulp.hpp" + +#include "./ext/vector_bool1.hpp" +#include "./ext/vector_bool1_precision.hpp" +#include "./ext/vector_bool2.hpp" +#include "./ext/vector_bool2_precision.hpp" +#include "./ext/vector_bool3.hpp" +#include "./ext/vector_bool3_precision.hpp" +#include "./ext/vector_bool4.hpp" +#include "./ext/vector_bool4_precision.hpp" + +#include "./ext/vector_double1.hpp" +#include "./ext/vector_double1_precision.hpp" +#include "./ext/vector_double2.hpp" +#include "./ext/vector_double2_precision.hpp" +#include "./ext/vector_double3.hpp" +#include "./ext/vector_double3_precision.hpp" +#include "./ext/vector_double4.hpp" +#include "./ext/vector_double4_precision.hpp" + +#include "./ext/vector_float1.hpp" +#include "./ext/vector_float1_precision.hpp" +#include "./ext/vector_float2.hpp" +#include "./ext/vector_float2_precision.hpp" +#include "./ext/vector_float3.hpp" +#include "./ext/vector_float3_precision.hpp" +#include "./ext/vector_float4.hpp" +#include "./ext/vector_float4_precision.hpp" + +#include "./ext/vector_int1.hpp" +#include "./ext/vector_int1_sized.hpp" +#include "./ext/vector_int2.hpp" +#include "./ext/vector_int2_sized.hpp" +#include "./ext/vector_int3.hpp" +#include "./ext/vector_int3_sized.hpp" +#include "./ext/vector_int4.hpp" +#include "./ext/vector_int4_sized.hpp" + +#include "./ext/vector_uint1.hpp" +#include "./ext/vector_uint1_sized.hpp" +#include "./ext/vector_uint2.hpp" +#include "./ext/vector_uint2_sized.hpp" +#include "./ext/vector_uint3.hpp" +#include "./ext/vector_uint3_sized.hpp" +#include "./ext/vector_uint4.hpp" +#include "./ext/vector_uint4_sized.hpp" + +#include "./gtc/bitfield.hpp" +#include "./gtc/color_space.hpp" +#include "./gtc/constants.hpp" +#include "./gtc/epsilon.hpp" +#include "./gtc/integer.hpp" +#include "./gtc/matrix_access.hpp" +#include "./gtc/matrix_integer.hpp" +#include "./gtc/matrix_inverse.hpp" +#include "./gtc/matrix_transform.hpp" +#include "./gtc/noise.hpp" +#include "./gtc/packing.hpp" +#include "./gtc/quaternion.hpp" +#include "./gtc/random.hpp" +#include "./gtc/reciprocal.hpp" +#include "./gtc/round.hpp" +#include "./gtc/type_precision.hpp" +#include "./gtc/type_ptr.hpp" +#include "./gtc/ulp.hpp" +#include "./gtc/vec1.hpp" +#if GLM_CONFIG_ALIGNED_GENTYPES == GLM_ENABLE +# include "./gtc/type_aligned.hpp" +#endif + +#ifdef GLM_ENABLE_EXPERIMENTAL +#include "./gtx/associated_min_max.hpp" +#include "./gtx/bit.hpp" +#include "./gtx/closest_point.hpp" +#include "./gtx/color_encoding.hpp" +#include "./gtx/color_space.hpp" +#include "./gtx/color_space_YCoCg.hpp" +#include "./gtx/compatibility.hpp" +#include "./gtx/component_wise.hpp" +#include "./gtx/dual_quaternion.hpp" +#include "./gtx/euler_angles.hpp" +#include "./gtx/extend.hpp" +#include "./gtx/extended_min_max.hpp" +#include "./gtx/fast_exponential.hpp" +#include "./gtx/fast_square_root.hpp" +#include "./gtx/fast_trigonometry.hpp" +#include "./gtx/functions.hpp" +#include "./gtx/gradient_paint.hpp" +#include "./gtx/handed_coordinate_space.hpp" +#include "./gtx/integer.hpp" +#include "./gtx/intersect.hpp" +#include "./gtx/log_base.hpp" +#include "./gtx/matrix_cross_product.hpp" +#include "./gtx/matrix_interpolation.hpp" +#include "./gtx/matrix_major_storage.hpp" +#include "./gtx/matrix_operation.hpp" +#include "./gtx/matrix_query.hpp" +#include "./gtx/mixed_product.hpp" +#include "./gtx/norm.hpp" +#include "./gtx/normal.hpp" +#include "./gtx/normalize_dot.hpp" +#include "./gtx/number_precision.hpp" +#include "./gtx/optimum_pow.hpp" +#include "./gtx/orthonormalize.hpp" +#include "./gtx/perpendicular.hpp" +#include "./gtx/polar_coordinates.hpp" +#include "./gtx/projection.hpp" +#include "./gtx/quaternion.hpp" +#include "./gtx/raw_data.hpp" +#include "./gtx/rotate_vector.hpp" +#include "./gtx/spline.hpp" +#include "./gtx/std_based_type.hpp" +#if !(GLM_COMPILER & GLM_COMPILER_CUDA) +# include "./gtx/string_cast.hpp" +#endif +#include "./gtx/transform.hpp" +#include "./gtx/transform2.hpp" +#include "./gtx/vec_swizzle.hpp" +#include "./gtx/vector_angle.hpp" +#include "./gtx/vector_query.hpp" +#include "./gtx/wrap.hpp" + +#if GLM_HAS_TEMPLATE_ALIASES +# include "./gtx/scalar_multiplication.hpp" +#endif + +#if GLM_HAS_RANGE_FOR +# include "./gtx/range.hpp" +#endif +#endif//GLM_ENABLE_EXPERIMENTAL diff --git a/vendor/include/glm/ext/matrix_clip_space.hpp b/vendor/include/glm/ext/matrix_clip_space.hpp new file mode 100644 index 0000000..c3874f2 --- /dev/null +++ b/vendor/include/glm/ext/matrix_clip_space.hpp @@ -0,0 +1,522 @@ +/// @ref ext_matrix_clip_space +/// @file glm/ext/matrix_clip_space.hpp +/// +/// @defgroup ext_matrix_clip_space GLM_EXT_matrix_clip_space +/// @ingroup ext +/// +/// Defines functions that generate clip space transformation matrices. +/// +/// The matrices generated by this extension use standard OpenGL fixed-function +/// conventions. For example, the lookAt function generates a transform from world +/// space into the specific eye space that the projective matrix functions +/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility +/// specifications defines the particular layout of this eye space. +/// +/// Include to use the features of this extension. +/// +/// @see ext_matrix_transform +/// @see ext_matrix_projection + +#pragma once + +// Dependencies +#include "../ext/scalar_constants.hpp" +#include "../geometric.hpp" +#include "../trigonometric.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_clip_space extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_clip_space + /// @{ + + /// Creates a matrix for projecting two-dimensional coordinates onto the screen. + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top, T const& zNear, T const& zFar) + /// @see gluOrtho2D man page + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( + T left, T right, T bottom, T top); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_ZO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH_NO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoZO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoNO( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoRH( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @tparam T A floating-point scalar type + /// + /// @see - glm::ortho(T const& left, T const& right, T const& bottom, T const& top) + /// @see glOrtho man page + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho( + T left, T right, T bottom, T top, T zNear, T zFar); + + /// Creates a left handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a left handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a right handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a right handed frustum matrix. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_NO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumZO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a frustum matrix using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a left handed frustum matrix. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a right handed frustum matrix. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH( + T left, T right, T bottom, T top, T near, T far); + + /// Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @tparam T A floating-point scalar type + /// @see glFrustum man page + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> frustum( + T left, T right, T bottom, T top, T near, T far); + + + /// Creates a matrix for a right handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a right handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a left handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a left handed, symetric perspective-view frustum. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a right handed, symetric perspective-view frustum. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a left handed, symetric perspective-view frustum. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH( + T fovy, T aspect, T near, T far); + + /// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param fovy Specifies the field of view angle in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + /// @see gluPerspective man page + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspective( + T fovy, T aspect, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_ZO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using right-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH_NO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_ZO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH_NO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovZO( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO( + T fov, T width, T height, T near, T far); + + /// Builds a right handed perspective projection matrix based on a field of view. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH( + T fov, T width, T height, T near, T far); + + /// Builds a left handed perspective projection matrix based on a field of view. + /// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovLH( + T fov, T width, T height, T near, T far); + + /// Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition. + /// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param fov Expressed in radians. + /// @param width Width of the viewport + /// @param height Height of the viewport + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param far Specifies the distance from the viewer to the far clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov( + T fov, T width, T height, T near, T far); + + /// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite. + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH( + T fovy, T aspect, T near); + + /// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite. + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveRH( + T fovy, T aspect, T near); + + /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite with default handedness. + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspective( + T fovy, T aspect, T near); + + /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( + T fovy, T aspect, T near); + + /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. + /// + /// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. + /// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). + /// @param near Specifies the distance from the viewer to the near clipping plane (always positive). + /// @param ep Epsilon + /// + /// @tparam T A floating-point scalar type + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> tweakedInfinitePerspective( + T fovy, T aspect, T near, T ep); + + /// @} +}//namespace glm + +#include "matrix_clip_space.inl" diff --git a/vendor/include/glm/ext/matrix_clip_space.inl b/vendor/include/glm/ext/matrix_clip_space.inl new file mode 100644 index 0000000..7e4df33 --- /dev/null +++ b/vendor/include/glm/ext/matrix_clip_space.inl @@ -0,0 +1,555 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top) + { + mat<4, 4, T, defaultp> Result(static_cast(1)); + Result[0][0] = static_cast(2) / (right - left); + Result[1][1] = static_cast(2) / (top - bottom); + Result[2][2] = - static_cast(1); + Result[3][0] = - (right + left) / (right - left); + Result[3][1] = - (top + bottom) / (top - bottom); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_ZO(T left, T right, T bottom, T top, T zNear, T zFar) + { + mat<4, 4, T, defaultp> Result(1); + Result[0][0] = static_cast(2) / (right - left); + Result[1][1] = static_cast(2) / (top - bottom); + Result[2][2] = static_cast(1) / (zFar - zNear); + Result[3][0] = - (right + left) / (right - left); + Result[3][1] = - (top + bottom) / (top - bottom); + Result[3][2] = - zNear / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH_NO(T left, T right, T bottom, T top, T zNear, T zFar) + { + mat<4, 4, T, defaultp> Result(1); + Result[0][0] = static_cast(2) / (right - left); + Result[1][1] = static_cast(2) / (top - bottom); + Result[2][2] = static_cast(2) / (zFar - zNear); + Result[3][0] = - (right + left) / (right - left); + Result[3][1] = - (top + bottom) / (top - bottom); + Result[3][2] = - (zFar + zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_ZO(T left, T right, T bottom, T top, T zNear, T zFar) + { + mat<4, 4, T, defaultp> Result(1); + Result[0][0] = static_cast(2) / (right - left); + Result[1][1] = static_cast(2) / (top - bottom); + Result[2][2] = - static_cast(1) / (zFar - zNear); + Result[3][0] = - (right + left) / (right - left); + Result[3][1] = - (top + bottom) / (top - bottom); + Result[3][2] = - zNear / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH_NO(T left, T right, T bottom, T top, T zNear, T zFar) + { + mat<4, 4, T, defaultp> Result(1); + Result[0][0] = static_cast(2) / (right - left); + Result[1][1] = static_cast(2) / (top - bottom); + Result[2][2] = - static_cast(2) / (zFar - zNear); + Result[3][0] = - (right + left) / (right - left); + Result[3][1] = - (top + bottom) / (top - bottom); + Result[3][2] = - (zFar + zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoZO(T left, T right, T bottom, T top, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return orthoLH_ZO(left, right, bottom, top, zNear, zFar); +# else + return orthoRH_ZO(left, right, bottom, top, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoNO(T left, T right, T bottom, T top, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return orthoLH_NO(left, right, bottom, top, zNear, zFar); +# else + return orthoRH_NO(left, right, bottom, top, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoLH(T left, T right, T bottom, T top, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return orthoLH_ZO(left, right, bottom, top, zNear, zFar); +# else + return orthoLH_NO(left, right, bottom, top, zNear, zFar); +# endif + + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> orthoRH(T left, T right, T bottom, T top, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return orthoRH_ZO(left, right, bottom, top, zNear, zFar); +# else + return orthoRH_NO(left, right, bottom, top, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> ortho(T left, T right, T bottom, T top, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO + return orthoLH_ZO(left, right, bottom, top, zNear, zFar); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO + return orthoLH_NO(left, right, bottom, top, zNear, zFar); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO + return orthoRH_ZO(left, right, bottom, top, zNear, zFar); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO + return orthoRH_NO(left, right, bottom, top, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal) + { + mat<4, 4, T, defaultp> Result(0); + Result[0][0] = (static_cast(2) * nearVal) / (right - left); + Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); + Result[2][0] = (right + left) / (right - left); + Result[2][1] = (top + bottom) / (top - bottom); + Result[2][2] = farVal / (farVal - nearVal); + Result[2][3] = static_cast(1); + Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH_NO(T left, T right, T bottom, T top, T nearVal, T farVal) + { + mat<4, 4, T, defaultp> Result(0); + Result[0][0] = (static_cast(2) * nearVal) / (right - left); + Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); + Result[2][0] = (right + left) / (right - left); + Result[2][1] = (top + bottom) / (top - bottom); + Result[2][2] = (farVal + nearVal) / (farVal - nearVal); + Result[2][3] = static_cast(1); + Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_ZO(T left, T right, T bottom, T top, T nearVal, T farVal) + { + mat<4, 4, T, defaultp> Result(0); + Result[0][0] = (static_cast(2) * nearVal) / (right - left); + Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); + Result[2][0] = (right + left) / (right - left); + Result[2][1] = (top + bottom) / (top - bottom); + Result[2][2] = farVal / (nearVal - farVal); + Result[2][3] = static_cast(-1); + Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH_NO(T left, T right, T bottom, T top, T nearVal, T farVal) + { + mat<4, 4, T, defaultp> Result(0); + Result[0][0] = (static_cast(2) * nearVal) / (right - left); + Result[1][1] = (static_cast(2) * nearVal) / (top - bottom); + Result[2][0] = (right + left) / (right - left); + Result[2][1] = (top + bottom) / (top - bottom); + Result[2][2] = - (farVal + nearVal) / (farVal - nearVal); + Result[2][3] = static_cast(-1); + Result[3][2] = - (static_cast(2) * farVal * nearVal) / (farVal - nearVal); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumZO(T left, T right, T bottom, T top, T nearVal, T farVal) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return frustumLH_ZO(left, right, bottom, top, nearVal, farVal); +# else + return frustumRH_ZO(left, right, bottom, top, nearVal, farVal); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumNO(T left, T right, T bottom, T top, T nearVal, T farVal) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return frustumLH_NO(left, right, bottom, top, nearVal, farVal); +# else + return frustumRH_NO(left, right, bottom, top, nearVal, farVal); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumLH(T left, T right, T bottom, T top, T nearVal, T farVal) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return frustumLH_ZO(left, right, bottom, top, nearVal, farVal); +# else + return frustumLH_NO(left, right, bottom, top, nearVal, farVal); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustumRH(T left, T right, T bottom, T top, T nearVal, T farVal) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return frustumRH_ZO(left, right, bottom, top, nearVal, farVal); +# else + return frustumRH_NO(left, right, bottom, top, nearVal, farVal); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> frustum(T left, T right, T bottom, T top, T nearVal, T farVal) + { +# if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO + return frustumLH_ZO(left, right, bottom, top, nearVal, farVal); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO + return frustumLH_NO(left, right, bottom, top, nearVal, farVal); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO + return frustumRH_ZO(left, right, bottom, top, nearVal, farVal); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO + return frustumRH_NO(left, right, bottom, top, nearVal, farVal); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_ZO(T fovy, T aspect, T zNear, T zFar) + { + assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); + + T const tanHalfFovy = tan(fovy / static_cast(2)); + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); + Result[1][1] = static_cast(1) / (tanHalfFovy); + Result[2][2] = zFar / (zNear - zFar); + Result[2][3] = - static_cast(1); + Result[3][2] = -(zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH_NO(T fovy, T aspect, T zNear, T zFar) + { + assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); + + T const tanHalfFovy = tan(fovy / static_cast(2)); + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); + Result[1][1] = static_cast(1) / (tanHalfFovy); + Result[2][2] = - (zFar + zNear) / (zFar - zNear); + Result[2][3] = - static_cast(1); + Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_ZO(T fovy, T aspect, T zNear, T zFar) + { + assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); + + T const tanHalfFovy = tan(fovy / static_cast(2)); + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); + Result[1][1] = static_cast(1) / (tanHalfFovy); + Result[2][2] = zFar / (zFar - zNear); + Result[2][3] = static_cast(1); + Result[3][2] = -(zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH_NO(T fovy, T aspect, T zNear, T zFar) + { + assert(abs(aspect - std::numeric_limits::epsilon()) > static_cast(0)); + + T const tanHalfFovy = tan(fovy / static_cast(2)); + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = static_cast(1) / (aspect * tanHalfFovy); + Result[1][1] = static_cast(1) / (tanHalfFovy); + Result[2][2] = (zFar + zNear) / (zFar - zNear); + Result[2][3] = static_cast(1); + Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveZO(T fovy, T aspect, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return perspectiveLH_ZO(fovy, aspect, zNear, zFar); +# else + return perspectiveRH_ZO(fovy, aspect, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveNO(T fovy, T aspect, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return perspectiveLH_NO(fovy, aspect, zNear, zFar); +# else + return perspectiveRH_NO(fovy, aspect, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveLH(T fovy, T aspect, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return perspectiveLH_ZO(fovy, aspect, zNear, zFar); +# else + return perspectiveLH_NO(fovy, aspect, zNear, zFar); +# endif + + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveRH(T fovy, T aspect, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return perspectiveRH_ZO(fovy, aspect, zNear, zFar); +# else + return perspectiveRH_NO(fovy, aspect, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspective(T fovy, T aspect, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO + return perspectiveLH_ZO(fovy, aspect, zNear, zFar); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO + return perspectiveLH_NO(fovy, aspect, zNear, zFar); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO + return perspectiveRH_ZO(fovy, aspect, zNear, zFar); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO + return perspectiveRH_NO(fovy, aspect, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_ZO(T fov, T width, T height, T zNear, T zFar) + { + assert(width > static_cast(0)); + assert(height > static_cast(0)); + assert(fov > static_cast(0)); + + T const rad = fov; + T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); + T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = w; + Result[1][1] = h; + Result[2][2] = zFar / (zNear - zFar); + Result[2][3] = - static_cast(1); + Result[3][2] = -(zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH_NO(T fov, T width, T height, T zNear, T zFar) + { + assert(width > static_cast(0)); + assert(height > static_cast(0)); + assert(fov > static_cast(0)); + + T const rad = fov; + T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); + T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = w; + Result[1][1] = h; + Result[2][2] = - (zFar + zNear) / (zFar - zNear); + Result[2][3] = - static_cast(1); + Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_ZO(T fov, T width, T height, T zNear, T zFar) + { + assert(width > static_cast(0)); + assert(height > static_cast(0)); + assert(fov > static_cast(0)); + + T const rad = fov; + T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); + T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = w; + Result[1][1] = h; + Result[2][2] = zFar / (zFar - zNear); + Result[2][3] = static_cast(1); + Result[3][2] = -(zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH_NO(T fov, T width, T height, T zNear, T zFar) + { + assert(width > static_cast(0)); + assert(height > static_cast(0)); + assert(fov > static_cast(0)); + + T const rad = fov; + T const h = glm::cos(static_cast(0.5) * rad) / glm::sin(static_cast(0.5) * rad); + T const w = h * height / width; ///todo max(width , Height) / min(width , Height)? + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = w; + Result[1][1] = h; + Result[2][2] = (zFar + zNear) / (zFar - zNear); + Result[2][3] = static_cast(1); + Result[3][2] = - (static_cast(2) * zFar * zNear) / (zFar - zNear); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovZO(T fov, T width, T height, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return perspectiveFovLH_ZO(fov, width, height, zNear, zFar); +# else + return perspectiveFovRH_ZO(fov, width, height, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovNO(T fov, T width, T height, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return perspectiveFovLH_NO(fov, width, height, zNear, zFar); +# else + return perspectiveFovRH_NO(fov, width, height, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovLH(T fov, T width, T height, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return perspectiveFovLH_ZO(fov, width, height, zNear, zFar); +# else + return perspectiveFovLH_NO(fov, width, height, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFovRH(T fov, T width, T height, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return perspectiveFovRH_ZO(fov, width, height, zNear, zFar); +# else + return perspectiveFovRH_NO(fov, width, height, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> perspectiveFov(T fov, T width, T height, T zNear, T zFar) + { +# if GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_ZO + return perspectiveFovLH_ZO(fov, width, height, zNear, zFar); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_LH_NO + return perspectiveFovLH_NO(fov, width, height, zNear, zFar); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_ZO + return perspectiveFovRH_ZO(fov, width, height, zNear, zFar); +# elif GLM_CONFIG_CLIP_CONTROL == GLM_CLIP_CONTROL_RH_NO + return perspectiveFovRH_NO(fov, width, height, zNear, zFar); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveRH(T fovy, T aspect, T zNear) + { + T const range = tan(fovy / static_cast(2)) * zNear; + T const left = -range * aspect; + T const right = range * aspect; + T const bottom = -range; + T const top = range; + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = (static_cast(2) * zNear) / (right - left); + Result[1][1] = (static_cast(2) * zNear) / (top - bottom); + Result[2][2] = - static_cast(1); + Result[2][3] = - static_cast(1); + Result[3][2] = - static_cast(2) * zNear; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspectiveLH(T fovy, T aspect, T zNear) + { + T const range = tan(fovy / static_cast(2)) * zNear; + T const left = -range * aspect; + T const right = range * aspect; + T const bottom = -range; + T const top = range; + + mat<4, 4, T, defaultp> Result(T(0)); + Result[0][0] = (static_cast(2) * zNear) / (right - left); + Result[1][1] = (static_cast(2) * zNear) / (top - bottom); + Result[2][2] = static_cast(1); + Result[2][3] = static_cast(1); + Result[3][2] = - static_cast(2) * zNear; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> infinitePerspective(T fovy, T aspect, T zNear) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return infinitePerspectiveLH(fovy, aspect, zNear); +# else + return infinitePerspectiveRH(fovy, aspect, zNear); +# endif + } + + // Infinite projection matrix: http://www.terathon.com/gdc07_lengyel.pdf + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear, T ep) + { + T const range = tan(fovy / static_cast(2)) * zNear; + T const left = -range * aspect; + T const right = range * aspect; + T const bottom = -range; + T const top = range; + + mat<4, 4, T, defaultp> Result(static_cast(0)); + Result[0][0] = (static_cast(2) * zNear) / (right - left); + Result[1][1] = (static_cast(2) * zNear) / (top - bottom); + Result[2][2] = ep - static_cast(1); + Result[2][3] = static_cast(-1); + Result[3][2] = (ep - static_cast(2)) * zNear; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> tweakedInfinitePerspective(T fovy, T aspect, T zNear) + { + return tweakedInfinitePerspective(fovy, aspect, zNear, epsilon()); + } +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_common.hpp b/vendor/include/glm/ext/matrix_common.hpp new file mode 100644 index 0000000..05c3799 --- /dev/null +++ b/vendor/include/glm/ext/matrix_common.hpp @@ -0,0 +1,36 @@ +/// @ref ext_matrix_common +/// @file glm/ext/matrix_common.hpp +/// +/// @defgroup ext_matrix_common GLM_EXT_matrix_common +/// @ingroup ext +/// +/// Defines functions for common matrix operations. +/// +/// Include to use the features of this extension. +/// +/// @see ext_matrix_common + +#pragma once + +#include "../detail/qualifier.hpp" +#include "../detail/_fixes.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_transform extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_common + /// @{ + + template + GLM_FUNC_DECL mat mix(mat const& x, mat const& y, mat const& a); + + template + GLM_FUNC_DECL mat mix(mat const& x, mat const& y, U a); + + /// @} +}//namespace glm + +#include "matrix_common.inl" diff --git a/vendor/include/glm/ext/matrix_common.inl b/vendor/include/glm/ext/matrix_common.inl new file mode 100644 index 0000000..9d50848 --- /dev/null +++ b/vendor/include/glm/ext/matrix_common.inl @@ -0,0 +1,16 @@ +#include "../matrix.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat mix(mat const& x, mat const& y, U a) + { + return mat(x) * (static_cast(1) - a) + mat(y) * a; + } + + template + GLM_FUNC_QUALIFIER mat mix(mat const& x, mat const& y, mat const& a) + { + return matrixCompMult(mat(x), static_cast(1) - a) + matrixCompMult(mat(y), a); + } +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double2x2.hpp b/vendor/include/glm/ext/matrix_double2x2.hpp new file mode 100644 index 0000000..94dca54 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double2x2.hpp @@ -0,0 +1,23 @@ +/// @ref core +/// @file glm/ext/matrix_double2x2.hpp + +#pragma once +#include "../detail/type_mat2x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 2 columns of 2 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<2, 2, double, defaultp> dmat2x2; + + /// 2 columns of 2 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<2, 2, double, defaultp> dmat2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double2x2_precision.hpp b/vendor/include/glm/ext/matrix_double2x2_precision.hpp new file mode 100644 index 0000000..9e2c174 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double2x2_precision.hpp @@ -0,0 +1,49 @@ +/// @ref core +/// @file glm/ext/matrix_double2x2_precision.hpp + +#pragma once +#include "../detail/type_mat2x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, double, lowp> lowp_dmat2; + + /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, double, mediump> mediump_dmat2; + + /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, double, highp> highp_dmat2; + + /// 2 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, double, lowp> lowp_dmat2x2; + + /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, double, mediump> mediump_dmat2x2; + + /// 2 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, double, highp> highp_dmat2x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double2x3.hpp b/vendor/include/glm/ext/matrix_double2x3.hpp new file mode 100644 index 0000000..bfef87a --- /dev/null +++ b/vendor/include/glm/ext/matrix_double2x3.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_double2x3.hpp + +#pragma once +#include "../detail/type_mat2x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 2 columns of 3 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<2, 3, double, defaultp> dmat2x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double2x3_precision.hpp b/vendor/include/glm/ext/matrix_double2x3_precision.hpp new file mode 100644 index 0000000..098fb60 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double2x3_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_double2x3_precision.hpp + +#pragma once +#include "../detail/type_mat2x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 2 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 3, double, lowp> lowp_dmat2x3; + + /// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 3, double, mediump> mediump_dmat2x3; + + /// 2 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 3, double, highp> highp_dmat2x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double2x4.hpp b/vendor/include/glm/ext/matrix_double2x4.hpp new file mode 100644 index 0000000..499284b --- /dev/null +++ b/vendor/include/glm/ext/matrix_double2x4.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_double2x4.hpp + +#pragma once +#include "../detail/type_mat2x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 2 columns of 4 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<2, 4, double, defaultp> dmat2x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double2x4_precision.hpp b/vendor/include/glm/ext/matrix_double2x4_precision.hpp new file mode 100644 index 0000000..9b61ebc --- /dev/null +++ b/vendor/include/glm/ext/matrix_double2x4_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_double2x4_precision.hpp + +#pragma once +#include "../detail/type_mat2x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 2 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 4, double, lowp> lowp_dmat2x4; + + /// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 4, double, mediump> mediump_dmat2x4; + + /// 2 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 4, double, highp> highp_dmat2x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double3x2.hpp b/vendor/include/glm/ext/matrix_double3x2.hpp new file mode 100644 index 0000000..dd23f36 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double3x2.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_double3x2.hpp + +#pragma once +#include "../detail/type_mat3x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 3 columns of 2 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<3, 2, double, defaultp> dmat3x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double3x2_precision.hpp b/vendor/include/glm/ext/matrix_double3x2_precision.hpp new file mode 100644 index 0000000..068d9e9 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double3x2_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_double3x2_precision.hpp + +#pragma once +#include "../detail/type_mat3x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 3 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 2, double, lowp> lowp_dmat3x2; + + /// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 2, double, mediump> mediump_dmat3x2; + + /// 3 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 2, double, highp> highp_dmat3x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double3x3.hpp b/vendor/include/glm/ext/matrix_double3x3.hpp new file mode 100644 index 0000000..53572b7 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double3x3.hpp @@ -0,0 +1,23 @@ +/// @ref core +/// @file glm/ext/matrix_double3x3.hpp + +#pragma once +#include "../detail/type_mat3x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 3 columns of 3 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<3, 3, double, defaultp> dmat3x3; + + /// 3 columns of 3 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<3, 3, double, defaultp> dmat3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double3x3_precision.hpp b/vendor/include/glm/ext/matrix_double3x3_precision.hpp new file mode 100644 index 0000000..8691e78 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double3x3_precision.hpp @@ -0,0 +1,49 @@ +/// @ref core +/// @file glm/ext/matrix_double3x3_precision.hpp + +#pragma once +#include "../detail/type_mat3x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, double, lowp> lowp_dmat3; + + /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, double, mediump> mediump_dmat3; + + /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, double, highp> highp_dmat3; + + /// 3 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, double, lowp> lowp_dmat3x3; + + /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, double, mediump> mediump_dmat3x3; + + /// 3 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, double, highp> highp_dmat3x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double3x4.hpp b/vendor/include/glm/ext/matrix_double3x4.hpp new file mode 100644 index 0000000..c572d63 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double3x4.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_double3x4.hpp + +#pragma once +#include "../detail/type_mat3x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 3 columns of 4 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<3, 4, double, defaultp> dmat3x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double3x4_precision.hpp b/vendor/include/glm/ext/matrix_double3x4_precision.hpp new file mode 100644 index 0000000..f040217 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double3x4_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_double3x4_precision.hpp + +#pragma once +#include "../detail/type_mat3x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 3 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 4, double, lowp> lowp_dmat3x4; + + /// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 4, double, mediump> mediump_dmat3x4; + + /// 3 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 4, double, highp> highp_dmat3x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double4x2.hpp b/vendor/include/glm/ext/matrix_double4x2.hpp new file mode 100644 index 0000000..9b229f4 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double4x2.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_double4x2.hpp + +#pragma once +#include "../detail/type_mat4x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 4 columns of 2 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<4, 2, double, defaultp> dmat4x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double4x2_precision.hpp b/vendor/include/glm/ext/matrix_double4x2_precision.hpp new file mode 100644 index 0000000..6ad18ba --- /dev/null +++ b/vendor/include/glm/ext/matrix_double4x2_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_double4x2_precision.hpp + +#pragma once +#include "../detail/type_mat4x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 4 columns of 2 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 2, double, lowp> lowp_dmat4x2; + + /// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 2, double, mediump> mediump_dmat4x2; + + /// 4 columns of 2 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 2, double, highp> highp_dmat4x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double4x3.hpp b/vendor/include/glm/ext/matrix_double4x3.hpp new file mode 100644 index 0000000..dca4cf9 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double4x3.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_double4x3.hpp + +#pragma once +#include "../detail/type_mat4x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 4 columns of 3 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<4, 3, double, defaultp> dmat4x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double4x3_precision.hpp b/vendor/include/glm/ext/matrix_double4x3_precision.hpp new file mode 100644 index 0000000..f7371de --- /dev/null +++ b/vendor/include/glm/ext/matrix_double4x3_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_double4x3_precision.hpp + +#pragma once +#include "../detail/type_mat4x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 4 columns of 3 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 3, double, lowp> lowp_dmat4x3; + + /// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 3, double, mediump> mediump_dmat4x3; + + /// 4 columns of 3 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 3, double, highp> highp_dmat4x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double4x4.hpp b/vendor/include/glm/ext/matrix_double4x4.hpp new file mode 100644 index 0000000..81e1bf6 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double4x4.hpp @@ -0,0 +1,23 @@ +/// @ref core +/// @file glm/ext/matrix_double4x4.hpp + +#pragma once +#include "../detail/type_mat4x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 4 columns of 4 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<4, 4, double, defaultp> dmat4x4; + + /// 4 columns of 4 components matrix of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<4, 4, double, defaultp> dmat4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_double4x4_precision.hpp b/vendor/include/glm/ext/matrix_double4x4_precision.hpp new file mode 100644 index 0000000..4c36a84 --- /dev/null +++ b/vendor/include/glm/ext/matrix_double4x4_precision.hpp @@ -0,0 +1,49 @@ +/// @ref core +/// @file glm/ext/matrix_double4x4_precision.hpp + +#pragma once +#include "../detail/type_mat4x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, double, lowp> lowp_dmat4; + + /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, double, mediump> mediump_dmat4; + + /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, double, highp> highp_dmat4; + + /// 4 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, double, lowp> lowp_dmat4x4; + + /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, double, mediump> mediump_dmat4x4; + + /// 4 columns of 4 components matrix of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, double, highp> highp_dmat4x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float2x2.hpp b/vendor/include/glm/ext/matrix_float2x2.hpp new file mode 100644 index 0000000..53df921 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float2x2.hpp @@ -0,0 +1,23 @@ +/// @ref core +/// @file glm/ext/matrix_float2x2.hpp + +#pragma once +#include "../detail/type_mat2x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 2 columns of 2 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<2, 2, float, defaultp> mat2x2; + + /// 2 columns of 2 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<2, 2, float, defaultp> mat2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float2x2_precision.hpp b/vendor/include/glm/ext/matrix_float2x2_precision.hpp new file mode 100644 index 0000000..898b6db --- /dev/null +++ b/vendor/include/glm/ext/matrix_float2x2_precision.hpp @@ -0,0 +1,49 @@ +/// @ref core +/// @file glm/ext/matrix_float2x2_precision.hpp + +#pragma once +#include "../detail/type_mat2x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, float, lowp> lowp_mat2; + + /// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, float, mediump> mediump_mat2; + + /// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, float, highp> highp_mat2; + + /// 2 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, float, lowp> lowp_mat2x2; + + /// 2 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, float, mediump> mediump_mat2x2; + + /// 2 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 2, float, highp> highp_mat2x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float2x3.hpp b/vendor/include/glm/ext/matrix_float2x3.hpp new file mode 100644 index 0000000..6f68822 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float2x3.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_float2x3.hpp + +#pragma once +#include "../detail/type_mat2x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 2 columns of 3 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<2, 3, float, defaultp> mat2x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float2x3_precision.hpp b/vendor/include/glm/ext/matrix_float2x3_precision.hpp new file mode 100644 index 0000000..50c1032 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float2x3_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_float2x3_precision.hpp + +#pragma once +#include "../detail/type_mat2x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 2 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 3, float, lowp> lowp_mat2x3; + + /// 2 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 3, float, mediump> mediump_mat2x3; + + /// 2 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 3, float, highp> highp_mat2x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float2x4.hpp b/vendor/include/glm/ext/matrix_float2x4.hpp new file mode 100644 index 0000000..30f30de --- /dev/null +++ b/vendor/include/glm/ext/matrix_float2x4.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_float2x4.hpp + +#pragma once +#include "../detail/type_mat2x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 2 columns of 4 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<2, 4, float, defaultp> mat2x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float2x4_precision.hpp b/vendor/include/glm/ext/matrix_float2x4_precision.hpp new file mode 100644 index 0000000..079d638 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float2x4_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_float2x4_precision.hpp + +#pragma once +#include "../detail/type_mat2x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 2 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 4, float, lowp> lowp_mat2x4; + + /// 2 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 4, float, mediump> mediump_mat2x4; + + /// 2 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<2, 4, float, highp> highp_mat2x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float3x2.hpp b/vendor/include/glm/ext/matrix_float3x2.hpp new file mode 100644 index 0000000..d39dd2f --- /dev/null +++ b/vendor/include/glm/ext/matrix_float3x2.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_float3x2.hpp + +#pragma once +#include "../detail/type_mat3x2.hpp" + +namespace glm +{ + /// @addtogroup core + /// @{ + + /// 3 columns of 2 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<3, 2, float, defaultp> mat3x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float3x2_precision.hpp b/vendor/include/glm/ext/matrix_float3x2_precision.hpp new file mode 100644 index 0000000..8572c2a --- /dev/null +++ b/vendor/include/glm/ext/matrix_float3x2_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_float3x2_precision.hpp + +#pragma once +#include "../detail/type_mat3x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 3 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 2, float, lowp> lowp_mat3x2; + + /// 3 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 2, float, mediump> mediump_mat3x2; + + /// 3 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 2, float, highp> highp_mat3x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float3x3.hpp b/vendor/include/glm/ext/matrix_float3x3.hpp new file mode 100644 index 0000000..177d809 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float3x3.hpp @@ -0,0 +1,23 @@ +/// @ref core +/// @file glm/ext/matrix_float3x3.hpp + +#pragma once +#include "../detail/type_mat3x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 3 columns of 3 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<3, 3, float, defaultp> mat3x3; + + /// 3 columns of 3 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<3, 3, float, defaultp> mat3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float3x3_precision.hpp b/vendor/include/glm/ext/matrix_float3x3_precision.hpp new file mode 100644 index 0000000..8a900c1 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float3x3_precision.hpp @@ -0,0 +1,49 @@ +/// @ref core +/// @file glm/ext/matrix_float3x3_precision.hpp + +#pragma once +#include "../detail/type_mat3x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, float, lowp> lowp_mat3; + + /// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, float, mediump> mediump_mat3; + + /// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, float, highp> highp_mat3; + + /// 3 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, float, lowp> lowp_mat3x3; + + /// 3 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, float, mediump> mediump_mat3x3; + + /// 3 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 3, float, highp> highp_mat3x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float3x4.hpp b/vendor/include/glm/ext/matrix_float3x4.hpp new file mode 100644 index 0000000..64b8459 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float3x4.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_float3x4.hpp + +#pragma once +#include "../detail/type_mat3x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 3 columns of 4 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<3, 4, float, defaultp> mat3x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float3x4_precision.hpp b/vendor/include/glm/ext/matrix_float3x4_precision.hpp new file mode 100644 index 0000000..bc36bf1 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float3x4_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_float3x4_precision.hpp + +#pragma once +#include "../detail/type_mat3x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 3 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 4, float, lowp> lowp_mat3x4; + + /// 3 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 4, float, mediump> mediump_mat3x4; + + /// 3 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<3, 4, float, highp> highp_mat3x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float4x2.hpp b/vendor/include/glm/ext/matrix_float4x2.hpp new file mode 100644 index 0000000..1ed5227 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float4x2.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_float4x2.hpp + +#pragma once +#include "../detail/type_mat4x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 4 columns of 2 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<4, 2, float, defaultp> mat4x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float4x2_precision.hpp b/vendor/include/glm/ext/matrix_float4x2_precision.hpp new file mode 100644 index 0000000..88fd069 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float4x2_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_float2x2_precision.hpp + +#pragma once +#include "../detail/type_mat2x2.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 4 columns of 2 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 2, float, lowp> lowp_mat4x2; + + /// 4 columns of 2 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 2, float, mediump> mediump_mat4x2; + + /// 4 columns of 2 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 2, float, highp> highp_mat4x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float4x3.hpp b/vendor/include/glm/ext/matrix_float4x3.hpp new file mode 100644 index 0000000..5dbe765 --- /dev/null +++ b/vendor/include/glm/ext/matrix_float4x3.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/matrix_float4x3.hpp + +#pragma once +#include "../detail/type_mat4x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix + /// @{ + + /// 4 columns of 3 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<4, 3, float, defaultp> mat4x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float4x3_precision.hpp b/vendor/include/glm/ext/matrix_float4x3_precision.hpp new file mode 100644 index 0000000..846ed4f --- /dev/null +++ b/vendor/include/glm/ext/matrix_float4x3_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/matrix_float4x3_precision.hpp + +#pragma once +#include "../detail/type_mat4x3.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 4 columns of 3 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 3, float, lowp> lowp_mat4x3; + + /// 4 columns of 3 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 3, float, mediump> mediump_mat4x3; + + /// 4 columns of 3 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 3, float, highp> highp_mat4x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float4x4.hpp b/vendor/include/glm/ext/matrix_float4x4.hpp new file mode 100644 index 0000000..5ba111d --- /dev/null +++ b/vendor/include/glm/ext/matrix_float4x4.hpp @@ -0,0 +1,23 @@ +/// @ref core +/// @file glm/ext/matrix_float4x4.hpp + +#pragma once +#include "../detail/type_mat4x4.hpp" + +namespace glm +{ + /// @ingroup core_matrix + /// @{ + + /// 4 columns of 4 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<4, 4, float, defaultp> mat4x4; + + /// 4 columns of 4 components matrix of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + typedef mat<4, 4, float, defaultp> mat4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_float4x4_precision.hpp b/vendor/include/glm/ext/matrix_float4x4_precision.hpp new file mode 100644 index 0000000..597149b --- /dev/null +++ b/vendor/include/glm/ext/matrix_float4x4_precision.hpp @@ -0,0 +1,49 @@ +/// @ref core +/// @file glm/ext/matrix_float4x4_precision.hpp + +#pragma once +#include "../detail/type_mat4x4.hpp" + +namespace glm +{ + /// @addtogroup core_matrix_precision + /// @{ + + /// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, float, lowp> lowp_mat4; + + /// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, float, mediump> mediump_mat4; + + /// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, float, highp> highp_mat4; + + /// 4 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, float, lowp> lowp_mat4x4; + + /// 4 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, float, mediump> mediump_mat4x4; + + /// 4 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see GLSL 4.20.8 specification, section 4.1.6 Matrices + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef mat<4, 4, float, highp> highp_mat4x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int2x2.hpp b/vendor/include/glm/ext/matrix_int2x2.hpp new file mode 100644 index 0000000..c6aa068 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int2x2.hpp @@ -0,0 +1,38 @@ +/// @ref ext_matrix_int2x2 +/// @file glm/ext/matrix_int2x2.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int2x2 GLM_EXT_matrix_int2x2 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x2.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int2x2 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int2x2 + /// @{ + + /// Signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2 + typedef mat<2, 2, int, defaultp> imat2x2; + + /// Signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2 + typedef mat<2, 2, int, defaultp> imat2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int2x2_sized.hpp b/vendor/include/glm/ext/matrix_int2x2_sized.hpp new file mode 100644 index 0000000..70c0c21 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int2x2_sized.hpp @@ -0,0 +1,70 @@ +/// @ref ext_matrix_int2x2_sized +/// @file glm/ext/matrix_int2x2_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int2x2_sized GLM_EXT_matrix_int2x2_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x2.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int2x2_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int2x2_sized + /// @{ + + /// 8 bit signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2_sized + typedef mat<2, 2, int8, defaultp> i8mat2x2; + + /// 16 bit signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2_sized + typedef mat<2, 2, int16, defaultp> i16mat2x2; + + /// 32 bit signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2_sized + typedef mat<2, 2, int32, defaultp> i32mat2x2; + + /// 64 bit signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2_sized + typedef mat<2, 2, int64, defaultp> i64mat2x2; + + + /// 8 bit signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2_sized + typedef mat<2, 2, int8, defaultp> i8mat2; + + /// 16 bit signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2_sized + typedef mat<2, 2, int16, defaultp> i16mat2; + + /// 32 bit signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2_sized + typedef mat<2, 2, int32, defaultp> i32mat2; + + /// 64 bit signed integer 2x2 matrix. + /// + /// @see ext_matrix_int2x2_sized + typedef mat<2, 2, int64, defaultp> i64mat2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int2x3.hpp b/vendor/include/glm/ext/matrix_int2x3.hpp new file mode 100644 index 0000000..aee415c --- /dev/null +++ b/vendor/include/glm/ext/matrix_int2x3.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_int2x3 +/// @file glm/ext/matrix_int2x3.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_int2x3 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x3.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int2x3 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int2x3 + /// @{ + + /// Signed integer 2x3 matrix. + /// + /// @see ext_matrix_int2x3 + typedef mat<2, 3, int, defaultp> imat2x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int2x3_sized.hpp b/vendor/include/glm/ext/matrix_int2x3_sized.hpp new file mode 100644 index 0000000..b5526fe --- /dev/null +++ b/vendor/include/glm/ext/matrix_int2x3_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_int2x3_sized +/// @file glm/ext/matrix_int2x3_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int2x3_sized GLM_EXT_matrix_int2x3_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x3.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int2x3_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int2x3_sized + /// @{ + + /// 8 bit signed integer 2x3 matrix. + /// + /// @see ext_matrix_int2x3_sized + typedef mat<2, 3, int8, defaultp> i8mat2x3; + + /// 16 bit signed integer 2x3 matrix. + /// + /// @see ext_matrix_int2x3_sized + typedef mat<2, 3, int16, defaultp> i16mat2x3; + + /// 32 bit signed integer 2x3 matrix. + /// + /// @see ext_matrix_int2x3_sized + typedef mat<2, 3, int32, defaultp> i32mat2x3; + + /// 64 bit signed integer 2x3 matrix. + /// + /// @see ext_matrix_int2x3_sized + typedef mat<2, 3, int64, defaultp> i64mat2x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int2x4.hpp b/vendor/include/glm/ext/matrix_int2x4.hpp new file mode 100644 index 0000000..4f36331 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int2x4.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_int2x4 +/// @file glm/ext/matrix_int2x4.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int2x4 GLM_EXT_matrix_int2x4 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int2x4 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int2x4 + /// @{ + + /// Signed integer 2x4 matrix. + /// + /// @see ext_matrix_int2x4 + typedef mat<2, 4, int, defaultp> imat2x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int2x4_sized.hpp b/vendor/include/glm/ext/matrix_int2x4_sized.hpp new file mode 100644 index 0000000..a66a5e7 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int2x4_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_int2x4_sized +/// @file glm/ext/matrix_int2x4_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int2x4_sized GLM_EXT_matrix_int2x4_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x4.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int2x4_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int2x4_sized + /// @{ + + /// 8 bit signed integer 2x4 matrix. + /// + /// @see ext_matrix_int2x4_sized + typedef mat<2, 4, int8, defaultp> i8mat2x4; + + /// 16 bit signed integer 2x4 matrix. + /// + /// @see ext_matrix_int2x4_sized + typedef mat<2, 4, int16, defaultp> i16mat2x4; + + /// 32 bit signed integer 2x4 matrix. + /// + /// @see ext_matrix_int2x4_sized + typedef mat<2, 4, int32, defaultp> i32mat2x4; + + /// 64 bit signed integer 2x4 matrix. + /// + /// @see ext_matrix_int2x4_sized + typedef mat<2, 4, int64, defaultp> i64mat2x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int3x2.hpp b/vendor/include/glm/ext/matrix_int3x2.hpp new file mode 100644 index 0000000..3bd563b --- /dev/null +++ b/vendor/include/glm/ext/matrix_int3x2.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_int3x2 +/// @file glm/ext/matrix_int3x2.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_int3x2 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x2.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int3x2 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int3x2 + /// @{ + + /// Signed integer 3x2 matrix. + /// + /// @see ext_matrix_int3x2 + typedef mat<3, 2, int, defaultp> imat3x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int3x2_sized.hpp b/vendor/include/glm/ext/matrix_int3x2_sized.hpp new file mode 100644 index 0000000..7e34c52 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int3x2_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_int3x2_sized +/// @file glm/ext/matrix_int3x2_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int3x2_sized GLM_EXT_matrix_int3x2_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x2.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int3x2_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int3x2_sized + /// @{ + + /// 8 bit signed integer 3x2 matrix. + /// + /// @see ext_matrix_int3x2_sized + typedef mat<3, 2, int8, defaultp> i8mat3x2; + + /// 16 bit signed integer 3x2 matrix. + /// + /// @see ext_matrix_int3x2_sized + typedef mat<3, 2, int16, defaultp> i16mat3x2; + + /// 32 bit signed integer 3x2 matrix. + /// + /// @see ext_matrix_int3x2_sized + typedef mat<3, 2, int32, defaultp> i32mat3x2; + + /// 64 bit signed integer 3x2 matrix. + /// + /// @see ext_matrix_int3x2_sized + typedef mat<3, 2, int64, defaultp> i64mat3x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int3x3.hpp b/vendor/include/glm/ext/matrix_int3x3.hpp new file mode 100644 index 0000000..287488d --- /dev/null +++ b/vendor/include/glm/ext/matrix_int3x3.hpp @@ -0,0 +1,38 @@ +/// @ref ext_matrix_int3x3 +/// @file glm/ext/matrix_int3x3.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int3x3 GLM_EXT_matrix_int3x3 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x3.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int3x3 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int3x3 + /// @{ + + /// Signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3 + typedef mat<3, 3, int, defaultp> imat3x3; + + /// Signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3 + typedef mat<3, 3, int, defaultp> imat3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int3x3_sized.hpp b/vendor/include/glm/ext/matrix_int3x3_sized.hpp new file mode 100644 index 0000000..577e305 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int3x3_sized.hpp @@ -0,0 +1,70 @@ +/// @ref ext_matrix_int3x3_sized +/// @file glm/ext/matrix_int3x3_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int3x3_sized GLM_EXT_matrix_int3x3_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x3.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int3x3_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int3x3_sized + /// @{ + + /// 8 bit signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3_sized + typedef mat<3, 3, int8, defaultp> i8mat3x3; + + /// 16 bit signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3_sized + typedef mat<3, 3, int16, defaultp> i16mat3x3; + + /// 32 bit signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3_sized + typedef mat<3, 3, int32, defaultp> i32mat3x3; + + /// 64 bit signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3_sized + typedef mat<3, 3, int64, defaultp> i64mat3x3; + + + /// 8 bit signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3_sized + typedef mat<3, 3, int8, defaultp> i8mat3; + + /// 16 bit signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3_sized + typedef mat<3, 3, int16, defaultp> i16mat3; + + /// 32 bit signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3_sized + typedef mat<3, 3, int32, defaultp> i32mat3; + + /// 64 bit signed integer 3x3 matrix. + /// + /// @see ext_matrix_int3x3_sized + typedef mat<3, 3, int64, defaultp> i64mat3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int3x4.hpp b/vendor/include/glm/ext/matrix_int3x4.hpp new file mode 100644 index 0000000..08e534d --- /dev/null +++ b/vendor/include/glm/ext/matrix_int3x4.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_int3x4 +/// @file glm/ext/matrix_int3x4.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int3x4 GLM_EXT_matrix_int3x4 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int3x4 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int3x4 + /// @{ + + /// Signed integer 3x4 matrix. + /// + /// @see ext_matrix_int3x4 + typedef mat<3, 4, int, defaultp> imat3x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int3x4_sized.hpp b/vendor/include/glm/ext/matrix_int3x4_sized.hpp new file mode 100644 index 0000000..692c48c --- /dev/null +++ b/vendor/include/glm/ext/matrix_int3x4_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_int3x4_sized +/// @file glm/ext/matrix_int3x2_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int3x4_sized GLM_EXT_matrix_int3x4_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x4.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int3x4_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int3x4_sized + /// @{ + + /// 8 bit signed integer 3x4 matrix. + /// + /// @see ext_matrix_int3x4_sized + typedef mat<3, 4, int8, defaultp> i8mat3x4; + + /// 16 bit signed integer 3x4 matrix. + /// + /// @see ext_matrix_int3x4_sized + typedef mat<3, 4, int16, defaultp> i16mat3x4; + + /// 32 bit signed integer 3x4 matrix. + /// + /// @see ext_matrix_int3x4_sized + typedef mat<3, 4, int32, defaultp> i32mat3x4; + + /// 64 bit signed integer 3x4 matrix. + /// + /// @see ext_matrix_int3x4_sized + typedef mat<3, 4, int64, defaultp> i64mat3x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int4x2.hpp b/vendor/include/glm/ext/matrix_int4x2.hpp new file mode 100644 index 0000000..f756ef2 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int4x2.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_int4x2 +/// @file glm/ext/matrix_int4x2.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int4x2 GLM_EXT_matrix_int4x2 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x2.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int4x2 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int4x2 + /// @{ + + /// Signed integer 4x2 matrix. + /// + /// @see ext_matrix_int4x2 + typedef mat<4, 2, int, defaultp> imat4x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int4x2_sized.hpp b/vendor/include/glm/ext/matrix_int4x2_sized.hpp new file mode 100644 index 0000000..63a99d6 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int4x2_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_int4x2_sized +/// @file glm/ext/matrix_int4x2_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int4x2_sized GLM_EXT_matrix_int4x2_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x2.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int4x2_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int4x2_sized + /// @{ + + /// 8 bit signed integer 4x2 matrix. + /// + /// @see ext_matrix_int4x2_sized + typedef mat<4, 2, int8, defaultp> i8mat4x2; + + /// 16 bit signed integer 4x2 matrix. + /// + /// @see ext_matrix_int4x2_sized + typedef mat<4, 2, int16, defaultp> i16mat4x2; + + /// 32 bit signed integer 4x2 matrix. + /// + /// @see ext_matrix_int4x2_sized + typedef mat<4, 2, int32, defaultp> i32mat4x2; + + /// 64 bit signed integer 4x2 matrix. + /// + /// @see ext_matrix_int4x2_sized + typedef mat<4, 2, int64, defaultp> i64mat4x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int4x3.hpp b/vendor/include/glm/ext/matrix_int4x3.hpp new file mode 100644 index 0000000..d5d97a7 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int4x3.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_int4x3 +/// @file glm/ext/matrix_int4x3.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int4x3 GLM_EXT_matrix_int4x3 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x3.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int4x3 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int4x3 + /// @{ + + /// Signed integer 4x3 matrix. + /// + /// @see ext_matrix_int4x3 + typedef mat<4, 3, int, defaultp> imat4x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int4x3_sized.hpp b/vendor/include/glm/ext/matrix_int4x3_sized.hpp new file mode 100644 index 0000000..55078fa --- /dev/null +++ b/vendor/include/glm/ext/matrix_int4x3_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_int4x3_sized +/// @file glm/ext/matrix_int4x3_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int4x3_sized GLM_EXT_matrix_int4x3_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x3.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int4x3_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int4x3_sized + /// @{ + + /// 8 bit signed integer 4x3 matrix. + /// + /// @see ext_matrix_int4x3_sized + typedef mat<4, 3, int8, defaultp> i8mat4x3; + + /// 16 bit signed integer 4x3 matrix. + /// + /// @see ext_matrix_int4x3_sized + typedef mat<4, 3, int16, defaultp> i16mat4x3; + + /// 32 bit signed integer 4x3 matrix. + /// + /// @see ext_matrix_int4x3_sized + typedef mat<4, 3, int32, defaultp> i32mat4x3; + + /// 64 bit signed integer 4x3 matrix. + /// + /// @see ext_matrix_int4x3_sized + typedef mat<4, 3, int64, defaultp> i64mat4x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int4x4.hpp b/vendor/include/glm/ext/matrix_int4x4.hpp new file mode 100644 index 0000000..e17cff1 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int4x4.hpp @@ -0,0 +1,38 @@ +/// @ref ext_matrix_int4x4 +/// @file glm/ext/matrix_int4x4.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int4x4 GLM_EXT_matrix_int4x4 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int4x4 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int4x4 + /// @{ + + /// Signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4 + typedef mat<4, 4, int, defaultp> imat4x4; + + /// Signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4 + typedef mat<4, 4, int, defaultp> imat4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_int4x4_sized.hpp b/vendor/include/glm/ext/matrix_int4x4_sized.hpp new file mode 100644 index 0000000..4a11203 --- /dev/null +++ b/vendor/include/glm/ext/matrix_int4x4_sized.hpp @@ -0,0 +1,70 @@ +/// @ref ext_matrix_int4x4_sized +/// @file glm/ext/matrix_int4x4_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int4x4_sized GLM_EXT_matrix_int4x4_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x4.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_int4x4_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_int4x4_sized + /// @{ + + /// 8 bit signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4_sized + typedef mat<4, 4, int8, defaultp> i8mat4x4; + + /// 16 bit signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4_sized + typedef mat<4, 4, int16, defaultp> i16mat4x4; + + /// 32 bit signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4_sized + typedef mat<4, 4, int32, defaultp> i32mat4x4; + + /// 64 bit signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4_sized + typedef mat<4, 4, int64, defaultp> i64mat4x4; + + + /// 8 bit signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4_sized + typedef mat<4, 4, int8, defaultp> i8mat4; + + /// 16 bit signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4_sized + typedef mat<4, 4, int16, defaultp> i16mat4; + + /// 32 bit signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4_sized + typedef mat<4, 4, int32, defaultp> i32mat4; + + /// 64 bit signed integer 4x4 matrix. + /// + /// @see ext_matrix_int4x4_sized + typedef mat<4, 4, int64, defaultp> i64mat4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_projection.hpp b/vendor/include/glm/ext/matrix_projection.hpp new file mode 100644 index 0000000..51fd01b --- /dev/null +++ b/vendor/include/glm/ext/matrix_projection.hpp @@ -0,0 +1,149 @@ +/// @ref ext_matrix_projection +/// @file glm/ext/matrix_projection.hpp +/// +/// @defgroup ext_matrix_projection GLM_EXT_matrix_projection +/// @ingroup ext +/// +/// Functions that generate common projection transformation matrices. +/// +/// The matrices generated by this extension use standard OpenGL fixed-function +/// conventions. For example, the lookAt function generates a transform from world +/// space into the specific eye space that the projective matrix functions +/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility +/// specifications defines the particular layout of this eye space. +/// +/// Include to use the features of this extension. +/// +/// @see ext_matrix_transform +/// @see ext_matrix_clip_space + +#pragma once + +// Dependencies +#include "../gtc/constants.hpp" +#include "../geometric.hpp" +#include "../trigonometric.hpp" +#include "../matrix.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_projection extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_projection + /// @{ + + /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param obj Specify the object coordinates. + /// @param model Specifies the current modelview matrix + /// @param proj Specifies the current projection matrix + /// @param viewport Specifies the current viewport + /// @return Return the computed window coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluProject man page + template + GLM_FUNC_DECL vec<3, T, Q> projectZO( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param obj Specify the object coordinates. + /// @param model Specifies the current modelview matrix + /// @param proj Specifies the current projection matrix + /// @param viewport Specifies the current viewport + /// @return Return the computed window coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluProject man page + template + GLM_FUNC_DECL vec<3, T, Q> projectNO( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates using default near and far clip planes definition. + /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param obj Specify the object coordinates. + /// @param model Specifies the current modelview matrix + /// @param proj Specifies the current projection matrix + /// @param viewport Specifies the current viewport + /// @return Return the computed window coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluProject man page + template + GLM_FUNC_DECL vec<3, T, Q> project( + vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) + /// + /// @param win Specify the window coordinates to be mapped. + /// @param model Specifies the modelview matrix + /// @param proj Specifies the projection matrix + /// @param viewport Specifies the viewport + /// @return Returns the computed object coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluUnProject man page + template + GLM_FUNC_DECL vec<3, T, Q> unProjectZO( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates. + /// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition) + /// + /// @param win Specify the window coordinates to be mapped. + /// @param model Specifies the modelview matrix + /// @param proj Specifies the projection matrix + /// @param viewport Specifies the viewport + /// @return Returns the computed object coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluUnProject man page + template + GLM_FUNC_DECL vec<3, T, Q> unProjectNO( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Map the specified window coordinates (win.x, win.y, win.z) into object coordinates using default near and far clip planes definition. + /// To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE. + /// + /// @param win Specify the window coordinates to be mapped. + /// @param model Specifies the modelview matrix + /// @param proj Specifies the projection matrix + /// @param viewport Specifies the viewport + /// @return Returns the computed object coordinates. + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluUnProject man page + template + GLM_FUNC_DECL vec<3, T, Q> unProject( + vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport); + + /// Define a picking region + /// + /// @param center Specify the center of a picking region in window coordinates. + /// @param delta Specify the width and height, respectively, of the picking region in window coordinates. + /// @param viewport Rendering viewport + /// @tparam T Native type used for the computation. Currently supported: half (not recommended), float or double. + /// @tparam U Currently supported: Floating-point types and integer types. + /// + /// @see gluPickMatrix man page + template + GLM_FUNC_DECL mat<4, 4, T, Q> pickMatrix( + vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport); + + /// @} +}//namespace glm + +#include "matrix_projection.inl" diff --git a/vendor/include/glm/ext/matrix_projection.inl b/vendor/include/glm/ext/matrix_projection.inl new file mode 100644 index 0000000..2f2c196 --- /dev/null +++ b/vendor/include/glm/ext/matrix_projection.inl @@ -0,0 +1,106 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec<3, T, Q> projectZO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { + vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast(1)); + tmp = model * tmp; + tmp = proj * tmp; + + tmp /= tmp.w; + tmp.x = tmp.x * static_cast(0.5) + static_cast(0.5); + tmp.y = tmp.y * static_cast(0.5) + static_cast(0.5); + + tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]); + tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]); + + return vec<3, T, Q>(tmp); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> projectNO(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { + vec<4, T, Q> tmp = vec<4, T, Q>(obj, static_cast(1)); + tmp = model * tmp; + tmp = proj * tmp; + + tmp /= tmp.w; + tmp = tmp * static_cast(0.5) + static_cast(0.5); + tmp[0] = tmp[0] * T(viewport[2]) + T(viewport[0]); + tmp[1] = tmp[1] * T(viewport[3]) + T(viewport[1]); + + return vec<3, T, Q>(tmp); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> project(vec<3, T, Q> const& obj, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return projectZO(obj, model, proj, viewport); +# else + return projectNO(obj, model, proj, viewport); +# endif + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectZO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { + mat<4, 4, T, Q> Inverse = inverse(proj * model); + + vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1)); + tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]); + tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]); + tmp.x = tmp.x * static_cast(2) - static_cast(1); + tmp.y = tmp.y * static_cast(2) - static_cast(1); + + vec<4, T, Q> obj = Inverse * tmp; + obj /= obj.w; + + return vec<3, T, Q>(obj); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> unProjectNO(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { + mat<4, 4, T, Q> Inverse = inverse(proj * model); + + vec<4, T, Q> tmp = vec<4, T, Q>(win, T(1)); + tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]); + tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]); + tmp = tmp * static_cast(2) - static_cast(1); + + vec<4, T, Q> obj = Inverse * tmp; + obj /= obj.w; + + return vec<3, T, Q>(obj); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> unProject(vec<3, T, Q> const& win, mat<4, 4, T, Q> const& model, mat<4, 4, T, Q> const& proj, vec<4, U, Q> const& viewport) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_ZO_BIT + return unProjectZO(win, model, proj, viewport); +# else + return unProjectNO(win, model, proj, viewport); +# endif + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> pickMatrix(vec<2, T, Q> const& center, vec<2, T, Q> const& delta, vec<4, U, Q> const& viewport) + { + assert(delta.x > static_cast(0) && delta.y > static_cast(0)); + mat<4, 4, T, Q> Result(static_cast(1)); + + if(!(delta.x > static_cast(0) && delta.y > static_cast(0))) + return Result; // Error + + vec<3, T, Q> Temp( + (static_cast(viewport[2]) - static_cast(2) * (center.x - static_cast(viewport[0]))) / delta.x, + (static_cast(viewport[3]) - static_cast(2) * (center.y - static_cast(viewport[1]))) / delta.y, + static_cast(0)); + + // Translate and scale the picked region to the entire window + Result = translate(Result, Temp); + return scale(Result, vec<3, T, Q>(static_cast(viewport[2]) / delta.x, static_cast(viewport[3]) / delta.y, static_cast(1))); + } +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_relational.hpp b/vendor/include/glm/ext/matrix_relational.hpp new file mode 100644 index 0000000..20023ad --- /dev/null +++ b/vendor/include/glm/ext/matrix_relational.hpp @@ -0,0 +1,132 @@ +/// @ref ext_matrix_relational +/// @file glm/ext/matrix_relational.hpp +/// +/// @defgroup ext_matrix_relational GLM_EXT_matrix_relational +/// @ingroup ext +/// +/// Exposes comparison functions for matrix types that take a user defined epsilon values. +/// +/// Include to use the features of this extension. +/// +/// @see ext_vector_relational +/// @see ext_scalar_relational +/// @see ext_quaternion_relational + +#pragma once + +// Dependencies +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_relational extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_relational + /// @{ + + /// Perform a component-wise equal-to comparison of two matrices. + /// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y); + + /// Perform a component-wise not-equal-to comparison of two matrices. + /// Return a boolean vector which components value is True if this expression is satisfied per column of the matrices. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y); + + /// Returns the component-wise comparison of |x - y| < epsilon. + /// True if this expression is satisfied. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y, T epsilon); + + /// Returns the component-wise comparison of |x - y| < epsilon. + /// True if this expression is satisfied. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y, vec const& epsilon); + + /// Returns the component-wise comparison of |x - y| < epsilon. + /// True if this expression is not satisfied. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, T epsilon); + + /// Returns the component-wise comparison of |x - y| >= epsilon. + /// True if this expression is not satisfied. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, vec const& epsilon); + + /// Returns the component-wise comparison between two vectors in term of ULPs. + /// True if this expression is satisfied. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y, int ULPs); + + /// Returns the component-wise comparison between two vectors in term of ULPs. + /// True if this expression is satisfied. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(mat const& x, mat const& y, vec const& ULPs); + + /// Returns the component-wise comparison between two vectors in term of ULPs. + /// True if this expression is not satisfied. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, int ULPs); + + /// Returns the component-wise comparison between two vectors in term of ULPs. + /// True if this expression is not satisfied. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number of columns of the matrix + /// @tparam R Integer between 1 and 4 included that qualify the number of rows of the matrix + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, vec const& ULPs); + + /// @} +}//namespace glm + +#include "matrix_relational.inl" diff --git a/vendor/include/glm/ext/matrix_relational.inl b/vendor/include/glm/ext/matrix_relational.inl new file mode 100644 index 0000000..b2b8753 --- /dev/null +++ b/vendor/include/glm/ext/matrix_relational.inl @@ -0,0 +1,82 @@ +/// @ref ext_vector_relational +/// @file glm/ext/vector_relational.inl + +// Dependency: +#include "../ext/vector_relational.hpp" +#include "../common.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b) + { + return equal(a, b, static_cast(0)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b, T Epsilon) + { + return equal(a, b, vec(Epsilon)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b, vec const& Epsilon) + { + vec Result(true); + for(length_t i = 0; i < C; ++i) + Result[i] = all(equal(a[i], b[i], Epsilon[i])); + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y) + { + return notEqual(x, y, static_cast(0)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, T Epsilon) + { + return notEqual(x, y, vec(Epsilon)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& a, mat const& b, vec const& Epsilon) + { + vec Result(true); + for(length_t i = 0; i < C; ++i) + Result[i] = any(notEqual(a[i], b[i], Epsilon[i])); + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b, int MaxULPs) + { + return equal(a, b, vec(MaxULPs)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(mat const& a, mat const& b, vec const& MaxULPs) + { + vec Result(true); + for(length_t i = 0; i < C; ++i) + Result[i] = all(equal(a[i], b[i], MaxULPs[i])); + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& x, mat const& y, int MaxULPs) + { + return notEqual(x, y, vec(MaxULPs)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(mat const& a, mat const& b, vec const& MaxULPs) + { + vec Result(true); + for(length_t i = 0; i < C; ++i) + Result[i] = any(notEqual(a[i], b[i], MaxULPs[i])); + return Result; + } + +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_transform.hpp b/vendor/include/glm/ext/matrix_transform.hpp new file mode 100644 index 0000000..cbd187e --- /dev/null +++ b/vendor/include/glm/ext/matrix_transform.hpp @@ -0,0 +1,144 @@ +/// @ref ext_matrix_transform +/// @file glm/ext/matrix_transform.hpp +/// +/// @defgroup ext_matrix_transform GLM_EXT_matrix_transform +/// @ingroup ext +/// +/// Defines functions that generate common transformation matrices. +/// +/// The matrices generated by this extension use standard OpenGL fixed-function +/// conventions. For example, the lookAt function generates a transform from world +/// space into the specific eye space that the projective matrix functions +/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility +/// specifications defines the particular layout of this eye space. +/// +/// Include to use the features of this extension. +/// +/// @see ext_matrix_projection +/// @see ext_matrix_clip_space + +#pragma once + +// Dependencies +#include "../gtc/constants.hpp" +#include "../geometric.hpp" +#include "../trigonometric.hpp" +#include "../matrix.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_transform extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_transform + /// @{ + + /// Builds an identity matrix. + template + GLM_FUNC_DECL GLM_CONSTEXPR genType identity(); + + /// Builds a translation 4 * 4 matrix created from a vector of 3 components. + /// + /// @param m Input matrix multiplied by this translation matrix. + /// @param v Coordinates of a translation vector. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + /// + /// @code + /// #include + /// #include + /// ... + /// glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f)); + /// // m[0][0] == 1.0f, m[0][1] == 0.0f, m[0][2] == 0.0f, m[0][3] == 0.0f + /// // m[1][0] == 0.0f, m[1][1] == 1.0f, m[1][2] == 0.0f, m[1][3] == 0.0f + /// // m[2][0] == 0.0f, m[2][1] == 0.0f, m[2][2] == 1.0f, m[2][3] == 0.0f + /// // m[3][0] == 1.0f, m[3][1] == 1.0f, m[3][2] == 1.0f, m[3][3] == 1.0f + /// @endcode + /// + /// @see - translate(mat<4, 4, T, Q> const& m, T x, T y, T z) + /// @see - translate(vec<3, T, Q> const& v) + /// @see glTranslate man page + template + GLM_FUNC_DECL mat<4, 4, T, Q> translate( + mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); + + /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle. + /// + /// @param m Input matrix multiplied by this rotation matrix. + /// @param angle Rotation angle expressed in radians. + /// @param axis Rotation axis, recommended to be normalized. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + /// + /// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z) + /// @see - rotate(T angle, vec<3, T, Q> const& v) + /// @see glRotate man page + template + GLM_FUNC_DECL mat<4, 4, T, Q> rotate( + mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& axis); + + /// Builds a scale 4 * 4 matrix created from 3 scalars. + /// + /// @param m Input matrix multiplied by this scale matrix. + /// @param v Ratio of scaling for each axis. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + /// + /// @see - scale(mat<4, 4, T, Q> const& m, T x, T y, T z) + /// @see - scale(vec<3, T, Q> const& v) + /// @see glScale man page + template + GLM_FUNC_DECL mat<4, 4, T, Q> scale( + mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v); + + /// Build a right handed look at view matrix. + /// + /// @param eye Position of the camera + /// @param center Position where the camera is looking at + /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + /// + /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) + template + GLM_FUNC_DECL mat<4, 4, T, Q> lookAtRH( + vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); + + /// Build a left handed look at view matrix. + /// + /// @param eye Position of the camera + /// @param center Position where the camera is looking at + /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + /// + /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) + template + GLM_FUNC_DECL mat<4, 4, T, Q> lookAtLH( + vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); + + /// Build a look at view matrix based on the default handedness. + /// + /// @param eye Position of the camera + /// @param center Position where the camera is looking at + /// @param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1) + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + /// + /// @see - frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) frustum(T const& left, T const& right, T const& bottom, T const& top, T const& nearVal, T const& farVal) + /// @see gluLookAt man page + template + GLM_FUNC_DECL mat<4, 4, T, Q> lookAt( + vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up); + + /// @} +}//namespace glm + +#include "matrix_transform.inl" diff --git a/vendor/include/glm/ext/matrix_transform.inl b/vendor/include/glm/ext/matrix_transform.inl new file mode 100644 index 0000000..a415157 --- /dev/null +++ b/vendor/include/glm/ext/matrix_transform.inl @@ -0,0 +1,152 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType identity() + { + return detail::init_gentype::GENTYPE>::identity(); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v) + { + mat<4, 4, T, Q> Result(m); + Result[3] = m[0] * v[0] + m[1] * v[1] + m[2] * v[2] + m[3]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v) + { + T const a = angle; + T const c = cos(a); + T const s = sin(a); + + vec<3, T, Q> axis(normalize(v)); + vec<3, T, Q> temp((T(1) - c) * axis); + + mat<4, 4, T, Q> Rotate; + Rotate[0][0] = c + temp[0] * axis[0]; + Rotate[0][1] = temp[0] * axis[1] + s * axis[2]; + Rotate[0][2] = temp[0] * axis[2] - s * axis[1]; + + Rotate[1][0] = temp[1] * axis[0] - s * axis[2]; + Rotate[1][1] = c + temp[1] * axis[1]; + Rotate[1][2] = temp[1] * axis[2] + s * axis[0]; + + Rotate[2][0] = temp[2] * axis[0] + s * axis[1]; + Rotate[2][1] = temp[2] * axis[1] - s * axis[0]; + Rotate[2][2] = c + temp[2] * axis[2]; + + mat<4, 4, T, Q> Result; + Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2]; + Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2]; + Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2]; + Result[3] = m[3]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate_slow(mat<4, 4, T, Q> const& m, T angle, vec<3, T, Q> const& v) + { + T const a = angle; + T const c = cos(a); + T const s = sin(a); + mat<4, 4, T, Q> Result; + + vec<3, T, Q> axis = normalize(v); + + Result[0][0] = c + (static_cast(1) - c) * axis.x * axis.x; + Result[0][1] = (static_cast(1) - c) * axis.x * axis.y + s * axis.z; + Result[0][2] = (static_cast(1) - c) * axis.x * axis.z - s * axis.y; + Result[0][3] = static_cast(0); + + Result[1][0] = (static_cast(1) - c) * axis.y * axis.x - s * axis.z; + Result[1][1] = c + (static_cast(1) - c) * axis.y * axis.y; + Result[1][2] = (static_cast(1) - c) * axis.y * axis.z + s * axis.x; + Result[1][3] = static_cast(0); + + Result[2][0] = (static_cast(1) - c) * axis.z * axis.x + s * axis.y; + Result[2][1] = (static_cast(1) - c) * axis.z * axis.y - s * axis.x; + Result[2][2] = c + (static_cast(1) - c) * axis.z * axis.z; + Result[2][3] = static_cast(0); + + Result[3] = vec<4, T, Q>(0, 0, 0, 1); + return m * Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v) + { + mat<4, 4, T, Q> Result; + Result[0] = m[0] * v[0]; + Result[1] = m[1] * v[1]; + Result[2] = m[2] * v[2]; + Result[3] = m[3]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale_slow(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& v) + { + mat<4, 4, T, Q> Result(T(1)); + Result[0][0] = v.x; + Result[1][1] = v.y; + Result[2][2] = v.z; + return m * Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtRH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) + { + vec<3, T, Q> const f(normalize(center - eye)); + vec<3, T, Q> const s(normalize(cross(f, up))); + vec<3, T, Q> const u(cross(s, f)); + + mat<4, 4, T, Q> Result(1); + Result[0][0] = s.x; + Result[1][0] = s.y; + Result[2][0] = s.z; + Result[0][1] = u.x; + Result[1][1] = u.y; + Result[2][1] = u.z; + Result[0][2] =-f.x; + Result[1][2] =-f.y; + Result[2][2] =-f.z; + Result[3][0] =-dot(s, eye); + Result[3][1] =-dot(u, eye); + Result[3][2] = dot(f, eye); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAtLH(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) + { + vec<3, T, Q> const f(normalize(center - eye)); + vec<3, T, Q> const s(normalize(cross(up, f))); + vec<3, T, Q> const u(cross(f, s)); + + mat<4, 4, T, Q> Result(1); + Result[0][0] = s.x; + Result[1][0] = s.y; + Result[2][0] = s.z; + Result[0][1] = u.x; + Result[1][1] = u.y; + Result[2][1] = u.z; + Result[0][2] = f.x; + Result[1][2] = f.y; + Result[2][2] = f.z; + Result[3][0] = -dot(s, eye); + Result[3][1] = -dot(u, eye); + Result[3][2] = -dot(f, eye); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> lookAt(vec<3, T, Q> const& eye, vec<3, T, Q> const& center, vec<3, T, Q> const& up) + { + GLM_IF_CONSTEXPR(GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT) + return lookAtLH(eye, center, up); + else + return lookAtRH(eye, center, up); + } +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint2x2.hpp b/vendor/include/glm/ext/matrix_uint2x2.hpp new file mode 100644 index 0000000..034771a --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint2x2.hpp @@ -0,0 +1,38 @@ +/// @ref ext_matrix_uint2x2 +/// @file glm/ext/matrix_uint2x2.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint2x2 GLM_EXT_matrix_uint2x2 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x2.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint2x2 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint2x2 + /// @{ + + /// Unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2 + typedef mat<2, 2, uint, defaultp> umat2x2; + + /// Unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2 + typedef mat<2, 2, uint, defaultp> umat2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint2x2_sized.hpp b/vendor/include/glm/ext/matrix_uint2x2_sized.hpp new file mode 100644 index 0000000..4555324 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint2x2_sized.hpp @@ -0,0 +1,70 @@ +/// @ref ext_matrix_uint2x2_sized +/// @file glm/ext/matrix_uint2x2_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint2x2_sized GLM_EXT_matrix_uint2x2_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x2.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint2x2_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint2x2_sized + /// @{ + + /// 8 bit unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2_sized + typedef mat<2, 2, uint8, defaultp> u8mat2x2; + + /// 16 bit unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2_sized + typedef mat<2, 2, uint16, defaultp> u16mat2x2; + + /// 32 bit unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2_sized + typedef mat<2, 2, uint32, defaultp> u32mat2x2; + + /// 64 bit unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2_sized + typedef mat<2, 2, uint64, defaultp> u64mat2x2; + + + /// 8 bit unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2_sized + typedef mat<2, 2, uint8, defaultp> u8mat2; + + /// 16 bit unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2_sized + typedef mat<2, 2, uint16, defaultp> u16mat2; + + /// 32 bit unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2_sized + typedef mat<2, 2, uint32, defaultp> u32mat2; + + /// 64 bit unsigned integer 2x2 matrix. + /// + /// @see ext_matrix_uint2x2_sized + typedef mat<2, 2, uint64, defaultp> u64mat2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint2x3.hpp b/vendor/include/glm/ext/matrix_uint2x3.hpp new file mode 100644 index 0000000..7de62f6 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint2x3.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_uint2x3 +/// @file glm/ext/matrix_uint2x3.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int2x3 GLM_EXT_matrix_uint2x3 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x3.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint2x3 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint2x3 + /// @{ + + /// Unsigned integer 2x3 matrix. + /// + /// @see ext_matrix_uint2x3 + typedef mat<2, 3, uint, defaultp> umat2x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint2x3_sized.hpp b/vendor/include/glm/ext/matrix_uint2x3_sized.hpp new file mode 100644 index 0000000..db7939c --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint2x3_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_uint2x3_sized +/// @file glm/ext/matrix_uint2x3_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint2x3_sized GLM_EXT_matrix_uint2x3_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x3.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint2x3_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint2x3_sized + /// @{ + + /// 8 bit unsigned integer 2x3 matrix. + /// + /// @see ext_matrix_uint2x3_sized + typedef mat<2, 3, uint8, defaultp> u8mat2x3; + + /// 16 bit unsigned integer 2x3 matrix. + /// + /// @see ext_matrix_uint2x3_sized + typedef mat<2, 3, uint16, defaultp> u16mat2x3; + + /// 32 bit unsigned integer 2x3 matrix. + /// + /// @see ext_matrix_uint2x3_sized + typedef mat<2, 3, uint32, defaultp> u32mat2x3; + + /// 64 bit unsigned integer 2x3 matrix. + /// + /// @see ext_matrix_uint2x3_sized + typedef mat<2, 3, uint64, defaultp> u64mat2x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint2x4.hpp b/vendor/include/glm/ext/matrix_uint2x4.hpp new file mode 100644 index 0000000..0f99350 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint2x4.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_uint2x4 +/// @file glm/ext/matrix_uint2x4.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint2x4 GLM_EXT_matrix_int2x4 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint2x4 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint2x4 + /// @{ + + /// Unsigned integer 2x4 matrix. + /// + /// @see ext_matrix_uint2x4 + typedef mat<2, 4, uint, defaultp> umat2x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint2x4_sized.hpp b/vendor/include/glm/ext/matrix_uint2x4_sized.hpp new file mode 100644 index 0000000..5cb8e54 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint2x4_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_uint2x4_sized +/// @file glm/ext/matrixu_uint2x4_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint2x4_sized GLM_EXT_matrix_uint2x4_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x4.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint2x4_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint2x4_sized + /// @{ + + /// 8 bit unsigned integer 2x4 matrix. + /// + /// @see ext_matrix_uint2x4_sized + typedef mat<2, 4, uint8, defaultp> u8mat2x4; + + /// 16 bit unsigned integer 2x4 matrix. + /// + /// @see ext_matrix_uint2x4_sized + typedef mat<2, 4, uint16, defaultp> u16mat2x4; + + /// 32 bit unsigned integer 2x4 matrix. + /// + /// @see ext_matrix_uint2x4_sized + typedef mat<2, 4, uint32, defaultp> u32mat2x4; + + /// 64 bit unsigned integer 2x4 matrix. + /// + /// @see ext_matrix_uint2x4_sized + typedef mat<2, 4, uint64, defaultp> u64mat2x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint3x2.hpp b/vendor/include/glm/ext/matrix_uint3x2.hpp new file mode 100644 index 0000000..47f4873 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint3x2.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_uint3x2 +/// @file glm/ext/matrix_uint3x2.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_int3x2 GLM_EXT_matrix_uint3x2 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x2.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint3x2 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint3x2 + /// @{ + + /// Unsigned integer 3x2 matrix. + /// + /// @see ext_matrix_uint3x2 + typedef mat<3, 2, uint, defaultp> umat3x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint3x2_sized.hpp b/vendor/include/glm/ext/matrix_uint3x2_sized.hpp new file mode 100644 index 0000000..c81af8f --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint3x2_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_uint3x2_sized +/// @file glm/ext/matrix_uint3x2_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint3x2_sized GLM_EXT_matrix_uint3x2_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x2.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint3x2_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint3x2_sized + /// @{ + + /// 8 bit signed integer 3x2 matrix. + /// + /// @see ext_matrix_uint3x2_sized + typedef mat<3, 2, uint8, defaultp> u8mat3x2; + + /// 16 bit signed integer 3x2 matrix. + /// + /// @see ext_matrix_uint3x2_sized + typedef mat<3, 2, uint16, defaultp> u16mat3x2; + + /// 32 bit signed integer 3x2 matrix. + /// + /// @see ext_matrix_uint3x2_sized + typedef mat<3, 2, uint32, defaultp> u32mat3x2; + + /// 64 bit signed integer 3x2 matrix. + /// + /// @see ext_matrix_uint3x2_sized + typedef mat<3, 2, uint64, defaultp> u64mat3x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint3x3.hpp b/vendor/include/glm/ext/matrix_uint3x3.hpp new file mode 100644 index 0000000..1004c0d --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint3x3.hpp @@ -0,0 +1,38 @@ +/// @ref ext_matrix_uint3x3 +/// @file glm/ext/matrix_uint3x3.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint3x3 GLM_EXT_matrix_uint3x3 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x3.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint3x3 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint3x3 + /// @{ + + /// Unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3 + typedef mat<3, 3, uint, defaultp> umat3x3; + + /// Unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3 + typedef mat<3, 3, uint, defaultp> umat3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint3x3_sized.hpp b/vendor/include/glm/ext/matrix_uint3x3_sized.hpp new file mode 100644 index 0000000..41a8be7 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint3x3_sized.hpp @@ -0,0 +1,70 @@ +/// @ref ext_matrix_uint3x3_sized +/// @file glm/ext/matrix_uint3x3_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint3x3_sized GLM_EXT_matrix_uint3x3_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x3.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint3x3_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint3x3_sized + /// @{ + + /// 8 bit unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3_sized + typedef mat<3, 3, uint8, defaultp> u8mat3x3; + + /// 16 bit unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3_sized + typedef mat<3, 3, uint16, defaultp> u16mat3x3; + + /// 32 bit unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3_sized + typedef mat<3, 3, uint32, defaultp> u32mat3x3; + + /// 64 bit unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3_sized + typedef mat<3, 3, uint64, defaultp> u64mat3x3; + + + /// 8 bit unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3_sized + typedef mat<3, 3, uint8, defaultp> u8mat3; + + /// 16 bit unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3_sized + typedef mat<3, 3, uint16, defaultp> u16mat3; + + /// 32 bit unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3_sized + typedef mat<3, 3, uint32, defaultp> u32mat3; + + /// 64 bit unsigned integer 3x3 matrix. + /// + /// @see ext_matrix_uint3x3_sized + typedef mat<3, 3, uint64, defaultp> u64mat3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint3x4.hpp b/vendor/include/glm/ext/matrix_uint3x4.hpp new file mode 100644 index 0000000..c6dd78c --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint3x4.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_uint3x4 +/// @file glm/ext/matrix_uint3x4.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint3x4 GLM_EXT_matrix_uint3x4 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint3x4 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint3x4 + /// @{ + + /// Signed integer 3x4 matrix. + /// + /// @see ext_matrix_uint3x4 + typedef mat<3, 4, uint, defaultp> umat3x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint3x4_sized.hpp b/vendor/include/glm/ext/matrix_uint3x4_sized.hpp new file mode 100644 index 0000000..2ce28ad --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint3x4_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_uint3x4_sized +/// @file glm/ext/matrix_uint3x2_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint3x4_sized GLM_EXT_matrix_uint3x4_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat3x4.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint3x4_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint3x4_sized + /// @{ + + /// 8 bit unsigned integer 3x4 matrix. + /// + /// @see ext_matrix_uint3x4_sized + typedef mat<3, 4, uint8, defaultp> u8mat3x4; + + /// 16 bit unsigned integer 3x4 matrix. + /// + /// @see ext_matrix_uint3x4_sized + typedef mat<3, 4, uint16, defaultp> u16mat3x4; + + /// 32 bit unsigned integer 3x4 matrix. + /// + /// @see ext_matrix_uint3x4_sized + typedef mat<3, 4, uint32, defaultp> u32mat3x4; + + /// 64 bit unsigned integer 3x4 matrix. + /// + /// @see ext_matrix_uint3x4_sized + typedef mat<3, 4, uint64, defaultp> u64mat3x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint4x2.hpp b/vendor/include/glm/ext/matrix_uint4x2.hpp new file mode 100644 index 0000000..0446f57 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint4x2.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_uint4x2 +/// @file glm/ext/matrix_uint4x2.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint4x2 GLM_EXT_matrix_uint4x2 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x2.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint4x2 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint4x2 + /// @{ + + /// Unsigned integer 4x2 matrix. + /// + /// @see ext_matrix_uint4x2 + typedef mat<4, 2, uint, defaultp> umat4x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint4x2_sized.hpp b/vendor/include/glm/ext/matrix_uint4x2_sized.hpp new file mode 100644 index 0000000..57a66bf --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint4x2_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_uint4x2_sized +/// @file glm/ext/matrix_uint4x2_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint4x2_sized GLM_EXT_matrix_uint4x2_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x2.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint4x2_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint4x2_sized + /// @{ + + /// 8 bit unsigned integer 4x2 matrix. + /// + /// @see ext_matrix_uint4x2_sized + typedef mat<4, 2, uint8, defaultp> u8mat4x2; + + /// 16 bit unsigned integer 4x2 matrix. + /// + /// @see ext_matrix_uint4x2_sized + typedef mat<4, 2, uint16, defaultp> u16mat4x2; + + /// 32 bit unsigned integer 4x2 matrix. + /// + /// @see ext_matrix_uint4x2_sized + typedef mat<4, 2, uint32, defaultp> u32mat4x2; + + /// 64 bit unsigned integer 4x2 matrix. + /// + /// @see ext_matrix_uint4x2_sized + typedef mat<4, 2, uint64, defaultp> u64mat4x2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint4x3.hpp b/vendor/include/glm/ext/matrix_uint4x3.hpp new file mode 100644 index 0000000..54c24e4 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint4x3.hpp @@ -0,0 +1,33 @@ +/// @ref ext_matrix_uint4x3 +/// @file glm/ext/matrix_uint4x3.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint4x3 GLM_EXT_matrix_uint4x3 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x3.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint4x3 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint4x3 + /// @{ + + /// Unsigned integer 4x3 matrix. + /// + /// @see ext_matrix_uint4x3 + typedef mat<4, 3, uint, defaultp> umat4x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint4x3_sized.hpp b/vendor/include/glm/ext/matrix_uint4x3_sized.hpp new file mode 100644 index 0000000..2e61124 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint4x3_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_matrix_uint4x3_sized +/// @file glm/ext/matrix_uint4x3_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint4x3_sized GLM_EXT_matrix_uint4x3_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x3.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint4x3_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint4x3_sized + /// @{ + + /// 8 bit unsigned integer 4x3 matrix. + /// + /// @see ext_matrix_uint4x3_sized + typedef mat<4, 3, uint8, defaultp> u8mat4x3; + + /// 16 bit unsigned integer 4x3 matrix. + /// + /// @see ext_matrix_uint4x3_sized + typedef mat<4, 3, uint16, defaultp> u16mat4x3; + + /// 32 bit unsigned integer 4x3 matrix. + /// + /// @see ext_matrix_uint4x3_sized + typedef mat<4, 3, uint32, defaultp> u32mat4x3; + + /// 64 bit unsigned integer 4x3 matrix. + /// + /// @see ext_matrix_uint4x3_sized + typedef mat<4, 3, uint64, defaultp> u64mat4x3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint4x4.hpp b/vendor/include/glm/ext/matrix_uint4x4.hpp new file mode 100644 index 0000000..5cc8455 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint4x4.hpp @@ -0,0 +1,38 @@ +/// @ref ext_matrix_uint4x4 +/// @file glm/ext/matrix_uint4x4.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint4x4 GLM_EXT_matrix_uint4x4 +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint4x4 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint4x4 + /// @{ + + /// Unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4 + typedef mat<4, 4, uint, defaultp> umat4x4; + + /// Unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4 + typedef mat<4, 4, uint, defaultp> umat4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/matrix_uint4x4_sized.hpp b/vendor/include/glm/ext/matrix_uint4x4_sized.hpp new file mode 100644 index 0000000..bb10bd2 --- /dev/null +++ b/vendor/include/glm/ext/matrix_uint4x4_sized.hpp @@ -0,0 +1,70 @@ +/// @ref ext_matrix_uint4x4_sized +/// @file glm/ext/matrix_uint4x4_sized.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_matrix_uint4x4_sized GLM_EXT_matrix_uint4x4_sized +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat4x4.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_matrix_uint4x4_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_matrix_uint4x4_sized + /// @{ + + /// 8 bit unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4_sized + typedef mat<4, 4, uint8, defaultp> u8mat4x4; + + /// 16 bit unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4_sized + typedef mat<4, 4, uint16, defaultp> u16mat4x4; + + /// 32 bit unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4_sized + typedef mat<4, 4, uint32, defaultp> u32mat4x4; + + /// 64 bit unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4_sized + typedef mat<4, 4, uint64, defaultp> u64mat4x4; + + + /// 8 bit unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4_sized + typedef mat<4, 4, uint8, defaultp> u8mat4; + + /// 16 bit unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4_sized + typedef mat<4, 4, uint16, defaultp> u16mat4; + + /// 32 bit unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4_sized + typedef mat<4, 4, uint32, defaultp> u32mat4; + + /// 64 bit unsigned integer 4x4 matrix. + /// + /// @see ext_matrix_uint4x4_sized + typedef mat<4, 4, uint64, defaultp> u64mat4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/quaternion_common.hpp b/vendor/include/glm/ext/quaternion_common.hpp new file mode 100644 index 0000000..f519d55 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_common.hpp @@ -0,0 +1,135 @@ +/// @ref ext_quaternion_common +/// @file glm/ext/quaternion_common.hpp +/// +/// @defgroup ext_quaternion_common GLM_EXT_quaternion_common +/// @ingroup ext +/// +/// Provides common functions for quaternion types +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_common +/// @see ext_vector_common +/// @see ext_quaternion_float +/// @see ext_quaternion_double +/// @see ext_quaternion_exponential +/// @see ext_quaternion_geometric +/// @see ext_quaternion_relational +/// @see ext_quaternion_trigonometric +/// @see ext_quaternion_transform + +#pragma once + +// Dependency: +#include "../ext/scalar_constants.hpp" +#include "../ext/quaternion_geometric.hpp" +#include "../common.hpp" +#include "../trigonometric.hpp" +#include "../exponential.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_common extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_common + /// @{ + + /// Spherical linear interpolation of two quaternions. + /// The interpolation is oriented and the rotation is performed at constant speed. + /// For short path spherical linear interpolation, use the slerp function. + /// + /// @param x A quaternion + /// @param y A quaternion + /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1]. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + /// + /// @see - slerp(qua const& x, qua const& y, T const& a) + template + GLM_FUNC_DECL qua mix(qua const& x, qua const& y, T a); + + /// Linear interpolation of two quaternions. + /// The interpolation is oriented. + /// + /// @param x A quaternion + /// @param y A quaternion + /// @param a Interpolation factor. The interpolation is defined in the range [0, 1]. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua lerp(qua const& x, qua const& y, T a); + + /// Spherical linear interpolation of two quaternions. + /// The interpolation always take the short path and the rotation is performed at constant speed. + /// + /// @param x A quaternion + /// @param y A quaternion + /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1]. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua slerp(qua const& x, qua const& y, T a); + + /// Spherical linear interpolation of two quaternions with multiple spins over rotation axis. + /// The interpolation always take the short path when the spin count is positive and long path + /// when count is negative. Rotation is performed at constant speed. + /// + /// @param x A quaternion + /// @param y A quaternion + /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1]. + /// @param k Additional spin count. If Value is negative interpolation will be on "long" path. + /// + /// @tparam T A floating-point scalar type + /// @tparam S An integer scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua slerp(qua const& x, qua const& y, T a, S k); + + /// Returns the q conjugate. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua conjugate(qua const& q); + + /// Returns the q inverse. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua inverse(qua const& q); + + /// Returns true if x holds a NaN (not a number) + /// representation in the underlying implementation's set of + /// floating point representations. Returns false otherwise, + /// including for implementations with no NaN + /// representations. + /// + /// /!\ When using compiler fast math, this function may fail. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL vec<4, bool, Q> isnan(qua const& x); + + /// Returns true if x holds a positive infinity or negative + /// infinity representation in the underlying implementation's + /// set of floating point representations. Returns false + /// otherwise, including for implementations with no infinity + /// representations. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL vec<4, bool, Q> isinf(qua const& x); + + /// @} +} //namespace glm + +#include "quaternion_common.inl" diff --git a/vendor/include/glm/ext/quaternion_common.inl b/vendor/include/glm/ext/quaternion_common.inl new file mode 100644 index 0000000..0e4a3bb --- /dev/null +++ b/vendor/include/glm/ext/quaternion_common.inl @@ -0,0 +1,144 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER qua mix(qua const& x, qua const& y, T a) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'mix' only accept floating-point inputs"); + + T const cosTheta = dot(x, y); + + // Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator + if(cosTheta > static_cast(1) - epsilon()) + { + // Linear interpolation + return qua( + mix(x.w, y.w, a), + mix(x.x, y.x, a), + mix(x.y, y.y, a), + mix(x.z, y.z, a)); + } + else + { + // Essential Mathematics, page 467 + T angle = acos(cosTheta); + return (sin((static_cast(1) - a) * angle) * x + sin(a * angle) * y) / sin(angle); + } + } + + template + GLM_FUNC_QUALIFIER qua lerp(qua const& x, qua const& y, T a) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'lerp' only accept floating-point inputs"); + + // Lerp is only defined in [0, 1] + assert(a >= static_cast(0)); + assert(a <= static_cast(1)); + + return x * (static_cast(1) - a) + (y * a); + } + + template + GLM_FUNC_QUALIFIER qua slerp(qua const& x, qua const& y, T a) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'slerp' only accept floating-point inputs"); + + qua z = y; + + T cosTheta = dot(x, y); + + // If cosTheta < 0, the interpolation will take the long way around the sphere. + // To fix this, one quat must be negated. + if(cosTheta < static_cast(0)) + { + z = -y; + cosTheta = -cosTheta; + } + + // Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator + if(cosTheta > static_cast(1) - epsilon()) + { + // Linear interpolation + return qua( + mix(x.w, z.w, a), + mix(x.x, z.x, a), + mix(x.y, z.y, a), + mix(x.z, z.z, a)); + } + else + { + // Essential Mathematics, page 467 + T angle = acos(cosTheta); + return (sin((static_cast(1) - a) * angle) * x + sin(a * angle) * z) / sin(angle); + } + } + + template + GLM_FUNC_QUALIFIER qua slerp(qua const& x, qua const& y, T a, S k) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'slerp' only accept floating-point inputs"); + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'slerp' only accept integer for spin count"); + + qua z = y; + + T cosTheta = dot(x, y); + + // If cosTheta < 0, the interpolation will take the long way around the sphere. + // To fix this, one quat must be negated. + if (cosTheta < static_cast(0)) + { + z = -y; + cosTheta = -cosTheta; + } + + // Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator + if (cosTheta > static_cast(1) - epsilon()) + { + // Linear interpolation + return qua( + mix(x.w, z.w, a), + mix(x.x, z.x, a), + mix(x.y, z.y, a), + mix(x.z, z.z, a)); + } + else + { + // Graphics Gems III, page 96 + T angle = acos(cosTheta); + T phi = angle + k * glm::pi(); + return (sin(angle - a * phi)* x + sin(a * phi) * z) / sin(angle); + } + } + + template + GLM_FUNC_QUALIFIER qua conjugate(qua const& q) + { + return qua(q.w, -q.x, -q.y, -q.z); + } + + template + GLM_FUNC_QUALIFIER qua inverse(qua const& q) + { + return conjugate(q) / dot(q, q); + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> isnan(qua const& q) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isnan' only accept floating-point inputs"); + + return vec<4, bool, Q>(isnan(q.x), isnan(q.y), isnan(q.z), isnan(q.w)); + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> isinf(qua const& q) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isinf' only accept floating-point inputs"); + + return vec<4, bool, Q>(isinf(q.x), isinf(q.y), isinf(q.z), isinf(q.w)); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "quaternion_common_simd.inl" +#endif + diff --git a/vendor/include/glm/ext/quaternion_common_simd.inl b/vendor/include/glm/ext/quaternion_common_simd.inl new file mode 100644 index 0000000..ddfc8a4 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_common_simd.inl @@ -0,0 +1,18 @@ +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +namespace glm{ +namespace detail +{ + template + struct compute_dot, float, true> + { + static GLM_FUNC_QUALIFIER float call(qua const& x, qua const& y) + { + return _mm_cvtss_f32(glm_vec1_dot(x.data, y.data)); + } + }; +}//namespace detail +}//namespace glm + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT + diff --git a/vendor/include/glm/ext/quaternion_double.hpp b/vendor/include/glm/ext/quaternion_double.hpp new file mode 100644 index 0000000..63b24de --- /dev/null +++ b/vendor/include/glm/ext/quaternion_double.hpp @@ -0,0 +1,39 @@ +/// @ref ext_quaternion_double +/// @file glm/ext/quaternion_double.hpp +/// +/// @defgroup ext_quaternion_double GLM_EXT_quaternion_double +/// @ingroup ext +/// +/// Exposes double-precision floating point quaternion type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_quaternion_float +/// @see ext_quaternion_double_precision +/// @see ext_quaternion_common +/// @see ext_quaternion_exponential +/// @see ext_quaternion_geometric +/// @see ext_quaternion_relational +/// @see ext_quaternion_transform +/// @see ext_quaternion_trigonometric + +#pragma once + +// Dependency: +#include "../detail/type_quat.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_double extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_double + /// @{ + + /// Quaternion of double-precision floating-point numbers. + typedef qua dquat; + + /// @} +} //namespace glm + diff --git a/vendor/include/glm/ext/quaternion_double_precision.hpp b/vendor/include/glm/ext/quaternion_double_precision.hpp new file mode 100644 index 0000000..8aa24a1 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_double_precision.hpp @@ -0,0 +1,42 @@ +/// @ref ext_quaternion_double_precision +/// @file glm/ext/quaternion_double_precision.hpp +/// +/// @defgroup ext_quaternion_double_precision GLM_EXT_quaternion_double_precision +/// @ingroup ext +/// +/// Exposes double-precision floating point quaternion type with various precision in term of ULPs. +/// +/// Include to use the features of this extension. + +#pragma once + +// Dependency: +#include "../detail/type_quat.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_double_precision extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_double_precision + /// @{ + + /// Quaternion of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see ext_quaternion_double_precision + typedef qua lowp_dquat; + + /// Quaternion of medium double-qualifier floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see ext_quaternion_double_precision + typedef qua mediump_dquat; + + /// Quaternion of high double-qualifier floating-point numbers using high precision arithmetic in term of ULPs. + /// + /// @see ext_quaternion_double_precision + typedef qua highp_dquat; + + /// @} +} //namespace glm + diff --git a/vendor/include/glm/ext/quaternion_exponential.hpp b/vendor/include/glm/ext/quaternion_exponential.hpp new file mode 100644 index 0000000..affe297 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_exponential.hpp @@ -0,0 +1,63 @@ +/// @ref ext_quaternion_exponential +/// @file glm/ext/quaternion_exponential.hpp +/// +/// @defgroup ext_quaternion_exponential GLM_EXT_quaternion_exponential +/// @ingroup ext +/// +/// Provides exponential functions for quaternion types +/// +/// Include to use the features of this extension. +/// +/// @see core_exponential +/// @see ext_quaternion_float +/// @see ext_quaternion_double + +#pragma once + +// Dependency: +#include "../common.hpp" +#include "../trigonometric.hpp" +#include "../geometric.hpp" +#include "../ext/scalar_constants.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_exponential extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_transform + /// @{ + + /// Returns a exponential of a quaternion. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua exp(qua const& q); + + /// Returns a logarithm of a quaternion + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua log(qua const& q); + + /// Returns a quaternion raised to a power. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua pow(qua const& q, T y); + + /// Returns the square root of a quaternion + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua sqrt(qua const& q); + + /// @} +} //namespace glm + +#include "quaternion_exponential.inl" diff --git a/vendor/include/glm/ext/quaternion_exponential.inl b/vendor/include/glm/ext/quaternion_exponential.inl new file mode 100644 index 0000000..8456c00 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_exponential.inl @@ -0,0 +1,85 @@ +#include "scalar_constants.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER qua exp(qua const& q) + { + vec<3, T, Q> u(q.x, q.y, q.z); + T const Angle = glm::length(u); + if (Angle < epsilon()) + return qua(); + + vec<3, T, Q> const v(u / Angle); + return qua(cos(Angle), sin(Angle) * v); + } + + template + GLM_FUNC_QUALIFIER qua log(qua const& q) + { + vec<3, T, Q> u(q.x, q.y, q.z); + T Vec3Len = length(u); + + if (Vec3Len < epsilon()) + { + if(q.w > static_cast(0)) + return qua(log(q.w), static_cast(0), static_cast(0), static_cast(0)); + else if(q.w < static_cast(0)) + return qua(log(-q.w), pi(), static_cast(0), static_cast(0)); + else + return qua(std::numeric_limits::infinity(), std::numeric_limits::infinity(), std::numeric_limits::infinity(), std::numeric_limits::infinity()); + } + else + { + T t = atan(Vec3Len, T(q.w)) / Vec3Len; + T QuatLen2 = Vec3Len * Vec3Len + q.w * q.w; + return qua(static_cast(0.5) * log(QuatLen2), t * q.x, t * q.y, t * q.z); + } + } + + template + GLM_FUNC_QUALIFIER qua pow(qua const& x, T y) + { + //Raising to the power of 0 should yield 1 + //Needed to prevent a division by 0 error later on + if(y > -epsilon() && y < epsilon()) + return qua(1,0,0,0); + + //To deal with non-unit quaternions + T magnitude = sqrt(x.x * x.x + x.y * x.y + x.z * x.z + x.w *x.w); + + T Angle; + if(abs(x.w / magnitude) > cos_one_over_two()) + { + //Scalar component is close to 1; using it to recover angle would lose precision + //Instead, we use the non-scalar components since sin() is accurate around 0 + + //Prevent a division by 0 error later on + T VectorMagnitude = x.x * x.x + x.y * x.y + x.z * x.z; + if (glm::abs(VectorMagnitude - static_cast(0)) < glm::epsilon()) { + //Equivalent to raising a real number to a power + return qua(pow(x.w, y), 0, 0, 0); + } + + Angle = asin(sqrt(VectorMagnitude) / magnitude); + } + else + { + //Scalar component is small, shouldn't cause loss of precision + Angle = acos(x.w / magnitude); + } + + T NewAngle = Angle * y; + T Div = sin(NewAngle) / sin(Angle); + T Mag = pow(magnitude, y - static_cast(1)); + return qua(cos(NewAngle) * magnitude * Mag, x.x * Div * Mag, x.y * Div * Mag, x.z * Div * Mag); + } + + template + GLM_FUNC_QUALIFIER qua sqrt(qua const& x) + { + return pow(x, static_cast(0.5)); + } +}//namespace glm + + diff --git a/vendor/include/glm/ext/quaternion_float.hpp b/vendor/include/glm/ext/quaternion_float.hpp new file mode 100644 index 0000000..ca42a60 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_float.hpp @@ -0,0 +1,39 @@ +/// @ref ext_quaternion_float +/// @file glm/ext/quaternion_float.hpp +/// +/// @defgroup ext_quaternion_float GLM_EXT_quaternion_float +/// @ingroup ext +/// +/// Exposes single-precision floating point quaternion type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_quaternion_double +/// @see ext_quaternion_float_precision +/// @see ext_quaternion_common +/// @see ext_quaternion_exponential +/// @see ext_quaternion_geometric +/// @see ext_quaternion_relational +/// @see ext_quaternion_transform +/// @see ext_quaternion_trigonometric + +#pragma once + +// Dependency: +#include "../detail/type_quat.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_float extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_float + /// @{ + + /// Quaternion of single-precision floating-point numbers. + typedef qua quat; + + /// @} +} //namespace glm + diff --git a/vendor/include/glm/ext/quaternion_float_precision.hpp b/vendor/include/glm/ext/quaternion_float_precision.hpp new file mode 100644 index 0000000..f9e4f5c --- /dev/null +++ b/vendor/include/glm/ext/quaternion_float_precision.hpp @@ -0,0 +1,36 @@ +/// @ref ext_quaternion_float_precision +/// @file glm/ext/quaternion_float_precision.hpp +/// +/// @defgroup ext_quaternion_float_precision GLM_EXT_quaternion_float_precision +/// @ingroup ext +/// +/// Exposes single-precision floating point quaternion type with various precision in term of ULPs. +/// +/// Include to use the features of this extension. + +#pragma once + +// Dependency: +#include "../detail/type_quat.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_float_precision extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_float_precision + /// @{ + + /// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef qua lowp_quat; + + /// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef qua mediump_quat; + + /// Quaternion of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef qua highp_quat; + + /// @} +} //namespace glm + diff --git a/vendor/include/glm/ext/quaternion_geometric.hpp b/vendor/include/glm/ext/quaternion_geometric.hpp new file mode 100644 index 0000000..6d98bbe --- /dev/null +++ b/vendor/include/glm/ext/quaternion_geometric.hpp @@ -0,0 +1,70 @@ +/// @ref ext_quaternion_geometric +/// @file glm/ext/quaternion_geometric.hpp +/// +/// @defgroup ext_quaternion_geometric GLM_EXT_quaternion_geometric +/// @ingroup ext +/// +/// Provides geometric functions for quaternion types +/// +/// Include to use the features of this extension. +/// +/// @see core_geometric +/// @see ext_quaternion_float +/// @see ext_quaternion_double + +#pragma once + +// Dependency: +#include "../geometric.hpp" +#include "../exponential.hpp" +#include "../ext/vector_relational.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_geometric extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_geometric + /// @{ + + /// Returns the norm of a quaternions + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_quaternion_geometric + template + GLM_FUNC_DECL T length(qua const& q); + + /// Returns the normalized quaternion. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_quaternion_geometric + template + GLM_FUNC_DECL qua normalize(qua const& q); + + /// Returns dot product of q1 and q2, i.e., q1[0] * q2[0] + q1[1] * q2[1] + ... + /// + /// @tparam T Floating-point scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @see ext_quaternion_geometric + template + GLM_FUNC_DECL T dot(qua const& x, qua const& y); + + /// Compute a cross product. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_quaternion_geometric + template + GLM_FUNC_QUALIFIER qua cross(qua const& q1, qua const& q2); + + /// @} +} //namespace glm + +#include "quaternion_geometric.inl" diff --git a/vendor/include/glm/ext/quaternion_geometric.inl b/vendor/include/glm/ext/quaternion_geometric.inl new file mode 100644 index 0000000..e155ac5 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_geometric.inl @@ -0,0 +1,36 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER T dot(qua const& x, qua const& y) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'dot' accepts only floating-point inputs"); + return detail::compute_dot, T, detail::is_aligned::value>::call(x, y); + } + + template + GLM_FUNC_QUALIFIER T length(qua const& q) + { + return glm::sqrt(dot(q, q)); + } + + template + GLM_FUNC_QUALIFIER qua normalize(qua const& q) + { + T len = length(q); + if(len <= static_cast(0)) // Problem + return qua(static_cast(1), static_cast(0), static_cast(0), static_cast(0)); + T oneOverLen = static_cast(1) / len; + return qua(q.w * oneOverLen, q.x * oneOverLen, q.y * oneOverLen, q.z * oneOverLen); + } + + template + GLM_FUNC_QUALIFIER qua cross(qua const& q1, qua const& q2) + { + return qua( + q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z, + q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y, + q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z, + q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x); + } +}//namespace glm + diff --git a/vendor/include/glm/ext/quaternion_relational.hpp b/vendor/include/glm/ext/quaternion_relational.hpp new file mode 100644 index 0000000..7aa121d --- /dev/null +++ b/vendor/include/glm/ext/quaternion_relational.hpp @@ -0,0 +1,62 @@ +/// @ref ext_quaternion_relational +/// @file glm/ext/quaternion_relational.hpp +/// +/// @defgroup ext_quaternion_relational GLM_EXT_quaternion_relational +/// @ingroup ext +/// +/// Exposes comparison functions for quaternion types that take a user defined epsilon values. +/// +/// Include to use the features of this extension. +/// +/// @see core_vector_relational +/// @see ext_vector_relational +/// @see ext_matrix_relational +/// @see ext_quaternion_float +/// @see ext_quaternion_double + +#pragma once + +// Dependency: +#include "../vector_relational.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_relational extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_relational + /// @{ + + /// Returns the component-wise comparison of result x == y. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL vec<4, bool, Q> equal(qua const& x, qua const& y); + + /// Returns the component-wise comparison of |x - y| < epsilon. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL vec<4, bool, Q> equal(qua const& x, qua const& y, T epsilon); + + /// Returns the component-wise comparison of result x != y. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL vec<4, bool, Q> notEqual(qua const& x, qua const& y); + + /// Returns the component-wise comparison of |x - y| >= epsilon. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL vec<4, bool, Q> notEqual(qua const& x, qua const& y, T epsilon); + + /// @} +} //namespace glm + +#include "quaternion_relational.inl" diff --git a/vendor/include/glm/ext/quaternion_relational.inl b/vendor/include/glm/ext/quaternion_relational.inl new file mode 100644 index 0000000..b1713e9 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_relational.inl @@ -0,0 +1,35 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua const& x, qua const& y) + { + vec<4, bool, Q> Result; + for(length_t i = 0; i < x.length(); ++i) + Result[i] = x[i] == y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> equal(qua const& x, qua const& y, T epsilon) + { + vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w); + return lessThan(abs(v), vec<4, T, Q>(epsilon)); + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua const& x, qua const& y) + { + vec<4, bool, Q> Result; + for(length_t i = 0; i < x.length(); ++i) + Result[i] = x[i] != y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> notEqual(qua const& x, qua const& y, T epsilon) + { + vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w); + return greaterThanEqual(abs(v), vec<4, T, Q>(epsilon)); + } +}//namespace glm + diff --git a/vendor/include/glm/ext/quaternion_transform.hpp b/vendor/include/glm/ext/quaternion_transform.hpp new file mode 100644 index 0000000..a9cc5c2 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_transform.hpp @@ -0,0 +1,47 @@ +/// @ref ext_quaternion_transform +/// @file glm/ext/quaternion_transform.hpp +/// +/// @defgroup ext_quaternion_transform GLM_EXT_quaternion_transform +/// @ingroup ext +/// +/// Provides transformation functions for quaternion types +/// +/// Include to use the features of this extension. +/// +/// @see ext_quaternion_float +/// @see ext_quaternion_double +/// @see ext_quaternion_exponential +/// @see ext_quaternion_geometric +/// @see ext_quaternion_relational +/// @see ext_quaternion_trigonometric + +#pragma once + +// Dependency: +#include "../common.hpp" +#include "../trigonometric.hpp" +#include "../geometric.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_transform extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_transform + /// @{ + + /// Rotates a quaternion from a vector of 3 components axis and an angle. + /// + /// @param q Source orientation + /// @param angle Angle expressed in radians. + /// @param axis Axis of the rotation + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL qua rotate(qua const& q, T const& angle, vec<3, T, Q> const& axis); + /// @} +} //namespace glm + +#include "quaternion_transform.inl" diff --git a/vendor/include/glm/ext/quaternion_transform.inl b/vendor/include/glm/ext/quaternion_transform.inl new file mode 100644 index 0000000..b87ecb6 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_transform.inl @@ -0,0 +1,24 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER qua rotate(qua const& q, T const& angle, vec<3, T, Q> const& v) + { + vec<3, T, Q> Tmp = v; + + // Axis of rotation must be normalised + T len = glm::length(Tmp); + if(abs(len - static_cast(1)) > static_cast(0.001)) + { + T oneOverLen = static_cast(1) / len; + Tmp.x *= oneOverLen; + Tmp.y *= oneOverLen; + Tmp.z *= oneOverLen; + } + + T const AngleRad(angle); + T const Sin = sin(AngleRad * static_cast(0.5)); + + return q * qua(cos(AngleRad * static_cast(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin); + } +}//namespace glm + diff --git a/vendor/include/glm/ext/quaternion_trigonometric.hpp b/vendor/include/glm/ext/quaternion_trigonometric.hpp new file mode 100644 index 0000000..76cea27 --- /dev/null +++ b/vendor/include/glm/ext/quaternion_trigonometric.hpp @@ -0,0 +1,63 @@ +/// @ref ext_quaternion_trigonometric +/// @file glm/ext/quaternion_trigonometric.hpp +/// +/// @defgroup ext_quaternion_trigonometric GLM_EXT_quaternion_trigonometric +/// @ingroup ext +/// +/// Provides trigonometric functions for quaternion types +/// +/// Include to use the features of this extension. +/// +/// @see ext_quaternion_float +/// @see ext_quaternion_double +/// @see ext_quaternion_exponential +/// @see ext_quaternion_geometric +/// @see ext_quaternion_relational +/// @see ext_quaternion_transform + +#pragma once + +// Dependency: +#include "../trigonometric.hpp" +#include "../exponential.hpp" +#include "scalar_constants.hpp" +#include "vector_relational.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_quaternion_trigonometric extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_quaternion_trigonometric + /// @{ + + /// Returns the quaternion rotation angle. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL T angle(qua const& x); + + /// Returns the q rotation axis. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL vec<3, T, Q> axis(qua const& x); + + /// Build a quaternion from an angle and a normalized axis. + /// + /// @param angle Angle expressed in radians. + /// @param axis Axis of the quaternion, must be normalized. + /// + /// @tparam T A floating-point scalar type + /// @tparam Q A value from qualifier enum + template + GLM_FUNC_DECL qua angleAxis(T const& angle, vec<3, T, Q> const& axis); + + /// @} +} //namespace glm + +#include "quaternion_trigonometric.inl" diff --git a/vendor/include/glm/ext/quaternion_trigonometric.inl b/vendor/include/glm/ext/quaternion_trigonometric.inl new file mode 100644 index 0000000..06b7c4c --- /dev/null +++ b/vendor/include/glm/ext/quaternion_trigonometric.inl @@ -0,0 +1,34 @@ +#include "scalar_constants.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER T angle(qua const& x) + { + if (abs(x.w) > cos_one_over_two()) + { + return asin(sqrt(x.x * x.x + x.y * x.y + x.z * x.z)) * static_cast(2); + } + + return acos(x.w) * static_cast(2); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> axis(qua const& x) + { + T const tmp1 = static_cast(1) - x.w * x.w; + if(tmp1 <= static_cast(0)) + return vec<3, T, Q>(0, 0, 1); + T const tmp2 = static_cast(1) / sqrt(tmp1); + return vec<3, T, Q>(x.x * tmp2, x.y * tmp2, x.z * tmp2); + } + + template + GLM_FUNC_QUALIFIER qua angleAxis(T const& angle, vec<3, T, Q> const& v) + { + T const a(angle); + T const s = glm::sin(a * static_cast(0.5)); + + return qua(glm::cos(a * static_cast(0.5)), v * s); + } +}//namespace glm diff --git a/vendor/include/glm/ext/scalar_common.hpp b/vendor/include/glm/ext/scalar_common.hpp new file mode 100644 index 0000000..aa5a180 --- /dev/null +++ b/vendor/include/glm/ext/scalar_common.hpp @@ -0,0 +1,157 @@ +/// @ref ext_scalar_common +/// @file glm/ext/scalar_common.hpp +/// +/// @defgroup ext_scalar_common GLM_EXT_scalar_common +/// @ingroup ext +/// +/// Exposes min and max functions for 3 to 4 scalar parameters. +/// +/// Include to use the features of this extension. +/// +/// @see core_func_common +/// @see ext_vector_common + +#pragma once + +// Dependency: +#include "../common.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_scalar_common extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_scalar_common + /// @{ + + /// Returns the minimum component-wise values of 3 inputs + /// + /// @tparam T A floating-point scalar type. + /// + /// @see ext_scalar_common + template + GLM_FUNC_DECL T min(T a, T b, T c); + + /// Returns the minimum component-wise values of 4 inputs + /// + /// @tparam T A floating-point scalar type. + /// + /// @see ext_scalar_common + template + GLM_FUNC_DECL T min(T a, T b, T c, T d); + + /// Returns the maximum component-wise values of 3 inputs + /// + /// @tparam T A floating-point scalar type. + /// + /// @see ext_scalar_common + template + GLM_FUNC_DECL T max(T a, T b, T c); + + /// Returns the maximum component-wise values of 4 inputs + /// + /// @tparam T A floating-point scalar type. + /// + /// @see ext_scalar_common + template + GLM_FUNC_DECL T max(T a, T b, T c, T d); + + /// Returns the minimum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam T A floating-point scalar type. + /// + /// @see std::fmin documentation + /// @see ext_scalar_common + template + GLM_FUNC_DECL T fmin(T a, T b); + + /// Returns the minimum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam T A floating-point scalar type. + /// + /// @see std::fmin documentation + /// @see ext_scalar_common + template + GLM_FUNC_DECL T fmin(T a, T b, T c); + + /// Returns the minimum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam T A floating-point scalar type. + /// + /// @see std::fmin documentation + /// @see ext_scalar_common + template + GLM_FUNC_DECL T fmin(T a, T b, T c, T d); + + /// Returns the maximum component-wise values of 2 inputs. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam T A floating-point scalar type. + /// + /// @see std::fmax documentation + /// @see ext_scalar_common + template + GLM_FUNC_DECL T fmax(T a, T b); + + /// Returns the maximum component-wise values of 3 inputs. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam T A floating-point scalar type. + /// + /// @see std::fmax documentation + /// @see ext_scalar_common + template + GLM_FUNC_DECL T fmax(T a, T b, T C); + + /// Returns the maximum component-wise values of 4 inputs. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam T A floating-point scalar type. + /// + /// @see std::fmax documentation + /// @see ext_scalar_common + template + GLM_FUNC_DECL T fmax(T a, T b, T C, T D); + + /// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam genType Floating-point scalar types. + /// + /// @see ext_scalar_common + template + GLM_FUNC_DECL genType fclamp(genType x, genType minVal, genType maxVal); + + /// Simulate GL_CLAMP OpenGL wrap mode + /// + /// @tparam genType Floating-point scalar types. + /// + /// @see ext_scalar_common extension. + template + GLM_FUNC_DECL genType clamp(genType const& Texcoord); + + /// Simulate GL_REPEAT OpenGL wrap mode + /// + /// @tparam genType Floating-point scalar types. + /// + /// @see ext_scalar_common extension. + template + GLM_FUNC_DECL genType repeat(genType const& Texcoord); + + /// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode + /// + /// @tparam genType Floating-point scalar types. + /// + /// @see ext_scalar_common extension. + template + GLM_FUNC_DECL genType mirrorClamp(genType const& Texcoord); + + /// Simulate GL_MIRROR_REPEAT OpenGL wrap mode + /// + /// @tparam genType Floating-point scalar types. + /// + /// @see ext_scalar_common extension. + template + GLM_FUNC_DECL genType mirrorRepeat(genType const& Texcoord); + + /// @} +}//namespace glm + +#include "scalar_common.inl" diff --git a/vendor/include/glm/ext/scalar_common.inl b/vendor/include/glm/ext/scalar_common.inl new file mode 100644 index 0000000..7d9207a --- /dev/null +++ b/vendor/include/glm/ext/scalar_common.inl @@ -0,0 +1,152 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER T min(T a, T b, T c) + { + return glm::min(glm::min(a, b), c); + } + + template + GLM_FUNC_QUALIFIER T min(T a, T b, T c, T d) + { + return glm::min(glm::min(a, b), glm::min(c, d)); + } + + template + GLM_FUNC_QUALIFIER T max(T a, T b, T c) + { + return glm::max(glm::max(a, b), c); + } + + template + GLM_FUNC_QUALIFIER T max(T a, T b, T c, T d) + { + return glm::max(glm::max(a, b), glm::max(c, d)); + } + +# if GLM_HAS_CXX11_STL + using std::fmin; +# else + template + GLM_FUNC_QUALIFIER T fmin(T a, T b) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point input"); + + if (isnan(a)) + return b; + return min(a, b); + } +# endif + + template + GLM_FUNC_QUALIFIER T fmin(T a, T b, T c) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point input"); + + if (isnan(a)) + return fmin(b, c); + if (isnan(b)) + return fmin(a, c); + if (isnan(c)) + return min(a, b); + return min(a, b, c); + } + + template + GLM_FUNC_QUALIFIER T fmin(T a, T b, T c, T d) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point input"); + + if (isnan(a)) + return fmin(b, c, d); + if (isnan(b)) + return min(a, fmin(c, d)); + if (isnan(c)) + return fmin(min(a, b), d); + if (isnan(d)) + return min(a, b, c); + return min(a, b, c, d); + } + + +# if GLM_HAS_CXX11_STL + using std::fmax; +# else + template + GLM_FUNC_QUALIFIER T fmax(T a, T b) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point input"); + + if (isnan(a)) + return b; + return max(a, b); + } +# endif + + template + GLM_FUNC_QUALIFIER T fmax(T a, T b, T c) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point input"); + + if (isnan(a)) + return fmax(b, c); + if (isnan(b)) + return fmax(a, c); + if (isnan(c)) + return max(a, b); + return max(a, b, c); + } + + template + GLM_FUNC_QUALIFIER T fmax(T a, T b, T c, T d) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point input"); + + if (isnan(a)) + return fmax(b, c, d); + if (isnan(b)) + return max(a, fmax(c, d)); + if (isnan(c)) + return fmax(max(a, b), d); + if (isnan(d)) + return max(a, b, c); + return max(a, b, c, d); + } + + // fclamp + template + GLM_FUNC_QUALIFIER genType fclamp(genType x, genType minVal, genType maxVal) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fclamp' only accept floating-point or integer inputs"); + return fmin(fmax(x, minVal), maxVal); + } + + template + GLM_FUNC_QUALIFIER genType clamp(genType const& Texcoord) + { + return glm::clamp(Texcoord, static_cast(0), static_cast(1)); + } + + template + GLM_FUNC_QUALIFIER genType repeat(genType const& Texcoord) + { + return glm::fract(Texcoord); + } + + template + GLM_FUNC_QUALIFIER genType mirrorClamp(genType const& Texcoord) + { + return glm::fract(glm::abs(Texcoord)); + } + + template + GLM_FUNC_QUALIFIER genType mirrorRepeat(genType const& Texcoord) + { + genType const Abs = glm::abs(Texcoord); + genType const Clamp = glm::mod(glm::floor(Abs), static_cast(2)); + genType const Floor = glm::floor(Abs); + genType const Rest = Abs - Floor; + genType const Mirror = Clamp + Rest; + return mix(Rest, static_cast(1) - Rest, Mirror >= static_cast(1)); + } +}//namespace glm diff --git a/vendor/include/glm/ext/scalar_constants.hpp b/vendor/include/glm/ext/scalar_constants.hpp new file mode 100644 index 0000000..74e210d --- /dev/null +++ b/vendor/include/glm/ext/scalar_constants.hpp @@ -0,0 +1,40 @@ +/// @ref ext_scalar_constants +/// @file glm/ext/scalar_constants.hpp +/// +/// @defgroup ext_scalar_constants GLM_EXT_scalar_constants +/// @ingroup ext +/// +/// Provides a list of constants and precomputed useful values. +/// +/// Include to use the features of this extension. + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_scalar_constants extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_scalar_constants + /// @{ + + /// Return the epsilon constant for floating point types. + template + GLM_FUNC_DECL GLM_CONSTEXPR genType epsilon(); + + /// Return the pi constant for floating point types. + template + GLM_FUNC_DECL GLM_CONSTEXPR genType pi(); + + /// Return the value of cos(1 / 2) for floating point types. + template + GLM_FUNC_DECL GLM_CONSTEXPR genType cos_one_over_two(); + + /// @} +} //namespace glm + +#include "scalar_constants.inl" diff --git a/vendor/include/glm/ext/scalar_constants.inl b/vendor/include/glm/ext/scalar_constants.inl new file mode 100644 index 0000000..b475adf --- /dev/null +++ b/vendor/include/glm/ext/scalar_constants.inl @@ -0,0 +1,24 @@ +#include + +namespace glm +{ + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType epsilon() + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'epsilon' only accepts floating-point inputs"); + return std::numeric_limits::epsilon(); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType pi() + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'pi' only accepts floating-point inputs"); + return static_cast(3.14159265358979323846264338327950288); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType cos_one_over_two() + { + return genType(0.877582561890372716130286068203503191); + } +} //namespace glm diff --git a/vendor/include/glm/ext/scalar_int_sized.hpp b/vendor/include/glm/ext/scalar_int_sized.hpp new file mode 100644 index 0000000..8e9c511 --- /dev/null +++ b/vendor/include/glm/ext/scalar_int_sized.hpp @@ -0,0 +1,70 @@ +/// @ref ext_scalar_int_sized +/// @file glm/ext/scalar_int_sized.hpp +/// +/// @defgroup ext_scalar_int_sized GLM_EXT_scalar_int_sized +/// @ingroup ext +/// +/// Exposes sized signed integer scalar types. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_uint_sized + +#pragma once + +#include "../detail/setup.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_scalar_int_sized extension included") +#endif + +namespace glm{ +namespace detail +{ +# if GLM_HAS_EXTENDED_INTEGER_TYPE + typedef std::int8_t int8; + typedef std::int16_t int16; + typedef std::int32_t int32; +# else + typedef signed char int8; + typedef signed short int16; + typedef signed int int32; +#endif// + + template<> + struct is_int + { + enum test {value = ~0}; + }; + + template<> + struct is_int + { + enum test {value = ~0}; + }; + + template<> + struct is_int + { + enum test {value = ~0}; + }; +}//namespace detail + + + /// @addtogroup ext_scalar_int_sized + /// @{ + + /// 8 bit signed integer type. + typedef detail::int8 int8; + + /// 16 bit signed integer type. + typedef detail::int16 int16; + + /// 32 bit signed integer type. + typedef detail::int32 int32; + + /// 64 bit signed integer type. + typedef detail::int64 int64; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/scalar_integer.hpp b/vendor/include/glm/ext/scalar_integer.hpp new file mode 100644 index 0000000..a2ca8a2 --- /dev/null +++ b/vendor/include/glm/ext/scalar_integer.hpp @@ -0,0 +1,92 @@ +/// @ref ext_scalar_integer +/// @file glm/ext/scalar_integer.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_scalar_integer GLM_EXT_scalar_integer +/// @ingroup ext +/// +/// Include to use the features of this extension. + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" +#include "../detail/_vectorize.hpp" +#include "../detail/type_float.hpp" +#include "../vector_relational.hpp" +#include "../common.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_scalar_integer extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_scalar_integer + /// @{ + + /// Return true if the value is a power of two number. + /// + /// @see ext_scalar_integer + template + GLM_FUNC_DECL bool isPowerOfTwo(genIUType v); + + /// Return the power of two number which value is just higher the input value, + /// round up to a power of two. + /// + /// @see ext_scalar_integer + template + GLM_FUNC_DECL genIUType nextPowerOfTwo(genIUType v); + + /// Return the power of two number which value is just lower the input value, + /// round down to a power of two. + /// + /// @see ext_scalar_integer + template + GLM_FUNC_DECL genIUType prevPowerOfTwo(genIUType v); + + /// Return true if the 'Value' is a multiple of 'Multiple'. + /// + /// @see ext_scalar_integer + template + GLM_FUNC_DECL bool isMultiple(genIUType v, genIUType Multiple); + + /// Higher multiple number of Source. + /// + /// @tparam genIUType Integer scalar or vector types. + /// + /// @param v Source value to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see ext_scalar_integer + template + GLM_FUNC_DECL genIUType nextMultiple(genIUType v, genIUType Multiple); + + /// Lower multiple number of Source. + /// + /// @tparam genIUType Integer scalar or vector types. + /// + /// @param v Source value to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see ext_scalar_integer + template + GLM_FUNC_DECL genIUType prevMultiple(genIUType v, genIUType Multiple); + + /// Returns the bit number of the Nth significant bit set to + /// 1 in the binary representation of value. + /// If value bitcount is less than the Nth significant bit, -1 will be returned. + /// + /// @tparam genIUType Signed or unsigned integer scalar types. + /// + /// @see ext_scalar_integer + template + GLM_FUNC_DECL int findNSB(genIUType x, int significantBitCount); + + /// @} +} //namespace glm + +#include "scalar_integer.inl" diff --git a/vendor/include/glm/ext/scalar_integer.inl b/vendor/include/glm/ext/scalar_integer.inl new file mode 100644 index 0000000..efba960 --- /dev/null +++ b/vendor/include/glm/ext/scalar_integer.inl @@ -0,0 +1,243 @@ +#include "../integer.hpp" + +namespace glm{ +namespace detail +{ + template + struct compute_ceilShift + { + GLM_FUNC_QUALIFIER static vec call(vec const& v, T) + { + return v; + } + }; + + template + struct compute_ceilShift + { + GLM_FUNC_QUALIFIER static vec call(vec const& v, T Shift) + { + return v | (v >> Shift); + } + }; + + template + struct compute_ceilPowerOfTwo + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + GLM_STATIC_ASSERT(!std::numeric_limits::is_iec559, "'ceilPowerOfTwo' only accept integer scalar or vector inputs"); + + vec const Sign(sign(x)); + + vec v(abs(x)); + + v = v - static_cast(1); + v = v | (v >> static_cast(1)); + v = v | (v >> static_cast(2)); + v = v | (v >> static_cast(4)); + v = compute_ceilShift= 2>::call(v, 8); + v = compute_ceilShift= 4>::call(v, 16); + v = compute_ceilShift= 8>::call(v, 32); + return (v + static_cast(1)) * Sign; + } + }; + + template + struct compute_ceilPowerOfTwo + { + GLM_FUNC_QUALIFIER static vec call(vec const& x) + { + GLM_STATIC_ASSERT(!std::numeric_limits::is_iec559, "'ceilPowerOfTwo' only accept integer scalar or vector inputs"); + + vec v(x); + + v = v - static_cast(1); + v = v | (v >> static_cast(1)); + v = v | (v >> static_cast(2)); + v = v | (v >> static_cast(4)); + v = compute_ceilShift= 2>::call(v, 8); + v = compute_ceilShift= 4>::call(v, 16); + v = compute_ceilShift= 8>::call(v, 32); + return v + static_cast(1); + } + }; + + template + struct compute_ceilMultiple{}; + + template<> + struct compute_ceilMultiple + { + template + GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) + { + if(Source > genType(0)) + return Source + (Multiple - std::fmod(Source, Multiple)); + else + return Source + std::fmod(-Source, Multiple); + } + }; + + template<> + struct compute_ceilMultiple + { + template + GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) + { + genType Tmp = Source - genType(1); + return Tmp + (Multiple - (Tmp % Multiple)); + } + }; + + template<> + struct compute_ceilMultiple + { + template + GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) + { + assert(Multiple > genType(0)); + if(Source > genType(0)) + { + genType Tmp = Source - genType(1); + return Tmp + (Multiple - (Tmp % Multiple)); + } + else + return Source + (-Source % Multiple); + } + }; + + template + struct compute_floorMultiple{}; + + template<> + struct compute_floorMultiple + { + template + GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) + { + if(Source >= genType(0)) + return Source - std::fmod(Source, Multiple); + else + return Source - std::fmod(Source, Multiple) - Multiple; + } + }; + + template<> + struct compute_floorMultiple + { + template + GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) + { + if(Source >= genType(0)) + return Source - Source % Multiple; + else + { + genType Tmp = Source + genType(1); + return Tmp - Tmp % Multiple - Multiple; + } + } + }; + + template<> + struct compute_floorMultiple + { + template + GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) + { + if(Source >= genType(0)) + return Source - Source % Multiple; + else + { + genType Tmp = Source + genType(1); + return Tmp - Tmp % Multiple - Multiple; + } + } + }; +}//namespace detail + + template + GLM_FUNC_QUALIFIER bool isPowerOfTwo(genIUType Value) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isPowerOfTwo' only accept integer inputs"); + + genIUType const Result = glm::abs(Value); + return !(Result & (Result - 1)); + } + + template + GLM_FUNC_QUALIFIER genIUType nextPowerOfTwo(genIUType value) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextPowerOfTwo' only accept integer inputs"); + + return detail::compute_ceilPowerOfTwo<1, genIUType, defaultp, std::numeric_limits::is_signed>::call(vec<1, genIUType, defaultp>(value)).x; + } + + template + GLM_FUNC_QUALIFIER genIUType prevPowerOfTwo(genIUType value) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevPowerOfTwo' only accept integer inputs"); + + return isPowerOfTwo(value) ? value : static_cast(static_cast(1) << static_cast(findMSB(value))); + } + + template + GLM_FUNC_QUALIFIER bool isMultiple(genIUType Value, genIUType Multiple) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isMultiple' only accept integer inputs"); + + return isMultiple(vec<1, genIUType>(Value), vec<1, genIUType>(Multiple)).x; + } + + template + GLM_FUNC_QUALIFIER genIUType nextMultiple(genIUType Source, genIUType Multiple) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextMultiple' only accept integer inputs"); + + return detail::compute_ceilMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); + } + + template + GLM_FUNC_QUALIFIER genIUType prevMultiple(genIUType Source, genIUType Multiple) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevMultiple' only accept integer inputs"); + + return detail::compute_floorMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); + } + + template + GLM_FUNC_QUALIFIER int findNSB(genIUType x, int significantBitCount) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findNSB' only accept integer inputs"); + + if(bitCount(x) < significantBitCount) + return -1; + + genIUType const One = static_cast(1); + int bitPos = 0; + + genIUType key = x; + int nBitCount = significantBitCount; + int Step = sizeof(x) * 8 / 2; + while (key > One) + { + genIUType Mask = static_cast((One << Step) - One); + genIUType currentKey = key & Mask; + int currentBitCount = bitCount(currentKey); + if (nBitCount > currentBitCount) + { + nBitCount -= currentBitCount; + bitPos += Step; + key >>= static_cast(Step); + } + else + { + key = key & Mask; + } + + Step >>= 1; + } + + return static_cast(bitPos); + } +}//namespace glm diff --git a/vendor/include/glm/ext/scalar_packing.hpp b/vendor/include/glm/ext/scalar_packing.hpp new file mode 100644 index 0000000..18b85b7 --- /dev/null +++ b/vendor/include/glm/ext/scalar_packing.hpp @@ -0,0 +1,32 @@ +/// @ref ext_scalar_packing +/// @file glm/ext/scalar_packing.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_scalar_packing GLM_EXT_scalar_packing +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// This extension provides a set of function to convert scalar values to packed +/// formats. + +#pragma once + +// Dependency: +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_scalar_packing extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_scalar_packing + /// @{ + + + /// @} +}// namespace glm + +#include "scalar_packing.inl" diff --git a/vendor/include/glm/ext/scalar_packing.inl b/vendor/include/glm/ext/scalar_packing.inl new file mode 100644 index 0000000..e69de29 diff --git a/vendor/include/glm/ext/scalar_relational.hpp b/vendor/include/glm/ext/scalar_relational.hpp new file mode 100644 index 0000000..3076a5e --- /dev/null +++ b/vendor/include/glm/ext/scalar_relational.hpp @@ -0,0 +1,65 @@ +/// @ref ext_scalar_relational +/// @file glm/ext/scalar_relational.hpp +/// +/// @defgroup ext_scalar_relational GLM_EXT_scalar_relational +/// @ingroup ext +/// +/// Exposes comparison functions for scalar types that take a user defined epsilon values. +/// +/// Include to use the features of this extension. +/// +/// @see core_vector_relational +/// @see ext_vector_relational +/// @see ext_matrix_relational + +#pragma once + +// Dependencies +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_scalar_relational extension included") +#endif + +namespace glm +{ + /// Returns the component-wise comparison of |x - y| < epsilon. + /// True if this expression is satisfied. + /// + /// @tparam genType Floating-point or integer scalar types + template + GLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon); + + /// Returns the component-wise comparison of |x - y| >= epsilon. + /// True if this expression is not satisfied. + /// + /// @tparam genType Floating-point or integer scalar types + template + GLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon); + + /// Returns the component-wise comparison between two scalars in term of ULPs. + /// True if this expression is satisfied. + /// + /// @param x First operand. + /// @param y Second operand. + /// @param ULPs Maximum difference in ULPs between the two operators to consider them equal. + /// + /// @tparam genType Floating-point or integer scalar types + template + GLM_FUNC_DECL GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int ULPs); + + /// Returns the component-wise comparison between two scalars in term of ULPs. + /// True if this expression is not satisfied. + /// + /// @param x First operand. + /// @param y Second operand. + /// @param ULPs Maximum difference in ULPs between the two operators to consider them not equal. + /// + /// @tparam genType Floating-point or integer scalar types + template + GLM_FUNC_DECL GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs); + + /// @} +}//namespace glm + +#include "scalar_relational.inl" diff --git a/vendor/include/glm/ext/scalar_relational.inl b/vendor/include/glm/ext/scalar_relational.inl new file mode 100644 index 0000000..c85583e --- /dev/null +++ b/vendor/include/glm/ext/scalar_relational.inl @@ -0,0 +1,40 @@ +#include "../common.hpp" +#include "../ext/scalar_int_sized.hpp" +#include "../ext/scalar_uint_sized.hpp" +#include "../detail/type_float.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, genType const& epsilon) + { + return abs(x - y) <= epsilon; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, genType const& epsilon) + { + return abs(x - y) > epsilon; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool equal(genType const& x, genType const& y, int MaxULPs) + { + detail::float_t const a(x); + detail::float_t const b(y); + + // Different signs means they do not match. + if(a.negative() != b.negative()) + return false; + + // Find the difference in ULPs. + typename detail::float_t::int_type const DiffULPs = abs(a.i - b.i); + return DiffULPs <= MaxULPs; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR bool notEqual(genType const& x, genType const& y, int ULPs) + { + return !equal(x, y, ULPs); + } +}//namespace glm diff --git a/vendor/include/glm/ext/scalar_uint_sized.hpp b/vendor/include/glm/ext/scalar_uint_sized.hpp new file mode 100644 index 0000000..fd5267f --- /dev/null +++ b/vendor/include/glm/ext/scalar_uint_sized.hpp @@ -0,0 +1,70 @@ +/// @ref ext_scalar_uint_sized +/// @file glm/ext/scalar_uint_sized.hpp +/// +/// @defgroup ext_scalar_uint_sized GLM_EXT_scalar_uint_sized +/// @ingroup ext +/// +/// Exposes sized unsigned integer scalar types. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_int_sized + +#pragma once + +#include "../detail/setup.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_scalar_uint_sized extension included") +#endif + +namespace glm{ +namespace detail +{ +# if GLM_HAS_EXTENDED_INTEGER_TYPE + typedef std::uint8_t uint8; + typedef std::uint16_t uint16; + typedef std::uint32_t uint32; +# else + typedef unsigned char uint8; + typedef unsigned short uint16; + typedef unsigned int uint32; +#endif + + template<> + struct is_int + { + enum test {value = ~0}; + }; + + template<> + struct is_int + { + enum test {value = ~0}; + }; + + template<> + struct is_int + { + enum test {value = ~0}; + }; +}//namespace detail + + + /// @addtogroup ext_scalar_uint_sized + /// @{ + + /// 8 bit unsigned integer type. + typedef detail::uint8 uint8; + + /// 16 bit unsigned integer type. + typedef detail::uint16 uint16; + + /// 32 bit unsigned integer type. + typedef detail::uint32 uint32; + + /// 64 bit unsigned integer type. + typedef detail::uint64 uint64; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/scalar_ulp.hpp b/vendor/include/glm/ext/scalar_ulp.hpp new file mode 100644 index 0000000..941ada3 --- /dev/null +++ b/vendor/include/glm/ext/scalar_ulp.hpp @@ -0,0 +1,74 @@ +/// @ref ext_scalar_ulp +/// @file glm/ext/scalar_ulp.hpp +/// +/// @defgroup ext_scalar_ulp GLM_EXT_scalar_ulp +/// @ingroup ext +/// +/// Allow the measurement of the accuracy of a function against a reference +/// implementation. This extension works on floating-point data and provide results +/// in ULP. +/// +/// Include to use the features of this extension. +/// +/// @see ext_vector_ulp +/// @see ext_scalar_relational + +#pragma once + +// Dependencies +#include "../ext/scalar_int_sized.hpp" +#include "../common.hpp" +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_scalar_ulp extension included") +#endif + +namespace glm +{ + /// Return the next ULP value(s) after the input value(s). + /// + /// @tparam genType A floating-point scalar type. + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL genType nextFloat(genType x); + + /// Return the previous ULP value(s) before the input value(s). + /// + /// @tparam genType A floating-point scalar type. + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL genType prevFloat(genType x); + + /// Return the value(s) ULP distance after the input value(s). + /// + /// @tparam genType A floating-point scalar type. + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL genType nextFloat(genType x, int ULPs); + + /// Return the value(s) ULP distance before the input value(s). + /// + /// @tparam genType A floating-point scalar type. + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL genType prevFloat(genType x, int ULPs); + + /// Return the distance in the number of ULP between 2 single-precision floating-point scalars. + /// + /// @see ext_scalar_ulp + GLM_FUNC_DECL int floatDistance(float x, float y); + + /// Return the distance in the number of ULP between 2 double-precision floating-point scalars. + /// + /// @see ext_scalar_ulp + GLM_FUNC_DECL int64 floatDistance(double x, double y); + + /// @} +}//namespace glm + +#include "scalar_ulp.inl" diff --git a/vendor/include/glm/ext/scalar_ulp.inl b/vendor/include/glm/ext/scalar_ulp.inl new file mode 100644 index 0000000..308df15 --- /dev/null +++ b/vendor/include/glm/ext/scalar_ulp.inl @@ -0,0 +1,284 @@ +/// Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved. +/// +/// Developed at SunPro, a Sun Microsystems, Inc. business. +/// Permission to use, copy, modify, and distribute this +/// software is freely granted, provided that this notice +/// is preserved. + +#include "../detail/type_float.hpp" +#include "../ext/scalar_constants.hpp" +#include +#include + +#if(GLM_COMPILER & GLM_COMPILER_VC) +# pragma warning(push) +# pragma warning(disable : 4127) +#endif + +typedef union +{ + float value; + /* FIXME: Assumes 32 bit int. */ + unsigned int word; +} ieee_float_shape_type; + +typedef union +{ + double value; + struct + { + int lsw; + int msw; + } parts; +} ieee_double_shape_type; + +#define GLM_EXTRACT_WORDS(ix0,ix1,d) \ + do { \ + ieee_double_shape_type ew_u; \ + ew_u.value = (d); \ + (ix0) = ew_u.parts.msw; \ + (ix1) = ew_u.parts.lsw; \ + } while (0) + +#define GLM_GET_FLOAT_WORD(i,d) \ + do { \ + ieee_float_shape_type gf_u; \ + gf_u.value = (d); \ + (i) = gf_u.word; \ + } while (0) + +#define GLM_SET_FLOAT_WORD(d,i) \ + do { \ + ieee_float_shape_type sf_u; \ + sf_u.word = (i); \ + (d) = sf_u.value; \ + } while (0) + +#define GLM_INSERT_WORDS(d,ix0,ix1) \ + do { \ + ieee_double_shape_type iw_u; \ + iw_u.parts.msw = (ix0); \ + iw_u.parts.lsw = (ix1); \ + (d) = iw_u.value; \ + } while (0) + +namespace glm{ +namespace detail +{ + GLM_FUNC_QUALIFIER float nextafterf(float x, float y) + { + volatile float t; + int hx, hy, ix, iy; + + GLM_GET_FLOAT_WORD(hx, x); + GLM_GET_FLOAT_WORD(hy, y); + ix = hx & 0x7fffffff; // |x| + iy = hy & 0x7fffffff; // |y| + + if((ix > 0x7f800000) || // x is nan + (iy > 0x7f800000)) // y is nan + return x + y; + if(abs(y - x) <= epsilon()) + return y; // x=y, return y + if(ix == 0) + { // x == 0 + GLM_SET_FLOAT_WORD(x, (hy & 0x80000000) | 1);// return +-minsubnormal + t = x * x; + if(abs(t - x) <= epsilon()) + return t; + else + return x; // raise underflow flag + } + if(hx >= 0) + { // x > 0 + if(hx > hy) // x > y, x -= ulp + hx -= 1; + else // x < y, x += ulp + hx += 1; + } + else + { // x < 0 + if(hy >= 0 || hx > hy) // x < y, x -= ulp + hx -= 1; + else // x > y, x += ulp + hx += 1; + } + hy = hx & 0x7f800000; + if(hy >= 0x7f800000) + return x + x; // overflow + if(hy < 0x00800000) // underflow + { + t = x * x; + if(abs(t - x) > epsilon()) + { // raise underflow flag + GLM_SET_FLOAT_WORD(y, hx); + return y; + } + } + GLM_SET_FLOAT_WORD(x, hx); + return x; + } + + GLM_FUNC_QUALIFIER double nextafter(double x, double y) + { + volatile double t; + int hx, hy, ix, iy; + unsigned int lx, ly; + + GLM_EXTRACT_WORDS(hx, lx, x); + GLM_EXTRACT_WORDS(hy, ly, y); + ix = hx & 0x7fffffff; // |x| + iy = hy & 0x7fffffff; // |y| + + if(((ix >= 0x7ff00000) && ((ix - 0x7ff00000) | lx) != 0) || // x is nan + ((iy >= 0x7ff00000) && ((iy - 0x7ff00000) | ly) != 0)) // y is nan + return x + y; + if(abs(y - x) <= epsilon()) + return y; // x=y, return y + if((ix | lx) == 0) + { // x == 0 + GLM_INSERT_WORDS(x, hy & 0x80000000, 1); // return +-minsubnormal + t = x * x; + if(abs(t - x) <= epsilon()) + return t; + else + return x; // raise underflow flag + } + if(hx >= 0) { // x > 0 + if(hx > hy || ((hx == hy) && (lx > ly))) { // x > y, x -= ulp + if(lx == 0) hx -= 1; + lx -= 1; + } + else { // x < y, x += ulp + lx += 1; + if(lx == 0) hx += 1; + } + } + else { // x < 0 + if(hy >= 0 || hx > hy || ((hx == hy) && (lx > ly))){// x < y, x -= ulp + if(lx == 0) hx -= 1; + lx -= 1; + } + else { // x > y, x += ulp + lx += 1; + if(lx == 0) hx += 1; + } + } + hy = hx & 0x7ff00000; + if(hy >= 0x7ff00000) + return x + x; // overflow + if(hy < 0x00100000) + { // underflow + t = x * x; + if(abs(t - x) > epsilon()) + { // raise underflow flag + GLM_INSERT_WORDS(y, hx, lx); + return y; + } + } + GLM_INSERT_WORDS(x, hx, lx); + return x; + } +}//namespace detail +}//namespace glm + +#if(GLM_COMPILER & GLM_COMPILER_VC) +# pragma warning(pop) +#endif + +namespace glm +{ + template<> + GLM_FUNC_QUALIFIER float nextFloat(float x) + { +# if GLM_HAS_CXX11_STL + return std::nextafter(x, std::numeric_limits::max()); +# elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) + return detail::nextafterf(x, FLT_MAX); +# elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) + return __builtin_nextafterf(x, FLT_MAX); +# else + return nextafterf(x, FLT_MAX); +# endif + } + + template<> + GLM_FUNC_QUALIFIER double nextFloat(double x) + { +# if GLM_HAS_CXX11_STL + return std::nextafter(x, std::numeric_limits::max()); +# elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) + return detail::nextafter(x, std::numeric_limits::max()); +# elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) + return __builtin_nextafter(x, DBL_MAX); +# else + return nextafter(x, DBL_MAX); +# endif + } + + template + GLM_FUNC_QUALIFIER T nextFloat(T x, int ULPs) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'next_float' only accept floating-point input"); + assert(ULPs >= 0); + + T temp = x; + for(int i = 0; i < ULPs; ++i) + temp = nextFloat(temp); + return temp; + } + + GLM_FUNC_QUALIFIER float prevFloat(float x) + { +# if GLM_HAS_CXX11_STL + return std::nextafter(x, std::numeric_limits::min()); +# elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) + return detail::nextafterf(x, FLT_MIN); +# elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) + return __builtin_nextafterf(x, FLT_MIN); +# else + return nextafterf(x, FLT_MIN); +# endif + } + + GLM_FUNC_QUALIFIER double prevFloat(double x) + { +# if GLM_HAS_CXX11_STL + return std::nextafter(x, std::numeric_limits::min()); +# elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) + return _nextafter(x, DBL_MIN); +# elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) + return __builtin_nextafter(x, DBL_MIN); +# else + return nextafter(x, DBL_MIN); +# endif + } + + template + GLM_FUNC_QUALIFIER T prevFloat(T x, int ULPs) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'prev_float' only accept floating-point input"); + assert(ULPs >= 0); + + T temp = x; + for(int i = 0; i < ULPs; ++i) + temp = prevFloat(temp); + return temp; + } + + GLM_FUNC_QUALIFIER int floatDistance(float x, float y) + { + detail::float_t const a(x); + detail::float_t const b(y); + + return abs(a.i - b.i); + } + + GLM_FUNC_QUALIFIER int64 floatDistance(double x, double y) + { + detail::float_t const a(x); + detail::float_t const b(y); + + return abs(a.i - b.i); + } +}//namespace glm diff --git a/vendor/include/glm/ext/vector_bool1.hpp b/vendor/include/glm/ext/vector_bool1.hpp new file mode 100644 index 0000000..002c320 --- /dev/null +++ b/vendor/include/glm/ext/vector_bool1.hpp @@ -0,0 +1,30 @@ +/// @ref ext_vector_bool1 +/// @file glm/ext/vector_bool1.hpp +/// +/// @defgroup ext_vector_bool1 GLM_EXT_vector_bool1 +/// @ingroup ext +/// +/// Exposes bvec1 vector type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_vector_bool1_precision extension. + +#pragma once + +#include "../detail/type_vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_bool1 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_bool1 + /// @{ + + /// 1 components vector of boolean. + typedef vec<1, bool, defaultp> bvec1; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_bool1_precision.hpp b/vendor/include/glm/ext/vector_bool1_precision.hpp new file mode 100644 index 0000000..e62d3cf --- /dev/null +++ b/vendor/include/glm/ext/vector_bool1_precision.hpp @@ -0,0 +1,34 @@ +/// @ref ext_vector_bool1_precision +/// @file glm/ext/vector_bool1_precision.hpp +/// +/// @defgroup ext_vector_bool1_precision GLM_EXT_vector_bool1_precision +/// @ingroup ext +/// +/// Exposes highp_bvec1, mediump_bvec1 and lowp_bvec1 types. +/// +/// Include to use the features of this extension. + +#pragma once + +#include "../detail/type_vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_bool1_precision extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_bool1_precision + /// @{ + + /// 1 component vector of bool values. + typedef vec<1, bool, highp> highp_bvec1; + + /// 1 component vector of bool values. + typedef vec<1, bool, mediump> mediump_bvec1; + + /// 1 component vector of bool values. + typedef vec<1, bool, lowp> lowp_bvec1; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_bool2.hpp b/vendor/include/glm/ext/vector_bool2.hpp new file mode 100644 index 0000000..52288b7 --- /dev/null +++ b/vendor/include/glm/ext/vector_bool2.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_bool2.hpp + +#pragma once +#include "../detail/type_vec2.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 2 components vector of boolean. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<2, bool, defaultp> bvec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_bool2_precision.hpp b/vendor/include/glm/ext/vector_bool2_precision.hpp new file mode 100644 index 0000000..4370933 --- /dev/null +++ b/vendor/include/glm/ext/vector_bool2_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/vector_bool2_precision.hpp + +#pragma once +#include "../detail/type_vec2.hpp" + +namespace glm +{ + /// @addtogroup core_vector_precision + /// @{ + + /// 2 components vector of high qualifier bool numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<2, bool, highp> highp_bvec2; + + /// 2 components vector of medium qualifier bool numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<2, bool, mediump> mediump_bvec2; + + /// 2 components vector of low qualifier bool numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<2, bool, lowp> lowp_bvec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_bool3.hpp b/vendor/include/glm/ext/vector_bool3.hpp new file mode 100644 index 0000000..90a0b7e --- /dev/null +++ b/vendor/include/glm/ext/vector_bool3.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_bool3.hpp + +#pragma once +#include "../detail/type_vec3.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 3 components vector of boolean. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<3, bool, defaultp> bvec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_bool3_precision.hpp b/vendor/include/glm/ext/vector_bool3_precision.hpp new file mode 100644 index 0000000..89cd2d3 --- /dev/null +++ b/vendor/include/glm/ext/vector_bool3_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/vector_bool3_precision.hpp + +#pragma once +#include "../detail/type_vec3.hpp" + +namespace glm +{ + /// @addtogroup core_vector_precision + /// @{ + + /// 3 components vector of high qualifier bool numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<3, bool, highp> highp_bvec3; + + /// 3 components vector of medium qualifier bool numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<3, bool, mediump> mediump_bvec3; + + /// 3 components vector of low qualifier bool numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<3, bool, lowp> lowp_bvec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_bool4.hpp b/vendor/include/glm/ext/vector_bool4.hpp new file mode 100644 index 0000000..18aa71b --- /dev/null +++ b/vendor/include/glm/ext/vector_bool4.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_bool4.hpp + +#pragma once +#include "../detail/type_vec4.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 4 components vector of boolean. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<4, bool, defaultp> bvec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_bool4_precision.hpp b/vendor/include/glm/ext/vector_bool4_precision.hpp new file mode 100644 index 0000000..79786e5 --- /dev/null +++ b/vendor/include/glm/ext/vector_bool4_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/vector_bool4_precision.hpp + +#pragma once +#include "../detail/type_vec4.hpp" + +namespace glm +{ + /// @addtogroup core_vector_precision + /// @{ + + /// 4 components vector of high qualifier bool numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<4, bool, highp> highp_bvec4; + + /// 4 components vector of medium qualifier bool numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<4, bool, mediump> mediump_bvec4; + + /// 4 components vector of low qualifier bool numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<4, bool, lowp> lowp_bvec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_common.hpp b/vendor/include/glm/ext/vector_common.hpp new file mode 100644 index 0000000..521ec01 --- /dev/null +++ b/vendor/include/glm/ext/vector_common.hpp @@ -0,0 +1,204 @@ +/// @ref ext_vector_common +/// @file glm/ext/vector_common.hpp +/// +/// @defgroup ext_vector_common GLM_EXT_vector_common +/// @ingroup ext +/// +/// Exposes min and max functions for 3 to 4 vector parameters. +/// +/// Include to use the features of this extension. +/// +/// @see core_common +/// @see ext_scalar_common + +#pragma once + +// Dependency: +#include "../ext/scalar_common.hpp" +#include "../common.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_common extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_common + /// @{ + + /// Return the minimum component-wise values of 3 inputs + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec min(vec const& a, vec const& b, vec const& c); + + /// Return the minimum component-wise values of 4 inputs + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec min(vec const& a, vec const& b, vec const& c, vec const& d); + + /// Return the maximum component-wise values of 3 inputs + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec max(vec const& x, vec const& y, vec const& z); + + /// Return the maximum component-wise values of 4 inputs + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec max( vec const& x, vec const& y, vec const& z, vec const& w); + + /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see std::fmin documentation + template + GLM_FUNC_DECL vec fmin(vec const& x, T y); + + /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see std::fmin documentation + template + GLM_FUNC_DECL vec fmin(vec const& x, vec const& y); + + /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see std::fmin documentation + template + GLM_FUNC_DECL vec fmin(vec const& a, vec const& b, vec const& c); + + /// Returns y if y < x; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see std::fmin documentation + template + GLM_FUNC_DECL vec fmin(vec const& a, vec const& b, vec const& c, vec const& d); + + /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see std::fmax documentation + template + GLM_FUNC_DECL vec fmax(vec const& a, T b); + + /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see std::fmax documentation + template + GLM_FUNC_DECL vec fmax(vec const& a, vec const& b); + + /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see std::fmax documentation + template + GLM_FUNC_DECL vec fmax(vec const& a, vec const& b, vec const& c); + + /// Returns y if x < y; otherwise, it returns x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see std::fmax documentation + template + GLM_FUNC_DECL vec fmax(vec const& a, vec const& b, vec const& c, vec const& d); + + /// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_common + template + GLM_FUNC_DECL vec fclamp(vec const& x, T minVal, T maxVal); + + /// Returns min(max(x, minVal), maxVal) for each component in x. If one of the two arguments is NaN, the value of the other argument is returned. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_common + template + GLM_FUNC_DECL vec fclamp(vec const& x, vec const& minVal, vec const& maxVal); + + /// Simulate GL_CLAMP OpenGL wrap mode + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_common extension. + template + GLM_FUNC_DECL vec clamp(vec const& Texcoord); + + /// Simulate GL_REPEAT OpenGL wrap mode + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_common extension. + template + GLM_FUNC_DECL vec repeat(vec const& Texcoord); + + /// Simulate GL_MIRRORED_REPEAT OpenGL wrap mode + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_common extension. + template + GLM_FUNC_DECL vec mirrorClamp(vec const& Texcoord); + + /// Simulate GL_MIRROR_REPEAT OpenGL wrap mode + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_common extension. + template + GLM_FUNC_DECL vec mirrorRepeat(vec const& Texcoord); + + /// @} +}//namespace glm + +#include "vector_common.inl" diff --git a/vendor/include/glm/ext/vector_common.inl b/vendor/include/glm/ext/vector_common.inl new file mode 100644 index 0000000..e2747be --- /dev/null +++ b/vendor/include/glm/ext/vector_common.inl @@ -0,0 +1,129 @@ +#include "../detail/_vectorize.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec min(vec const& x, vec const& y, vec const& z) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'min' only accept floating-point or integer inputs"); + return glm::min(glm::min(x, y), z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec min(vec const& x, vec const& y, vec const& z, vec const& w) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'min' only accept floating-point or integer inputs"); + return glm::min(glm::min(x, y), glm::min(z, w)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec max(vec const& x, vec const& y, vec const& z) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'max' only accept floating-point or integer inputs"); + return glm::max(glm::max(x, y), z); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec max(vec const& x, vec const& y, vec const& z, vec const& w) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'max' only accept floating-point or integer inputs"); + return glm::max(glm::max(x, y), glm::max(z, w)); + } + + template + GLM_FUNC_QUALIFIER vec fmin(vec const& a, T b) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point inputs"); + return detail::functor2::call(fmin, a, vec(b)); + } + + template + GLM_FUNC_QUALIFIER vec fmin(vec const& a, vec const& b) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point inputs"); + return detail::functor2::call(fmin, a, b); + } + + template + GLM_FUNC_QUALIFIER vec fmin(vec const& a, vec const& b, vec const& c) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point inputs"); + return fmin(fmin(a, b), c); + } + + template + GLM_FUNC_QUALIFIER vec fmin(vec const& a, vec const& b, vec const& c, vec const& d) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmin' only accept floating-point inputs"); + return fmin(fmin(a, b), fmin(c, d)); + } + + template + GLM_FUNC_QUALIFIER vec fmax(vec const& a, T b) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point inputs"); + return detail::functor2::call(fmax, a, vec(b)); + } + + template + GLM_FUNC_QUALIFIER vec fmax(vec const& a, vec const& b) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point inputs"); + return detail::functor2::call(fmax, a, b); + } + + template + GLM_FUNC_QUALIFIER vec fmax(vec const& a, vec const& b, vec const& c) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point inputs"); + return fmax(fmax(a, b), c); + } + + template + GLM_FUNC_QUALIFIER vec fmax(vec const& a, vec const& b, vec const& c, vec const& d) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fmax' only accept floating-point inputs"); + return fmax(fmax(a, b), fmax(c, d)); + } + + template + GLM_FUNC_QUALIFIER vec fclamp(vec const& x, T minVal, T maxVal) + { + return fmin(fmax(x, vec(minVal)), vec(maxVal)); + } + + template + GLM_FUNC_QUALIFIER vec fclamp(vec const& x, vec const& minVal, vec const& maxVal) + { + return fmin(fmax(x, minVal), maxVal); + } + + template + GLM_FUNC_QUALIFIER vec clamp(vec const& Texcoord) + { + return glm::clamp(Texcoord, vec(0), vec(1)); + } + + template + GLM_FUNC_QUALIFIER vec repeat(vec const& Texcoord) + { + return glm::fract(Texcoord); + } + + template + GLM_FUNC_QUALIFIER vec mirrorClamp(vec const& Texcoord) + { + return glm::fract(glm::abs(Texcoord)); + } + + template + GLM_FUNC_QUALIFIER vec mirrorRepeat(vec const& Texcoord) + { + vec const Abs = glm::abs(Texcoord); + vec const Clamp = glm::mod(glm::floor(Abs), vec(2)); + vec const Floor = glm::floor(Abs); + vec const Rest = Abs - Floor; + vec const Mirror = Clamp + Rest; + return mix(Rest, vec(1) - Rest, glm::greaterThanEqual(Mirror, vec(1))); + } +}//namespace glm diff --git a/vendor/include/glm/ext/vector_double1.hpp b/vendor/include/glm/ext/vector_double1.hpp new file mode 100644 index 0000000..3882667 --- /dev/null +++ b/vendor/include/glm/ext/vector_double1.hpp @@ -0,0 +1,31 @@ +/// @ref ext_vector_double1 +/// @file glm/ext/vector_double1.hpp +/// +/// @defgroup ext_vector_double1 GLM_EXT_vector_double1 +/// @ingroup ext +/// +/// Exposes double-precision floating point vector type with one component. +/// +/// Include to use the features of this extension. +/// +/// @see ext_vector_double1_precision extension. +/// @see ext_vector_float1 extension. + +#pragma once + +#include "../detail/type_vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_double1 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_double1 + /// @{ + + /// 1 components vector of double-precision floating-point numbers. + typedef vec<1, double, defaultp> dvec1; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_double1_precision.hpp b/vendor/include/glm/ext/vector_double1_precision.hpp new file mode 100644 index 0000000..1d47195 --- /dev/null +++ b/vendor/include/glm/ext/vector_double1_precision.hpp @@ -0,0 +1,36 @@ +/// @ref ext_vector_double1_precision +/// @file glm/ext/vector_double1_precision.hpp +/// +/// @defgroup ext_vector_double1_precision GLM_EXT_vector_double1_precision +/// @ingroup ext +/// +/// Exposes highp_dvec1, mediump_dvec1 and lowp_dvec1 types. +/// +/// Include to use the features of this extension. +/// +/// @see ext_vector_double1 + +#pragma once + +#include "../detail/type_vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_double1_precision extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_double1_precision + /// @{ + + /// 1 component vector of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<1, double, highp> highp_dvec1; + + /// 1 component vector of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<1, double, mediump> mediump_dvec1; + + /// 1 component vector of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<1, double, lowp> lowp_dvec1; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_double2.hpp b/vendor/include/glm/ext/vector_double2.hpp new file mode 100644 index 0000000..60e3577 --- /dev/null +++ b/vendor/include/glm/ext/vector_double2.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_double2.hpp + +#pragma once +#include "../detail/type_vec2.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 2 components vector of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<2, double, defaultp> dvec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_double2_precision.hpp b/vendor/include/glm/ext/vector_double2_precision.hpp new file mode 100644 index 0000000..fa53940 --- /dev/null +++ b/vendor/include/glm/ext/vector_double2_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/vector_double2_precision.hpp + +#pragma once +#include "../detail/type_vec2.hpp" + +namespace glm +{ + /// @addtogroup core_vector_precision + /// @{ + + /// 2 components vector of high double-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<2, double, highp> highp_dvec2; + + /// 2 components vector of medium double-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<2, double, mediump> mediump_dvec2; + + /// 2 components vector of low double-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<2, double, lowp> lowp_dvec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_double3.hpp b/vendor/include/glm/ext/vector_double3.hpp new file mode 100644 index 0000000..6dfe4c6 --- /dev/null +++ b/vendor/include/glm/ext/vector_double3.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_double3.hpp + +#pragma once +#include "../detail/type_vec3.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 3 components vector of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<3, double, defaultp> dvec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_double3_precision.hpp b/vendor/include/glm/ext/vector_double3_precision.hpp new file mode 100644 index 0000000..a8cfa37 --- /dev/null +++ b/vendor/include/glm/ext/vector_double3_precision.hpp @@ -0,0 +1,34 @@ +/// @ref core +/// @file glm/ext/vector_double3_precision.hpp + +#pragma once +#include "../detail/type_vec3.hpp" + +namespace glm +{ + /// @addtogroup core_vector_precision + /// @{ + + /// 3 components vector of high double-qualifier floating-point numbers. + /// There is no guarantee on the actual qualifier. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<3, double, highp> highp_dvec3; + + /// 3 components vector of medium double-qualifier floating-point numbers. + /// There is no guarantee on the actual qualifier. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<3, double, mediump> mediump_dvec3; + + /// 3 components vector of low double-qualifier floating-point numbers. + /// There is no guarantee on the actual qualifier. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<3, double, lowp> lowp_dvec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_double4.hpp b/vendor/include/glm/ext/vector_double4.hpp new file mode 100644 index 0000000..87f225f --- /dev/null +++ b/vendor/include/glm/ext/vector_double4.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_double4.hpp + +#pragma once +#include "../detail/type_vec4.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 4 components vector of double-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<4, double, defaultp> dvec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_double4_precision.hpp b/vendor/include/glm/ext/vector_double4_precision.hpp new file mode 100644 index 0000000..09cafa1 --- /dev/null +++ b/vendor/include/glm/ext/vector_double4_precision.hpp @@ -0,0 +1,35 @@ +/// @ref core +/// @file glm/ext/vector_double4_precision.hpp + +#pragma once +#include "../detail/setup.hpp" +#include "../detail/type_vec4.hpp" + +namespace glm +{ + /// @addtogroup core_vector_precision + /// @{ + + /// 4 components vector of high double-qualifier floating-point numbers. + /// There is no guarantee on the actual qualifier. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<4, double, highp> highp_dvec4; + + /// 4 components vector of medium double-qualifier floating-point numbers. + /// There is no guarantee on the actual qualifier. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<4, double, mediump> mediump_dvec4; + + /// 4 components vector of low double-qualifier floating-point numbers. + /// There is no guarantee on the actual qualifier. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<4, double, lowp> lowp_dvec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_float1.hpp b/vendor/include/glm/ext/vector_float1.hpp new file mode 100644 index 0000000..28acc2c --- /dev/null +++ b/vendor/include/glm/ext/vector_float1.hpp @@ -0,0 +1,31 @@ +/// @ref ext_vector_float1 +/// @file glm/ext/vector_float1.hpp +/// +/// @defgroup ext_vector_float1 GLM_EXT_vector_float1 +/// @ingroup ext +/// +/// Exposes single-precision floating point vector type with one component. +/// +/// Include to use the features of this extension. +/// +/// @see ext_vector_float1_precision extension. +/// @see ext_vector_double1 extension. + +#pragma once + +#include "../detail/type_vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_float1 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_float1 + /// @{ + + /// 1 components vector of single-precision floating-point numbers. + typedef vec<1, float, defaultp> vec1; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_float1_precision.hpp b/vendor/include/glm/ext/vector_float1_precision.hpp new file mode 100644 index 0000000..6e8dad8 --- /dev/null +++ b/vendor/include/glm/ext/vector_float1_precision.hpp @@ -0,0 +1,36 @@ +/// @ref ext_vector_float1_precision +/// @file glm/ext/vector_float1_precision.hpp +/// +/// @defgroup ext_vector_float1_precision GLM_EXT_vector_float1_precision +/// @ingroup ext +/// +/// Exposes highp_vec1, mediump_vec1 and lowp_vec1 types. +/// +/// Include to use the features of this extension. +/// +/// @see ext_vector_float1 extension. + +#pragma once + +#include "../detail/type_vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_float1_precision extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_float1_precision + /// @{ + + /// 1 component vector of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<1, float, highp> highp_vec1; + + /// 1 component vector of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<1, float, mediump> mediump_vec1; + + /// 1 component vector of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<1, float, lowp> lowp_vec1; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_float2.hpp b/vendor/include/glm/ext/vector_float2.hpp new file mode 100644 index 0000000..d31545d --- /dev/null +++ b/vendor/include/glm/ext/vector_float2.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_float2.hpp + +#pragma once +#include "../detail/type_vec2.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 2 components vector of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<2, float, defaultp> vec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_float2_precision.hpp b/vendor/include/glm/ext/vector_float2_precision.hpp new file mode 100644 index 0000000..23c0820 --- /dev/null +++ b/vendor/include/glm/ext/vector_float2_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/vector_float2_precision.hpp + +#pragma once +#include "../detail/type_vec2.hpp" + +namespace glm +{ + /// @addtogroup core_vector_precision + /// @{ + + /// 2 components vector of high single-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<2, float, highp> highp_vec2; + + /// 2 components vector of medium single-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<2, float, mediump> mediump_vec2; + + /// 2 components vector of low single-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<2, float, lowp> lowp_vec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_float3.hpp b/vendor/include/glm/ext/vector_float3.hpp new file mode 100644 index 0000000..cd79a62 --- /dev/null +++ b/vendor/include/glm/ext/vector_float3.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_float3.hpp + +#pragma once +#include "../detail/type_vec3.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 3 components vector of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<3, float, defaultp> vec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_float3_precision.hpp b/vendor/include/glm/ext/vector_float3_precision.hpp new file mode 100644 index 0000000..be640b5 --- /dev/null +++ b/vendor/include/glm/ext/vector_float3_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/vector_float3_precision.hpp + +#pragma once +#include "../detail/type_vec3.hpp" + +namespace glm +{ + /// @addtogroup core_vector_precision + /// @{ + + /// 3 components vector of high single-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<3, float, highp> highp_vec3; + + /// 3 components vector of medium single-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<3, float, mediump> mediump_vec3; + + /// 3 components vector of low single-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<3, float, lowp> lowp_vec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_float4.hpp b/vendor/include/glm/ext/vector_float4.hpp new file mode 100644 index 0000000..d84adcc --- /dev/null +++ b/vendor/include/glm/ext/vector_float4.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_float4.hpp + +#pragma once +#include "../detail/type_vec4.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 4 components vector of single-precision floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<4, float, defaultp> vec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_float4_precision.hpp b/vendor/include/glm/ext/vector_float4_precision.hpp new file mode 100644 index 0000000..aede838 --- /dev/null +++ b/vendor/include/glm/ext/vector_float4_precision.hpp @@ -0,0 +1,31 @@ +/// @ref core +/// @file glm/ext/vector_float4_precision.hpp + +#pragma once +#include "../detail/type_vec4.hpp" + +namespace glm +{ + /// @addtogroup core_vector_precision + /// @{ + + /// 4 components vector of high single-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<4, float, highp> highp_vec4; + + /// 4 components vector of medium single-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<4, float, mediump> mediump_vec4; + + /// 4 components vector of low single-qualifier floating-point numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + /// @see GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier + typedef vec<4, float, lowp> lowp_vec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_int1.hpp b/vendor/include/glm/ext/vector_int1.hpp new file mode 100644 index 0000000..dc86038 --- /dev/null +++ b/vendor/include/glm/ext/vector_int1.hpp @@ -0,0 +1,32 @@ +/// @ref ext_vector_int1 +/// @file glm/ext/vector_int1.hpp +/// +/// @defgroup ext_vector_int1 GLM_EXT_vector_int1 +/// @ingroup ext +/// +/// Exposes ivec1 vector type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_vector_uint1 extension. +/// @see ext_vector_int1_precision extension. + +#pragma once + +#include "../detail/type_vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_int1 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_int1 + /// @{ + + /// 1 component vector of signed integer numbers. + typedef vec<1, int, defaultp> ivec1; + + /// @} +}//namespace glm + diff --git a/vendor/include/glm/ext/vector_int1_sized.hpp b/vendor/include/glm/ext/vector_int1_sized.hpp new file mode 100644 index 0000000..de0d4cf --- /dev/null +++ b/vendor/include/glm/ext/vector_int1_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_vector_int1_sized +/// @file glm/ext/vector_int1_sized.hpp +/// +/// @defgroup ext_vector_int1_sized GLM_EXT_vector_int1_sized +/// @ingroup ext +/// +/// Exposes sized signed integer vector types. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_int_sized +/// @see ext_vector_uint1_sized + +#pragma once + +#include "../ext/vector_int1.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_int1_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_int1_sized + /// @{ + + /// 8 bit signed integer vector of 1 component type. + /// + /// @see ext_vector_int1_sized + typedef vec<1, int8, defaultp> i8vec1; + + /// 16 bit signed integer vector of 1 component type. + /// + /// @see ext_vector_int1_sized + typedef vec<1, int16, defaultp> i16vec1; + + /// 32 bit signed integer vector of 1 component type. + /// + /// @see ext_vector_int1_sized + typedef vec<1, int32, defaultp> i32vec1; + + /// 64 bit signed integer vector of 1 component type. + /// + /// @see ext_vector_int1_sized + typedef vec<1, int64, defaultp> i64vec1; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_int2.hpp b/vendor/include/glm/ext/vector_int2.hpp new file mode 100644 index 0000000..aef803e --- /dev/null +++ b/vendor/include/glm/ext/vector_int2.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_int2.hpp + +#pragma once +#include "../detail/type_vec2.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 2 components vector of signed integer numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<2, int, defaultp> ivec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_int2_sized.hpp b/vendor/include/glm/ext/vector_int2_sized.hpp new file mode 100644 index 0000000..1fd57ee --- /dev/null +++ b/vendor/include/glm/ext/vector_int2_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_vector_int2_sized +/// @file glm/ext/vector_int2_sized.hpp +/// +/// @defgroup ext_vector_int2_sized GLM_EXT_vector_int2_sized +/// @ingroup ext +/// +/// Exposes sized signed integer vector of 2 components type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_int_sized +/// @see ext_vector_uint2_sized + +#pragma once + +#include "../ext/vector_int2.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_int2_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_int2_sized + /// @{ + + /// 8 bit signed integer vector of 2 components type. + /// + /// @see ext_vector_int2_sized + typedef vec<2, int8, defaultp> i8vec2; + + /// 16 bit signed integer vector of 2 components type. + /// + /// @see ext_vector_int2_sized + typedef vec<2, int16, defaultp> i16vec2; + + /// 32 bit signed integer vector of 2 components type. + /// + /// @see ext_vector_int2_sized + typedef vec<2, int32, defaultp> i32vec2; + + /// 64 bit signed integer vector of 2 components type. + /// + /// @see ext_vector_int2_sized + typedef vec<2, int64, defaultp> i64vec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_int3.hpp b/vendor/include/glm/ext/vector_int3.hpp new file mode 100644 index 0000000..4767e61 --- /dev/null +++ b/vendor/include/glm/ext/vector_int3.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_int3.hpp + +#pragma once +#include "../detail/type_vec3.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 3 components vector of signed integer numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<3, int, defaultp> ivec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_int3_sized.hpp b/vendor/include/glm/ext/vector_int3_sized.hpp new file mode 100644 index 0000000..085a3fe --- /dev/null +++ b/vendor/include/glm/ext/vector_int3_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_vector_int3_sized +/// @file glm/ext/vector_int3_sized.hpp +/// +/// @defgroup ext_vector_int3_sized GLM_EXT_vector_int3_sized +/// @ingroup ext +/// +/// Exposes sized signed integer vector of 3 components type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_int_sized +/// @see ext_vector_uint3_sized + +#pragma once + +#include "../ext/vector_int3.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_int3_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_int3_sized + /// @{ + + /// 8 bit signed integer vector of 3 components type. + /// + /// @see ext_vector_int3_sized + typedef vec<3, int8, defaultp> i8vec3; + + /// 16 bit signed integer vector of 3 components type. + /// + /// @see ext_vector_int3_sized + typedef vec<3, int16, defaultp> i16vec3; + + /// 32 bit signed integer vector of 3 components type. + /// + /// @see ext_vector_int3_sized + typedef vec<3, int32, defaultp> i32vec3; + + /// 64 bit signed integer vector of 3 components type. + /// + /// @see ext_vector_int3_sized + typedef vec<3, int64, defaultp> i64vec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_int4.hpp b/vendor/include/glm/ext/vector_int4.hpp new file mode 100644 index 0000000..bb23adf --- /dev/null +++ b/vendor/include/glm/ext/vector_int4.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_int4.hpp + +#pragma once +#include "../detail/type_vec4.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 4 components vector of signed integer numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<4, int, defaultp> ivec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_int4_sized.hpp b/vendor/include/glm/ext/vector_int4_sized.hpp new file mode 100644 index 0000000..c63d465 --- /dev/null +++ b/vendor/include/glm/ext/vector_int4_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_vector_int4_sized +/// @file glm/ext/vector_int4_sized.hpp +/// +/// @defgroup ext_vector_int4_sized GLM_EXT_vector_int4_sized +/// @ingroup ext +/// +/// Exposes sized signed integer vector of 4 components type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_int_sized +/// @see ext_vector_uint4_sized + +#pragma once + +#include "../ext/vector_int4.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_int4_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_int4_sized + /// @{ + + /// 8 bit signed integer vector of 4 components type. + /// + /// @see ext_vector_int4_sized + typedef vec<4, int8, defaultp> i8vec4; + + /// 16 bit signed integer vector of 4 components type. + /// + /// @see ext_vector_int4_sized + typedef vec<4, int16, defaultp> i16vec4; + + /// 32 bit signed integer vector of 4 components type. + /// + /// @see ext_vector_int4_sized + typedef vec<4, int32, defaultp> i32vec4; + + /// 64 bit signed integer vector of 4 components type. + /// + /// @see ext_vector_int4_sized + typedef vec<4, int64, defaultp> i64vec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_integer.hpp b/vendor/include/glm/ext/vector_integer.hpp new file mode 100644 index 0000000..1304dd8 --- /dev/null +++ b/vendor/include/glm/ext/vector_integer.hpp @@ -0,0 +1,149 @@ +/// @ref ext_vector_integer +/// @file glm/ext/vector_integer.hpp +/// +/// @see core (dependence) +/// @see ext_vector_integer (dependence) +/// +/// @defgroup ext_vector_integer GLM_EXT_vector_integer +/// @ingroup ext +/// +/// Include to use the features of this extension. + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" +#include "../detail/_vectorize.hpp" +#include "../vector_relational.hpp" +#include "../common.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_integer extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_integer + /// @{ + + /// Return true if the value is a power of two number. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed or unsigned integer scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec isPowerOfTwo(vec const& v); + + /// Return the power of two number which value is just higher the input value, + /// round up to a power of two. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed or unsigned integer scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec nextPowerOfTwo(vec const& v); + + /// Return the power of two number which value is just lower the input value, + /// round down to a power of two. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed or unsigned integer scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec prevPowerOfTwo(vec const& v); + + /// Return true if the 'Value' is a multiple of 'Multiple'. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed or unsigned integer scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec isMultiple(vec const& v, T Multiple); + + /// Return true if the 'Value' is a multiple of 'Multiple'. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed or unsigned integer scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec isMultiple(vec const& v, vec const& Multiple); + + /// Higher multiple number of Source. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed or unsigned integer scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @param v Source values to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec nextMultiple(vec const& v, T Multiple); + + /// Higher multiple number of Source. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed or unsigned integer scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @param v Source values to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec nextMultiple(vec const& v, vec const& Multiple); + + /// Lower multiple number of Source. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed or unsigned integer scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @param v Source values to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec prevMultiple(vec const& v, T Multiple); + + /// Lower multiple number of Source. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed or unsigned integer scalar types. + /// @tparam Q Value from qualifier enum + /// + /// @param v Source values to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec prevMultiple(vec const& v, vec const& Multiple); + + /// Returns the bit number of the Nth significant bit set to + /// 1 in the binary representation of value. + /// If value bitcount is less than the Nth significant bit, -1 will be returned. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Signed or unsigned integer scalar types. + /// + /// @see ext_vector_integer + template + GLM_FUNC_DECL vec findNSB(vec const& Source, vec SignificantBitCount); + + /// @} +} //namespace glm + +#include "vector_integer.inl" diff --git a/vendor/include/glm/ext/vector_integer.inl b/vendor/include/glm/ext/vector_integer.inl new file mode 100644 index 0000000..939ff5e --- /dev/null +++ b/vendor/include/glm/ext/vector_integer.inl @@ -0,0 +1,85 @@ +#include "scalar_integer.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec isPowerOfTwo(vec const& Value) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isPowerOfTwo' only accept integer inputs"); + + vec const Result(abs(Value)); + return equal(Result & (Result - vec(1)), vec(0)); + } + + template + GLM_FUNC_QUALIFIER vec nextPowerOfTwo(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextPowerOfTwo' only accept integer inputs"); + + return detail::compute_ceilPowerOfTwo::is_signed>::call(v); + } + + template + GLM_FUNC_QUALIFIER vec prevPowerOfTwo(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevPowerOfTwo' only accept integer inputs"); + + return detail::functor1::call(prevPowerOfTwo, v); + } + + template + GLM_FUNC_QUALIFIER vec isMultiple(vec const& Value, T Multiple) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isMultiple' only accept integer inputs"); + + return (Value % Multiple) == vec(0); + } + + template + GLM_FUNC_QUALIFIER vec isMultiple(vec const& Value, vec const& Multiple) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'isMultiple' only accept integer inputs"); + + return (Value % Multiple) == vec(0); + } + + template + GLM_FUNC_QUALIFIER vec nextMultiple(vec const& Source, T Multiple) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextMultiple' only accept integer inputs"); + + return detail::functor2::call(nextMultiple, Source, vec(Multiple)); + } + + template + GLM_FUNC_QUALIFIER vec nextMultiple(vec const& Source, vec const& Multiple) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'nextMultiple' only accept integer inputs"); + + return detail::functor2::call(nextMultiple, Source, Multiple); + } + + template + GLM_FUNC_QUALIFIER vec prevMultiple(vec const& Source, T Multiple) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevMultiple' only accept integer inputs"); + + return detail::functor2::call(prevMultiple, Source, vec(Multiple)); + } + + template + GLM_FUNC_QUALIFIER vec prevMultiple(vec const& Source, vec const& Multiple) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'prevMultiple' only accept integer inputs"); + + return detail::functor2::call(prevMultiple, Source, Multiple); + } + + template + GLM_FUNC_QUALIFIER vec findNSB(vec const& Source, vec SignificantBitCount) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'findNSB' only accept integer inputs"); + + return detail::functor2_vec_int::call(findNSB, Source, SignificantBitCount); + } +}//namespace glm diff --git a/vendor/include/glm/ext/vector_packing.hpp b/vendor/include/glm/ext/vector_packing.hpp new file mode 100644 index 0000000..76e5d0c --- /dev/null +++ b/vendor/include/glm/ext/vector_packing.hpp @@ -0,0 +1,32 @@ +/// @ref ext_vector_packing +/// @file glm/ext/vector_packing.hpp +/// +/// @see core (dependence) +/// +/// @defgroup ext_vector_packing GLM_EXT_vector_packing +/// @ingroup ext +/// +/// Include to use the features of this extension. +/// +/// This extension provides a set of function to convert vectors to packed +/// formats. + +#pragma once + +// Dependency: +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_packing extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_packing + /// @{ + + + /// @} +}// namespace glm + +#include "vector_packing.inl" diff --git a/vendor/include/glm/ext/vector_packing.inl b/vendor/include/glm/ext/vector_packing.inl new file mode 100644 index 0000000..e69de29 diff --git a/vendor/include/glm/ext/vector_relational.hpp b/vendor/include/glm/ext/vector_relational.hpp new file mode 100644 index 0000000..1c2367d --- /dev/null +++ b/vendor/include/glm/ext/vector_relational.hpp @@ -0,0 +1,107 @@ +/// @ref ext_vector_relational +/// @file glm/ext/vector_relational.hpp +/// +/// @see core (dependence) +/// @see ext_scalar_integer (dependence) +/// +/// @defgroup ext_vector_relational GLM_EXT_vector_relational +/// @ingroup ext +/// +/// Exposes comparison functions for vector types that take a user defined epsilon values. +/// +/// Include to use the features of this extension. +/// +/// @see core_vector_relational +/// @see ext_scalar_relational +/// @see ext_matrix_relational + +#pragma once + +// Dependencies +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_relational extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_relational + /// @{ + + /// Returns the component-wise comparison of |x - y| < epsilon. + /// True if this expression is satisfied. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y, T epsilon); + + /// Returns the component-wise comparison of |x - y| < epsilon. + /// True if this expression is satisfied. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y, vec const& epsilon); + + /// Returns the component-wise comparison of |x - y| >= epsilon. + /// True if this expression is not satisfied. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, T epsilon); + + /// Returns the component-wise comparison of |x - y| >= epsilon. + /// True if this expression is not satisfied. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, vec const& epsilon); + + /// Returns the component-wise comparison between two vectors in term of ULPs. + /// True if this expression is satisfied. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y, int ULPs); + + /// Returns the component-wise comparison between two vectors in term of ULPs. + /// True if this expression is satisfied. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y, vec const& ULPs); + + /// Returns the component-wise comparison between two vectors in term of ULPs. + /// True if this expression is not satisfied. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, int ULPs); + + /// Returns the component-wise comparison between two vectors in term of ULPs. + /// True if this expression is not satisfied. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, vec const& ULPs); + + /// @} +}//namespace glm + +#include "vector_relational.inl" diff --git a/vendor/include/glm/ext/vector_relational.inl b/vendor/include/glm/ext/vector_relational.inl new file mode 100644 index 0000000..7a39ab5 --- /dev/null +++ b/vendor/include/glm/ext/vector_relational.inl @@ -0,0 +1,75 @@ +#include "../vector_relational.hpp" +#include "../common.hpp" +#include "../detail/qualifier.hpp" +#include "../detail/type_float.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y, T Epsilon) + { + return equal(x, y, vec(Epsilon)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y, vec const& Epsilon) + { + return lessThanEqual(abs(x - y), Epsilon); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, T Epsilon) + { + return notEqual(x, y, vec(Epsilon)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, vec const& Epsilon) + { + return greaterThan(abs(x - y), Epsilon); + } + + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y, int MaxULPs) + { + return equal(x, y, vec(MaxULPs)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec equal(vec const& x, vec const& y, vec const& MaxULPs) + { + vec Result(false); + for(length_t i = 0; i < L; ++i) + { + detail::float_t const a(x[i]); + detail::float_t const b(y[i]); + + // Different signs means they do not match. + if(a.negative() != b.negative()) + { + // Check for equality to make sure +0==-0 + Result[i] = a.mantissa() == b.mantissa() && a.exponent() == b.exponent(); + } + else + { + // Find the difference in ULPs. + typename detail::float_t::int_type const DiffULPs = abs(a.i - b.i); + Result[i] = DiffULPs <= MaxULPs[i]; + } + } + return Result; + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, int MaxULPs) + { + return notEqual(x, y, vec(MaxULPs)); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y, vec const& MaxULPs) + { + return not_(equal(x, y, MaxULPs)); + } +}//namespace glm diff --git a/vendor/include/glm/ext/vector_uint1.hpp b/vendor/include/glm/ext/vector_uint1.hpp new file mode 100644 index 0000000..eb8a704 --- /dev/null +++ b/vendor/include/glm/ext/vector_uint1.hpp @@ -0,0 +1,32 @@ +/// @ref ext_vector_uint1 +/// @file glm/ext/vector_uint1.hpp +/// +/// @defgroup ext_vector_uint1 GLM_EXT_vector_uint1 +/// @ingroup ext +/// +/// Exposes uvec1 vector type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_vector_int1 extension. +/// @see ext_vector_uint1_precision extension. + +#pragma once + +#include "../detail/type_vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_uint1 extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_uint1 + /// @{ + + /// 1 component vector of unsigned integer numbers. + typedef vec<1, unsigned int, defaultp> uvec1; + + /// @} +}//namespace glm + diff --git a/vendor/include/glm/ext/vector_uint1_sized.hpp b/vendor/include/glm/ext/vector_uint1_sized.hpp new file mode 100644 index 0000000..2a938bb --- /dev/null +++ b/vendor/include/glm/ext/vector_uint1_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_vector_uint1_sized +/// @file glm/ext/vector_uint1_sized.hpp +/// +/// @defgroup ext_vector_uint1_sized GLM_EXT_vector_uint1_sized +/// @ingroup ext +/// +/// Exposes sized unsigned integer vector types. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_uint_sized +/// @see ext_vector_int1_sized + +#pragma once + +#include "../ext/vector_uint1.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_uint1_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_uint1_sized + /// @{ + + /// 8 bit unsigned integer vector of 1 component type. + /// + /// @see ext_vector_uint1_sized + typedef vec<1, uint8, defaultp> u8vec1; + + /// 16 bit unsigned integer vector of 1 component type. + /// + /// @see ext_vector_uint1_sized + typedef vec<1, uint16, defaultp> u16vec1; + + /// 32 bit unsigned integer vector of 1 component type. + /// + /// @see ext_vector_uint1_sized + typedef vec<1, uint32, defaultp> u32vec1; + + /// 64 bit unsigned integer vector of 1 component type. + /// + /// @see ext_vector_uint1_sized + typedef vec<1, uint64, defaultp> u64vec1; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_uint2.hpp b/vendor/include/glm/ext/vector_uint2.hpp new file mode 100644 index 0000000..03c00f5 --- /dev/null +++ b/vendor/include/glm/ext/vector_uint2.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_uint2.hpp + +#pragma once +#include "../detail/type_vec2.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 2 components vector of unsigned integer numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<2, unsigned int, defaultp> uvec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_uint2_sized.hpp b/vendor/include/glm/ext/vector_uint2_sized.hpp new file mode 100644 index 0000000..620fdc6 --- /dev/null +++ b/vendor/include/glm/ext/vector_uint2_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_vector_uint2_sized +/// @file glm/ext/vector_uint2_sized.hpp +/// +/// @defgroup ext_vector_uint2_sized GLM_EXT_vector_uint2_sized +/// @ingroup ext +/// +/// Exposes sized unsigned integer vector of 2 components type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_uint_sized +/// @see ext_vector_int2_sized + +#pragma once + +#include "../ext/vector_uint2.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_uint2_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_uint2_sized + /// @{ + + /// 8 bit unsigned integer vector of 2 components type. + /// + /// @see ext_vector_uint2_sized + typedef vec<2, uint8, defaultp> u8vec2; + + /// 16 bit unsigned integer vector of 2 components type. + /// + /// @see ext_vector_uint2_sized + typedef vec<2, uint16, defaultp> u16vec2; + + /// 32 bit unsigned integer vector of 2 components type. + /// + /// @see ext_vector_uint2_sized + typedef vec<2, uint32, defaultp> u32vec2; + + /// 64 bit unsigned integer vector of 2 components type. + /// + /// @see ext_vector_uint2_sized + typedef vec<2, uint64, defaultp> u64vec2; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_uint3.hpp b/vendor/include/glm/ext/vector_uint3.hpp new file mode 100644 index 0000000..f5b41c4 --- /dev/null +++ b/vendor/include/glm/ext/vector_uint3.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_uint3.hpp + +#pragma once +#include "../detail/type_vec3.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 3 components vector of unsigned integer numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<3, unsigned int, defaultp> uvec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_uint3_sized.hpp b/vendor/include/glm/ext/vector_uint3_sized.hpp new file mode 100644 index 0000000..6f96b98 --- /dev/null +++ b/vendor/include/glm/ext/vector_uint3_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_vector_uint3_sized +/// @file glm/ext/vector_uint3_sized.hpp +/// +/// @defgroup ext_vector_uint3_sized GLM_EXT_vector_uint3_sized +/// @ingroup ext +/// +/// Exposes sized unsigned integer vector of 3 components type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_uint_sized +/// @see ext_vector_int3_sized + +#pragma once + +#include "../ext/vector_uint3.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_uint3_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_uint3_sized + /// @{ + + /// 8 bit unsigned integer vector of 3 components type. + /// + /// @see ext_vector_uint3_sized + typedef vec<3, uint8, defaultp> u8vec3; + + /// 16 bit unsigned integer vector of 3 components type. + /// + /// @see ext_vector_uint3_sized + typedef vec<3, uint16, defaultp> u16vec3; + + /// 32 bit unsigned integer vector of 3 components type. + /// + /// @see ext_vector_uint3_sized + typedef vec<3, uint32, defaultp> u32vec3; + + /// 64 bit unsigned integer vector of 3 components type. + /// + /// @see ext_vector_uint3_sized + typedef vec<3, uint64, defaultp> u64vec3; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_uint4.hpp b/vendor/include/glm/ext/vector_uint4.hpp new file mode 100644 index 0000000..32ced58 --- /dev/null +++ b/vendor/include/glm/ext/vector_uint4.hpp @@ -0,0 +1,18 @@ +/// @ref core +/// @file glm/ext/vector_uint4.hpp + +#pragma once +#include "../detail/type_vec4.hpp" + +namespace glm +{ + /// @addtogroup core_vector + /// @{ + + /// 4 components vector of unsigned integer numbers. + /// + /// @see GLSL 4.20.8 specification, section 4.1.5 Vectors + typedef vec<4, unsigned int, defaultp> uvec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_uint4_sized.hpp b/vendor/include/glm/ext/vector_uint4_sized.hpp new file mode 100644 index 0000000..da992ea --- /dev/null +++ b/vendor/include/glm/ext/vector_uint4_sized.hpp @@ -0,0 +1,49 @@ +/// @ref ext_vector_uint4_sized +/// @file glm/ext/vector_uint4_sized.hpp +/// +/// @defgroup ext_vector_uint4_sized GLM_EXT_vector_uint4_sized +/// @ingroup ext +/// +/// Exposes sized unsigned integer vector of 4 components type. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_uint_sized +/// @see ext_vector_int4_sized + +#pragma once + +#include "../ext/vector_uint4.hpp" +#include "../ext/scalar_uint_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_uint4_sized extension included") +#endif + +namespace glm +{ + /// @addtogroup ext_vector_uint4_sized + /// @{ + + /// 8 bit unsigned integer vector of 4 components type. + /// + /// @see ext_vector_uint4_sized + typedef vec<4, uint8, defaultp> u8vec4; + + /// 16 bit unsigned integer vector of 4 components type. + /// + /// @see ext_vector_uint4_sized + typedef vec<4, uint16, defaultp> u16vec4; + + /// 32 bit unsigned integer vector of 4 components type. + /// + /// @see ext_vector_uint4_sized + typedef vec<4, uint32, defaultp> u32vec4; + + /// 64 bit unsigned integer vector of 4 components type. + /// + /// @see ext_vector_uint4_sized + typedef vec<4, uint64, defaultp> u64vec4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/ext/vector_ulp.hpp b/vendor/include/glm/ext/vector_ulp.hpp new file mode 100644 index 0000000..6210396 --- /dev/null +++ b/vendor/include/glm/ext/vector_ulp.hpp @@ -0,0 +1,109 @@ +/// @ref ext_vector_ulp +/// @file glm/ext/vector_ulp.hpp +/// +/// @defgroup ext_vector_ulp GLM_EXT_vector_ulp +/// @ingroup ext +/// +/// Allow the measurement of the accuracy of a function against a reference +/// implementation. This extension works on floating-point data and provide results +/// in ULP. +/// +/// Include to use the features of this extension. +/// +/// @see ext_scalar_ulp +/// @see ext_scalar_relational +/// @see ext_vector_relational + +#pragma once + +// Dependencies +#include "../ext/scalar_ulp.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_EXT_vector_ulp extension included") +#endif + +namespace glm +{ + /// Return the next ULP value(s) after the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL vec nextFloat(vec const& x); + + /// Return the value(s) ULP distance after the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL vec nextFloat(vec const& x, int ULPs); + + /// Return the value(s) ULP distance after the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL vec nextFloat(vec const& x, vec const& ULPs); + + /// Return the previous ULP value(s) before the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL vec prevFloat(vec const& x); + + /// Return the value(s) ULP distance before the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL vec prevFloat(vec const& x, int ULPs); + + /// Return the value(s) ULP distance before the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL vec prevFloat(vec const& x, vec const& ULPs); + + /// Return the distance in the number of ULP between 2 single-precision floating-point scalars. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam Q Value from qualifier enum + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL vec floatDistance(vec const& x, vec const& y); + + /// Return the distance in the number of ULP between 2 double-precision floating-point scalars. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam Q Value from qualifier enum + /// + /// @see ext_scalar_ulp + template + GLM_FUNC_DECL vec floatDistance(vec const& x, vec const& y); + + /// @} +}//namespace glm + +#include "vector_ulp.inl" diff --git a/vendor/include/glm/ext/vector_ulp.inl b/vendor/include/glm/ext/vector_ulp.inl new file mode 100644 index 0000000..91565ce --- /dev/null +++ b/vendor/include/glm/ext/vector_ulp.inl @@ -0,0 +1,74 @@ +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec nextFloat(vec const& x) + { + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = nextFloat(x[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec nextFloat(vec const& x, int ULPs) + { + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = nextFloat(x[i], ULPs); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec nextFloat(vec const& x, vec const& ULPs) + { + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = nextFloat(x[i], ULPs[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec prevFloat(vec const& x) + { + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = prevFloat(x[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec prevFloat(vec const& x, int ULPs) + { + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = prevFloat(x[i], ULPs); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec prevFloat(vec const& x, vec const& ULPs) + { + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = prevFloat(x[i], ULPs[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec floatDistance(vec const& x, vec const& y) + { + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = floatDistance(x[i], y[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec floatDistance(vec const& x, vec const& y) + { + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = floatDistance(x[i], y[i]); + return Result; + } +}//namespace glm diff --git a/vendor/include/glm/fwd.hpp b/vendor/include/glm/fwd.hpp new file mode 100644 index 0000000..89177f4 --- /dev/null +++ b/vendor/include/glm/fwd.hpp @@ -0,0 +1,1233 @@ +#pragma once + +#include "detail/qualifier.hpp" + +namespace glm +{ +#if GLM_HAS_EXTENDED_INTEGER_TYPE + typedef std::int8_t int8; + typedef std::int16_t int16; + typedef std::int32_t int32; + typedef std::int64_t int64; + + typedef std::uint8_t uint8; + typedef std::uint16_t uint16; + typedef std::uint32_t uint32; + typedef std::uint64_t uint64; +#else + typedef signed char int8; + typedef signed short int16; + typedef signed int int32; + typedef detail::int64 int64; + + typedef unsigned char uint8; + typedef unsigned short uint16; + typedef unsigned int uint32; + typedef detail::uint64 uint64; +#endif + + // Scalar int + + typedef int8 lowp_i8; + typedef int8 mediump_i8; + typedef int8 highp_i8; + typedef int8 i8; + + typedef int8 lowp_int8; + typedef int8 mediump_int8; + typedef int8 highp_int8; + + typedef int8 lowp_int8_t; + typedef int8 mediump_int8_t; + typedef int8 highp_int8_t; + typedef int8 int8_t; + + typedef int16 lowp_i16; + typedef int16 mediump_i16; + typedef int16 highp_i16; + typedef int16 i16; + + typedef int16 lowp_int16; + typedef int16 mediump_int16; + typedef int16 highp_int16; + + typedef int16 lowp_int16_t; + typedef int16 mediump_int16_t; + typedef int16 highp_int16_t; + typedef int16 int16_t; + + typedef int32 lowp_i32; + typedef int32 mediump_i32; + typedef int32 highp_i32; + typedef int32 i32; + + typedef int32 lowp_int32; + typedef int32 mediump_int32; + typedef int32 highp_int32; + + typedef int32 lowp_int32_t; + typedef int32 mediump_int32_t; + typedef int32 highp_int32_t; + typedef int32 int32_t; + + typedef int64 lowp_i64; + typedef int64 mediump_i64; + typedef int64 highp_i64; + typedef int64 i64; + + typedef int64 lowp_int64; + typedef int64 mediump_int64; + typedef int64 highp_int64; + + typedef int64 lowp_int64_t; + typedef int64 mediump_int64_t; + typedef int64 highp_int64_t; + typedef int64 int64_t; + + // Scalar uint + + typedef unsigned int uint; + + typedef uint8 lowp_u8; + typedef uint8 mediump_u8; + typedef uint8 highp_u8; + typedef uint8 u8; + + typedef uint8 lowp_uint8; + typedef uint8 mediump_uint8; + typedef uint8 highp_uint8; + + typedef uint8 lowp_uint8_t; + typedef uint8 mediump_uint8_t; + typedef uint8 highp_uint8_t; + typedef uint8 uint8_t; + + typedef uint16 lowp_u16; + typedef uint16 mediump_u16; + typedef uint16 highp_u16; + typedef uint16 u16; + + typedef uint16 lowp_uint16; + typedef uint16 mediump_uint16; + typedef uint16 highp_uint16; + + typedef uint16 lowp_uint16_t; + typedef uint16 mediump_uint16_t; + typedef uint16 highp_uint16_t; + typedef uint16 uint16_t; + + typedef uint32 lowp_u32; + typedef uint32 mediump_u32; + typedef uint32 highp_u32; + typedef uint32 u32; + + typedef uint32 lowp_uint32; + typedef uint32 mediump_uint32; + typedef uint32 highp_uint32; + + typedef uint32 lowp_uint32_t; + typedef uint32 mediump_uint32_t; + typedef uint32 highp_uint32_t; + typedef uint32 uint32_t; + + typedef uint64 lowp_u64; + typedef uint64 mediump_u64; + typedef uint64 highp_u64; + typedef uint64 u64; + + typedef uint64 lowp_uint64; + typedef uint64 mediump_uint64; + typedef uint64 highp_uint64; + + typedef uint64 lowp_uint64_t; + typedef uint64 mediump_uint64_t; + typedef uint64 highp_uint64_t; + typedef uint64 uint64_t; + + // Scalar float + + typedef float lowp_f32; + typedef float mediump_f32; + typedef float highp_f32; + typedef float f32; + + typedef float lowp_float32; + typedef float mediump_float32; + typedef float highp_float32; + typedef float float32; + + typedef float lowp_float32_t; + typedef float mediump_float32_t; + typedef float highp_float32_t; + typedef float float32_t; + + + typedef double lowp_f64; + typedef double mediump_f64; + typedef double highp_f64; + typedef double f64; + + typedef double lowp_float64; + typedef double mediump_float64; + typedef double highp_float64; + typedef double float64; + + typedef double lowp_float64_t; + typedef double mediump_float64_t; + typedef double highp_float64_t; + typedef double float64_t; + + // Vector bool + + typedef vec<1, bool, lowp> lowp_bvec1; + typedef vec<2, bool, lowp> lowp_bvec2; + typedef vec<3, bool, lowp> lowp_bvec3; + typedef vec<4, bool, lowp> lowp_bvec4; + + typedef vec<1, bool, mediump> mediump_bvec1; + typedef vec<2, bool, mediump> mediump_bvec2; + typedef vec<3, bool, mediump> mediump_bvec3; + typedef vec<4, bool, mediump> mediump_bvec4; + + typedef vec<1, bool, highp> highp_bvec1; + typedef vec<2, bool, highp> highp_bvec2; + typedef vec<3, bool, highp> highp_bvec3; + typedef vec<4, bool, highp> highp_bvec4; + + typedef vec<1, bool, defaultp> bvec1; + typedef vec<2, bool, defaultp> bvec2; + typedef vec<3, bool, defaultp> bvec3; + typedef vec<4, bool, defaultp> bvec4; + + // Vector int + + typedef vec<1, int, lowp> lowp_ivec1; + typedef vec<2, int, lowp> lowp_ivec2; + typedef vec<3, int, lowp> lowp_ivec3; + typedef vec<4, int, lowp> lowp_ivec4; + + typedef vec<1, int, mediump> mediump_ivec1; + typedef vec<2, int, mediump> mediump_ivec2; + typedef vec<3, int, mediump> mediump_ivec3; + typedef vec<4, int, mediump> mediump_ivec4; + + typedef vec<1, int, highp> highp_ivec1; + typedef vec<2, int, highp> highp_ivec2; + typedef vec<3, int, highp> highp_ivec3; + typedef vec<4, int, highp> highp_ivec4; + + typedef vec<1, int, defaultp> ivec1; + typedef vec<2, int, defaultp> ivec2; + typedef vec<3, int, defaultp> ivec3; + typedef vec<4, int, defaultp> ivec4; + + typedef vec<1, i8, lowp> lowp_i8vec1; + typedef vec<2, i8, lowp> lowp_i8vec2; + typedef vec<3, i8, lowp> lowp_i8vec3; + typedef vec<4, i8, lowp> lowp_i8vec4; + + typedef vec<1, i8, mediump> mediump_i8vec1; + typedef vec<2, i8, mediump> mediump_i8vec2; + typedef vec<3, i8, mediump> mediump_i8vec3; + typedef vec<4, i8, mediump> mediump_i8vec4; + + typedef vec<1, i8, highp> highp_i8vec1; + typedef vec<2, i8, highp> highp_i8vec2; + typedef vec<3, i8, highp> highp_i8vec3; + typedef vec<4, i8, highp> highp_i8vec4; + + typedef vec<1, i8, defaultp> i8vec1; + typedef vec<2, i8, defaultp> i8vec2; + typedef vec<3, i8, defaultp> i8vec3; + typedef vec<4, i8, defaultp> i8vec4; + + typedef vec<1, i16, lowp> lowp_i16vec1; + typedef vec<2, i16, lowp> lowp_i16vec2; + typedef vec<3, i16, lowp> lowp_i16vec3; + typedef vec<4, i16, lowp> lowp_i16vec4; + + typedef vec<1, i16, mediump> mediump_i16vec1; + typedef vec<2, i16, mediump> mediump_i16vec2; + typedef vec<3, i16, mediump> mediump_i16vec3; + typedef vec<4, i16, mediump> mediump_i16vec4; + + typedef vec<1, i16, highp> highp_i16vec1; + typedef vec<2, i16, highp> highp_i16vec2; + typedef vec<3, i16, highp> highp_i16vec3; + typedef vec<4, i16, highp> highp_i16vec4; + + typedef vec<1, i16, defaultp> i16vec1; + typedef vec<2, i16, defaultp> i16vec2; + typedef vec<3, i16, defaultp> i16vec3; + typedef vec<4, i16, defaultp> i16vec4; + + typedef vec<1, i32, lowp> lowp_i32vec1; + typedef vec<2, i32, lowp> lowp_i32vec2; + typedef vec<3, i32, lowp> lowp_i32vec3; + typedef vec<4, i32, lowp> lowp_i32vec4; + + typedef vec<1, i32, mediump> mediump_i32vec1; + typedef vec<2, i32, mediump> mediump_i32vec2; + typedef vec<3, i32, mediump> mediump_i32vec3; + typedef vec<4, i32, mediump> mediump_i32vec4; + + typedef vec<1, i32, highp> highp_i32vec1; + typedef vec<2, i32, highp> highp_i32vec2; + typedef vec<3, i32, highp> highp_i32vec3; + typedef vec<4, i32, highp> highp_i32vec4; + + typedef vec<1, i32, defaultp> i32vec1; + typedef vec<2, i32, defaultp> i32vec2; + typedef vec<3, i32, defaultp> i32vec3; + typedef vec<4, i32, defaultp> i32vec4; + + typedef vec<1, i64, lowp> lowp_i64vec1; + typedef vec<2, i64, lowp> lowp_i64vec2; + typedef vec<3, i64, lowp> lowp_i64vec3; + typedef vec<4, i64, lowp> lowp_i64vec4; + + typedef vec<1, i64, mediump> mediump_i64vec1; + typedef vec<2, i64, mediump> mediump_i64vec2; + typedef vec<3, i64, mediump> mediump_i64vec3; + typedef vec<4, i64, mediump> mediump_i64vec4; + + typedef vec<1, i64, highp> highp_i64vec1; + typedef vec<2, i64, highp> highp_i64vec2; + typedef vec<3, i64, highp> highp_i64vec3; + typedef vec<4, i64, highp> highp_i64vec4; + + typedef vec<1, i64, defaultp> i64vec1; + typedef vec<2, i64, defaultp> i64vec2; + typedef vec<3, i64, defaultp> i64vec3; + typedef vec<4, i64, defaultp> i64vec4; + + // Vector uint + + typedef vec<1, uint, lowp> lowp_uvec1; + typedef vec<2, uint, lowp> lowp_uvec2; + typedef vec<3, uint, lowp> lowp_uvec3; + typedef vec<4, uint, lowp> lowp_uvec4; + + typedef vec<1, uint, mediump> mediump_uvec1; + typedef vec<2, uint, mediump> mediump_uvec2; + typedef vec<3, uint, mediump> mediump_uvec3; + typedef vec<4, uint, mediump> mediump_uvec4; + + typedef vec<1, uint, highp> highp_uvec1; + typedef vec<2, uint, highp> highp_uvec2; + typedef vec<3, uint, highp> highp_uvec3; + typedef vec<4, uint, highp> highp_uvec4; + + typedef vec<1, uint, defaultp> uvec1; + typedef vec<2, uint, defaultp> uvec2; + typedef vec<3, uint, defaultp> uvec3; + typedef vec<4, uint, defaultp> uvec4; + + typedef vec<1, u8, lowp> lowp_u8vec1; + typedef vec<2, u8, lowp> lowp_u8vec2; + typedef vec<3, u8, lowp> lowp_u8vec3; + typedef vec<4, u8, lowp> lowp_u8vec4; + + typedef vec<1, u8, mediump> mediump_u8vec1; + typedef vec<2, u8, mediump> mediump_u8vec2; + typedef vec<3, u8, mediump> mediump_u8vec3; + typedef vec<4, u8, mediump> mediump_u8vec4; + + typedef vec<1, u8, highp> highp_u8vec1; + typedef vec<2, u8, highp> highp_u8vec2; + typedef vec<3, u8, highp> highp_u8vec3; + typedef vec<4, u8, highp> highp_u8vec4; + + typedef vec<1, u8, defaultp> u8vec1; + typedef vec<2, u8, defaultp> u8vec2; + typedef vec<3, u8, defaultp> u8vec3; + typedef vec<4, u8, defaultp> u8vec4; + + typedef vec<1, u16, lowp> lowp_u16vec1; + typedef vec<2, u16, lowp> lowp_u16vec2; + typedef vec<3, u16, lowp> lowp_u16vec3; + typedef vec<4, u16, lowp> lowp_u16vec4; + + typedef vec<1, u16, mediump> mediump_u16vec1; + typedef vec<2, u16, mediump> mediump_u16vec2; + typedef vec<3, u16, mediump> mediump_u16vec3; + typedef vec<4, u16, mediump> mediump_u16vec4; + + typedef vec<1, u16, highp> highp_u16vec1; + typedef vec<2, u16, highp> highp_u16vec2; + typedef vec<3, u16, highp> highp_u16vec3; + typedef vec<4, u16, highp> highp_u16vec4; + + typedef vec<1, u16, defaultp> u16vec1; + typedef vec<2, u16, defaultp> u16vec2; + typedef vec<3, u16, defaultp> u16vec3; + typedef vec<4, u16, defaultp> u16vec4; + + typedef vec<1, u32, lowp> lowp_u32vec1; + typedef vec<2, u32, lowp> lowp_u32vec2; + typedef vec<3, u32, lowp> lowp_u32vec3; + typedef vec<4, u32, lowp> lowp_u32vec4; + + typedef vec<1, u32, mediump> mediump_u32vec1; + typedef vec<2, u32, mediump> mediump_u32vec2; + typedef vec<3, u32, mediump> mediump_u32vec3; + typedef vec<4, u32, mediump> mediump_u32vec4; + + typedef vec<1, u32, highp> highp_u32vec1; + typedef vec<2, u32, highp> highp_u32vec2; + typedef vec<3, u32, highp> highp_u32vec3; + typedef vec<4, u32, highp> highp_u32vec4; + + typedef vec<1, u32, defaultp> u32vec1; + typedef vec<2, u32, defaultp> u32vec2; + typedef vec<3, u32, defaultp> u32vec3; + typedef vec<4, u32, defaultp> u32vec4; + + typedef vec<1, u64, lowp> lowp_u64vec1; + typedef vec<2, u64, lowp> lowp_u64vec2; + typedef vec<3, u64, lowp> lowp_u64vec3; + typedef vec<4, u64, lowp> lowp_u64vec4; + + typedef vec<1, u64, mediump> mediump_u64vec1; + typedef vec<2, u64, mediump> mediump_u64vec2; + typedef vec<3, u64, mediump> mediump_u64vec3; + typedef vec<4, u64, mediump> mediump_u64vec4; + + typedef vec<1, u64, highp> highp_u64vec1; + typedef vec<2, u64, highp> highp_u64vec2; + typedef vec<3, u64, highp> highp_u64vec3; + typedef vec<4, u64, highp> highp_u64vec4; + + typedef vec<1, u64, defaultp> u64vec1; + typedef vec<2, u64, defaultp> u64vec2; + typedef vec<3, u64, defaultp> u64vec3; + typedef vec<4, u64, defaultp> u64vec4; + + // Vector float + + typedef vec<1, float, lowp> lowp_vec1; + typedef vec<2, float, lowp> lowp_vec2; + typedef vec<3, float, lowp> lowp_vec3; + typedef vec<4, float, lowp> lowp_vec4; + + typedef vec<1, float, mediump> mediump_vec1; + typedef vec<2, float, mediump> mediump_vec2; + typedef vec<3, float, mediump> mediump_vec3; + typedef vec<4, float, mediump> mediump_vec4; + + typedef vec<1, float, highp> highp_vec1; + typedef vec<2, float, highp> highp_vec2; + typedef vec<3, float, highp> highp_vec3; + typedef vec<4, float, highp> highp_vec4; + + typedef vec<1, float, defaultp> vec1; + typedef vec<2, float, defaultp> vec2; + typedef vec<3, float, defaultp> vec3; + typedef vec<4, float, defaultp> vec4; + + typedef vec<1, float, lowp> lowp_fvec1; + typedef vec<2, float, lowp> lowp_fvec2; + typedef vec<3, float, lowp> lowp_fvec3; + typedef vec<4, float, lowp> lowp_fvec4; + + typedef vec<1, float, mediump> mediump_fvec1; + typedef vec<2, float, mediump> mediump_fvec2; + typedef vec<3, float, mediump> mediump_fvec3; + typedef vec<4, float, mediump> mediump_fvec4; + + typedef vec<1, float, highp> highp_fvec1; + typedef vec<2, float, highp> highp_fvec2; + typedef vec<3, float, highp> highp_fvec3; + typedef vec<4, float, highp> highp_fvec4; + + typedef vec<1, f32, defaultp> fvec1; + typedef vec<2, f32, defaultp> fvec2; + typedef vec<3, f32, defaultp> fvec3; + typedef vec<4, f32, defaultp> fvec4; + + typedef vec<1, f32, lowp> lowp_f32vec1; + typedef vec<2, f32, lowp> lowp_f32vec2; + typedef vec<3, f32, lowp> lowp_f32vec3; + typedef vec<4, f32, lowp> lowp_f32vec4; + + typedef vec<1, f32, mediump> mediump_f32vec1; + typedef vec<2, f32, mediump> mediump_f32vec2; + typedef vec<3, f32, mediump> mediump_f32vec3; + typedef vec<4, f32, mediump> mediump_f32vec4; + + typedef vec<1, f32, highp> highp_f32vec1; + typedef vec<2, f32, highp> highp_f32vec2; + typedef vec<3, f32, highp> highp_f32vec3; + typedef vec<4, f32, highp> highp_f32vec4; + + typedef vec<1, f32, defaultp> f32vec1; + typedef vec<2, f32, defaultp> f32vec2; + typedef vec<3, f32, defaultp> f32vec3; + typedef vec<4, f32, defaultp> f32vec4; + + typedef vec<1, f64, lowp> lowp_dvec1; + typedef vec<2, f64, lowp> lowp_dvec2; + typedef vec<3, f64, lowp> lowp_dvec3; + typedef vec<4, f64, lowp> lowp_dvec4; + + typedef vec<1, f64, mediump> mediump_dvec1; + typedef vec<2, f64, mediump> mediump_dvec2; + typedef vec<3, f64, mediump> mediump_dvec3; + typedef vec<4, f64, mediump> mediump_dvec4; + + typedef vec<1, f64, highp> highp_dvec1; + typedef vec<2, f64, highp> highp_dvec2; + typedef vec<3, f64, highp> highp_dvec3; + typedef vec<4, f64, highp> highp_dvec4; + + typedef vec<1, f64, defaultp> dvec1; + typedef vec<2, f64, defaultp> dvec2; + typedef vec<3, f64, defaultp> dvec3; + typedef vec<4, f64, defaultp> dvec4; + + typedef vec<1, f64, lowp> lowp_f64vec1; + typedef vec<2, f64, lowp> lowp_f64vec2; + typedef vec<3, f64, lowp> lowp_f64vec3; + typedef vec<4, f64, lowp> lowp_f64vec4; + + typedef vec<1, f64, mediump> mediump_f64vec1; + typedef vec<2, f64, mediump> mediump_f64vec2; + typedef vec<3, f64, mediump> mediump_f64vec3; + typedef vec<4, f64, mediump> mediump_f64vec4; + + typedef vec<1, f64, highp> highp_f64vec1; + typedef vec<2, f64, highp> highp_f64vec2; + typedef vec<3, f64, highp> highp_f64vec3; + typedef vec<4, f64, highp> highp_f64vec4; + + typedef vec<1, f64, defaultp> f64vec1; + typedef vec<2, f64, defaultp> f64vec2; + typedef vec<3, f64, defaultp> f64vec3; + typedef vec<4, f64, defaultp> f64vec4; + + // Matrix NxN + + typedef mat<2, 2, f32, lowp> lowp_mat2; + typedef mat<3, 3, f32, lowp> lowp_mat3; + typedef mat<4, 4, f32, lowp> lowp_mat4; + + typedef mat<2, 2, f32, mediump> mediump_mat2; + typedef mat<3, 3, f32, mediump> mediump_mat3; + typedef mat<4, 4, f32, mediump> mediump_mat4; + + typedef mat<2, 2, f32, highp> highp_mat2; + typedef mat<3, 3, f32, highp> highp_mat3; + typedef mat<4, 4, f32, highp> highp_mat4; + + typedef mat<2, 2, f32, defaultp> mat2; + typedef mat<3, 3, f32, defaultp> mat3; + typedef mat<4, 4, f32, defaultp> mat4; + + typedef mat<2, 2, f32, lowp> lowp_fmat2; + typedef mat<3, 3, f32, lowp> lowp_fmat3; + typedef mat<4, 4, f32, lowp> lowp_fmat4; + + typedef mat<2, 2, f32, mediump> mediump_fmat2; + typedef mat<3, 3, f32, mediump> mediump_fmat3; + typedef mat<4, 4, f32, mediump> mediump_fmat4; + + typedef mat<2, 2, f32, highp> highp_fmat2; + typedef mat<3, 3, f32, highp> highp_fmat3; + typedef mat<4, 4, f32, highp> highp_fmat4; + + typedef mat<2, 2, f32, defaultp> fmat2; + typedef mat<3, 3, f32, defaultp> fmat3; + typedef mat<4, 4, f32, defaultp> fmat4; + + typedef mat<2, 2, f32, lowp> lowp_f32mat2; + typedef mat<3, 3, f32, lowp> lowp_f32mat3; + typedef mat<4, 4, f32, lowp> lowp_f32mat4; + + typedef mat<2, 2, f32, mediump> mediump_f32mat2; + typedef mat<3, 3, f32, mediump> mediump_f32mat3; + typedef mat<4, 4, f32, mediump> mediump_f32mat4; + + typedef mat<2, 2, f32, highp> highp_f32mat2; + typedef mat<3, 3, f32, highp> highp_f32mat3; + typedef mat<4, 4, f32, highp> highp_f32mat4; + + typedef mat<2, 2, f32, defaultp> f32mat2; + typedef mat<3, 3, f32, defaultp> f32mat3; + typedef mat<4, 4, f32, defaultp> f32mat4; + + typedef mat<2, 2, f64, lowp> lowp_dmat2; + typedef mat<3, 3, f64, lowp> lowp_dmat3; + typedef mat<4, 4, f64, lowp> lowp_dmat4; + + typedef mat<2, 2, f64, mediump> mediump_dmat2; + typedef mat<3, 3, f64, mediump> mediump_dmat3; + typedef mat<4, 4, f64, mediump> mediump_dmat4; + + typedef mat<2, 2, f64, highp> highp_dmat2; + typedef mat<3, 3, f64, highp> highp_dmat3; + typedef mat<4, 4, f64, highp> highp_dmat4; + + typedef mat<2, 2, f64, defaultp> dmat2; + typedef mat<3, 3, f64, defaultp> dmat3; + typedef mat<4, 4, f64, defaultp> dmat4; + + typedef mat<2, 2, f64, lowp> lowp_f64mat2; + typedef mat<3, 3, f64, lowp> lowp_f64mat3; + typedef mat<4, 4, f64, lowp> lowp_f64mat4; + + typedef mat<2, 2, f64, mediump> mediump_f64mat2; + typedef mat<3, 3, f64, mediump> mediump_f64mat3; + typedef mat<4, 4, f64, mediump> mediump_f64mat4; + + typedef mat<2, 2, f64, highp> highp_f64mat2; + typedef mat<3, 3, f64, highp> highp_f64mat3; + typedef mat<4, 4, f64, highp> highp_f64mat4; + + typedef mat<2, 2, f64, defaultp> f64mat2; + typedef mat<3, 3, f64, defaultp> f64mat3; + typedef mat<4, 4, f64, defaultp> f64mat4; + + // Matrix MxN + + typedef mat<2, 2, f32, lowp> lowp_mat2x2; + typedef mat<2, 3, f32, lowp> lowp_mat2x3; + typedef mat<2, 4, f32, lowp> lowp_mat2x4; + typedef mat<3, 2, f32, lowp> lowp_mat3x2; + typedef mat<3, 3, f32, lowp> lowp_mat3x3; + typedef mat<3, 4, f32, lowp> lowp_mat3x4; + typedef mat<4, 2, f32, lowp> lowp_mat4x2; + typedef mat<4, 3, f32, lowp> lowp_mat4x3; + typedef mat<4, 4, f32, lowp> lowp_mat4x4; + + typedef mat<2, 2, f32, mediump> mediump_mat2x2; + typedef mat<2, 3, f32, mediump> mediump_mat2x3; + typedef mat<2, 4, f32, mediump> mediump_mat2x4; + typedef mat<3, 2, f32, mediump> mediump_mat3x2; + typedef mat<3, 3, f32, mediump> mediump_mat3x3; + typedef mat<3, 4, f32, mediump> mediump_mat3x4; + typedef mat<4, 2, f32, mediump> mediump_mat4x2; + typedef mat<4, 3, f32, mediump> mediump_mat4x3; + typedef mat<4, 4, f32, mediump> mediump_mat4x4; + + typedef mat<2, 2, f32, highp> highp_mat2x2; + typedef mat<2, 3, f32, highp> highp_mat2x3; + typedef mat<2, 4, f32, highp> highp_mat2x4; + typedef mat<3, 2, f32, highp> highp_mat3x2; + typedef mat<3, 3, f32, highp> highp_mat3x3; + typedef mat<3, 4, f32, highp> highp_mat3x4; + typedef mat<4, 2, f32, highp> highp_mat4x2; + typedef mat<4, 3, f32, highp> highp_mat4x3; + typedef mat<4, 4, f32, highp> highp_mat4x4; + + typedef mat<2, 2, f32, defaultp> mat2x2; + typedef mat<3, 2, f32, defaultp> mat3x2; + typedef mat<4, 2, f32, defaultp> mat4x2; + typedef mat<2, 3, f32, defaultp> mat2x3; + typedef mat<3, 3, f32, defaultp> mat3x3; + typedef mat<4, 3, f32, defaultp> mat4x3; + typedef mat<2, 4, f32, defaultp> mat2x4; + typedef mat<3, 4, f32, defaultp> mat3x4; + typedef mat<4, 4, f32, defaultp> mat4x4; + + typedef mat<2, 2, f32, lowp> lowp_fmat2x2; + typedef mat<2, 3, f32, lowp> lowp_fmat2x3; + typedef mat<2, 4, f32, lowp> lowp_fmat2x4; + typedef mat<3, 2, f32, lowp> lowp_fmat3x2; + typedef mat<3, 3, f32, lowp> lowp_fmat3x3; + typedef mat<3, 4, f32, lowp> lowp_fmat3x4; + typedef mat<4, 2, f32, lowp> lowp_fmat4x2; + typedef mat<4, 3, f32, lowp> lowp_fmat4x3; + typedef mat<4, 4, f32, lowp> lowp_fmat4x4; + + typedef mat<2, 2, f32, mediump> mediump_fmat2x2; + typedef mat<2, 3, f32, mediump> mediump_fmat2x3; + typedef mat<2, 4, f32, mediump> mediump_fmat2x4; + typedef mat<3, 2, f32, mediump> mediump_fmat3x2; + typedef mat<3, 3, f32, mediump> mediump_fmat3x3; + typedef mat<3, 4, f32, mediump> mediump_fmat3x4; + typedef mat<4, 2, f32, mediump> mediump_fmat4x2; + typedef mat<4, 3, f32, mediump> mediump_fmat4x3; + typedef mat<4, 4, f32, mediump> mediump_fmat4x4; + + typedef mat<2, 2, f32, highp> highp_fmat2x2; + typedef mat<2, 3, f32, highp> highp_fmat2x3; + typedef mat<2, 4, f32, highp> highp_fmat2x4; + typedef mat<3, 2, f32, highp> highp_fmat3x2; + typedef mat<3, 3, f32, highp> highp_fmat3x3; + typedef mat<3, 4, f32, highp> highp_fmat3x4; + typedef mat<4, 2, f32, highp> highp_fmat4x2; + typedef mat<4, 3, f32, highp> highp_fmat4x3; + typedef mat<4, 4, f32, highp> highp_fmat4x4; + + typedef mat<2, 2, f32, defaultp> fmat2x2; + typedef mat<3, 2, f32, defaultp> fmat3x2; + typedef mat<4, 2, f32, defaultp> fmat4x2; + typedef mat<2, 3, f32, defaultp> fmat2x3; + typedef mat<3, 3, f32, defaultp> fmat3x3; + typedef mat<4, 3, f32, defaultp> fmat4x3; + typedef mat<2, 4, f32, defaultp> fmat2x4; + typedef mat<3, 4, f32, defaultp> fmat3x4; + typedef mat<4, 4, f32, defaultp> fmat4x4; + + typedef mat<2, 2, f32, lowp> lowp_f32mat2x2; + typedef mat<2, 3, f32, lowp> lowp_f32mat2x3; + typedef mat<2, 4, f32, lowp> lowp_f32mat2x4; + typedef mat<3, 2, f32, lowp> lowp_f32mat3x2; + typedef mat<3, 3, f32, lowp> lowp_f32mat3x3; + typedef mat<3, 4, f32, lowp> lowp_f32mat3x4; + typedef mat<4, 2, f32, lowp> lowp_f32mat4x2; + typedef mat<4, 3, f32, lowp> lowp_f32mat4x3; + typedef mat<4, 4, f32, lowp> lowp_f32mat4x4; + + typedef mat<2, 2, f32, mediump> mediump_f32mat2x2; + typedef mat<2, 3, f32, mediump> mediump_f32mat2x3; + typedef mat<2, 4, f32, mediump> mediump_f32mat2x4; + typedef mat<3, 2, f32, mediump> mediump_f32mat3x2; + typedef mat<3, 3, f32, mediump> mediump_f32mat3x3; + typedef mat<3, 4, f32, mediump> mediump_f32mat3x4; + typedef mat<4, 2, f32, mediump> mediump_f32mat4x2; + typedef mat<4, 3, f32, mediump> mediump_f32mat4x3; + typedef mat<4, 4, f32, mediump> mediump_f32mat4x4; + + typedef mat<2, 2, f32, highp> highp_f32mat2x2; + typedef mat<2, 3, f32, highp> highp_f32mat2x3; + typedef mat<2, 4, f32, highp> highp_f32mat2x4; + typedef mat<3, 2, f32, highp> highp_f32mat3x2; + typedef mat<3, 3, f32, highp> highp_f32mat3x3; + typedef mat<3, 4, f32, highp> highp_f32mat3x4; + typedef mat<4, 2, f32, highp> highp_f32mat4x2; + typedef mat<4, 3, f32, highp> highp_f32mat4x3; + typedef mat<4, 4, f32, highp> highp_f32mat4x4; + + typedef mat<2, 2, f32, defaultp> f32mat2x2; + typedef mat<3, 2, f32, defaultp> f32mat3x2; + typedef mat<4, 2, f32, defaultp> f32mat4x2; + typedef mat<2, 3, f32, defaultp> f32mat2x3; + typedef mat<3, 3, f32, defaultp> f32mat3x3; + typedef mat<4, 3, f32, defaultp> f32mat4x3; + typedef mat<2, 4, f32, defaultp> f32mat2x4; + typedef mat<3, 4, f32, defaultp> f32mat3x4; + typedef mat<4, 4, f32, defaultp> f32mat4x4; + + typedef mat<2, 2, double, lowp> lowp_dmat2x2; + typedef mat<2, 3, double, lowp> lowp_dmat2x3; + typedef mat<2, 4, double, lowp> lowp_dmat2x4; + typedef mat<3, 2, double, lowp> lowp_dmat3x2; + typedef mat<3, 3, double, lowp> lowp_dmat3x3; + typedef mat<3, 4, double, lowp> lowp_dmat3x4; + typedef mat<4, 2, double, lowp> lowp_dmat4x2; + typedef mat<4, 3, double, lowp> lowp_dmat4x3; + typedef mat<4, 4, double, lowp> lowp_dmat4x4; + + typedef mat<2, 2, double, mediump> mediump_dmat2x2; + typedef mat<2, 3, double, mediump> mediump_dmat2x3; + typedef mat<2, 4, double, mediump> mediump_dmat2x4; + typedef mat<3, 2, double, mediump> mediump_dmat3x2; + typedef mat<3, 3, double, mediump> mediump_dmat3x3; + typedef mat<3, 4, double, mediump> mediump_dmat3x4; + typedef mat<4, 2, double, mediump> mediump_dmat4x2; + typedef mat<4, 3, double, mediump> mediump_dmat4x3; + typedef mat<4, 4, double, mediump> mediump_dmat4x4; + + typedef mat<2, 2, double, highp> highp_dmat2x2; + typedef mat<2, 3, double, highp> highp_dmat2x3; + typedef mat<2, 4, double, highp> highp_dmat2x4; + typedef mat<3, 2, double, highp> highp_dmat3x2; + typedef mat<3, 3, double, highp> highp_dmat3x3; + typedef mat<3, 4, double, highp> highp_dmat3x4; + typedef mat<4, 2, double, highp> highp_dmat4x2; + typedef mat<4, 3, double, highp> highp_dmat4x3; + typedef mat<4, 4, double, highp> highp_dmat4x4; + + typedef mat<2, 2, double, defaultp> dmat2x2; + typedef mat<3, 2, double, defaultp> dmat3x2; + typedef mat<4, 2, double, defaultp> dmat4x2; + typedef mat<2, 3, double, defaultp> dmat2x3; + typedef mat<3, 3, double, defaultp> dmat3x3; + typedef mat<4, 3, double, defaultp> dmat4x3; + typedef mat<2, 4, double, defaultp> dmat2x4; + typedef mat<3, 4, double, defaultp> dmat3x4; + typedef mat<4, 4, double, defaultp> dmat4x4; + + typedef mat<2, 2, f64, lowp> lowp_f64mat2x2; + typedef mat<2, 3, f64, lowp> lowp_f64mat2x3; + typedef mat<2, 4, f64, lowp> lowp_f64mat2x4; + typedef mat<3, 2, f64, lowp> lowp_f64mat3x2; + typedef mat<3, 3, f64, lowp> lowp_f64mat3x3; + typedef mat<3, 4, f64, lowp> lowp_f64mat3x4; + typedef mat<4, 2, f64, lowp> lowp_f64mat4x2; + typedef mat<4, 3, f64, lowp> lowp_f64mat4x3; + typedef mat<4, 4, f64, lowp> lowp_f64mat4x4; + + typedef mat<2, 2, f64, mediump> mediump_f64mat2x2; + typedef mat<2, 3, f64, mediump> mediump_f64mat2x3; + typedef mat<2, 4, f64, mediump> mediump_f64mat2x4; + typedef mat<3, 2, f64, mediump> mediump_f64mat3x2; + typedef mat<3, 3, f64, mediump> mediump_f64mat3x3; + typedef mat<3, 4, f64, mediump> mediump_f64mat3x4; + typedef mat<4, 2, f64, mediump> mediump_f64mat4x2; + typedef mat<4, 3, f64, mediump> mediump_f64mat4x3; + typedef mat<4, 4, f64, mediump> mediump_f64mat4x4; + + typedef mat<2, 2, f64, highp> highp_f64mat2x2; + typedef mat<2, 3, f64, highp> highp_f64mat2x3; + typedef mat<2, 4, f64, highp> highp_f64mat2x4; + typedef mat<3, 2, f64, highp> highp_f64mat3x2; + typedef mat<3, 3, f64, highp> highp_f64mat3x3; + typedef mat<3, 4, f64, highp> highp_f64mat3x4; + typedef mat<4, 2, f64, highp> highp_f64mat4x2; + typedef mat<4, 3, f64, highp> highp_f64mat4x3; + typedef mat<4, 4, f64, highp> highp_f64mat4x4; + + typedef mat<2, 2, f64, defaultp> f64mat2x2; + typedef mat<3, 2, f64, defaultp> f64mat3x2; + typedef mat<4, 2, f64, defaultp> f64mat4x2; + typedef mat<2, 3, f64, defaultp> f64mat2x3; + typedef mat<3, 3, f64, defaultp> f64mat3x3; + typedef mat<4, 3, f64, defaultp> f64mat4x3; + typedef mat<2, 4, f64, defaultp> f64mat2x4; + typedef mat<3, 4, f64, defaultp> f64mat3x4; + typedef mat<4, 4, f64, defaultp> f64mat4x4; + + // Signed integer matrix MxN + + typedef mat<2, 2, int, lowp> lowp_imat2x2; + typedef mat<2, 3, int, lowp> lowp_imat2x3; + typedef mat<2, 4, int, lowp> lowp_imat2x4; + typedef mat<3, 2, int, lowp> lowp_imat3x2; + typedef mat<3, 3, int, lowp> lowp_imat3x3; + typedef mat<3, 4, int, lowp> lowp_imat3x4; + typedef mat<4, 2, int, lowp> lowp_imat4x2; + typedef mat<4, 3, int, lowp> lowp_imat4x3; + typedef mat<4, 4, int, lowp> lowp_imat4x4; + + typedef mat<2, 2, int, mediump> mediump_imat2x2; + typedef mat<2, 3, int, mediump> mediump_imat2x3; + typedef mat<2, 4, int, mediump> mediump_imat2x4; + typedef mat<3, 2, int, mediump> mediump_imat3x2; + typedef mat<3, 3, int, mediump> mediump_imat3x3; + typedef mat<3, 4, int, mediump> mediump_imat3x4; + typedef mat<4, 2, int, mediump> mediump_imat4x2; + typedef mat<4, 3, int, mediump> mediump_imat4x3; + typedef mat<4, 4, int, mediump> mediump_imat4x4; + + typedef mat<2, 2, int, highp> highp_imat2x2; + typedef mat<2, 3, int, highp> highp_imat2x3; + typedef mat<2, 4, int, highp> highp_imat2x4; + typedef mat<3, 2, int, highp> highp_imat3x2; + typedef mat<3, 3, int, highp> highp_imat3x3; + typedef mat<3, 4, int, highp> highp_imat3x4; + typedef mat<4, 2, int, highp> highp_imat4x2; + typedef mat<4, 3, int, highp> highp_imat4x3; + typedef mat<4, 4, int, highp> highp_imat4x4; + + typedef mat<2, 2, int, defaultp> imat2x2; + typedef mat<3, 2, int, defaultp> imat3x2; + typedef mat<4, 2, int, defaultp> imat4x2; + typedef mat<2, 3, int, defaultp> imat2x3; + typedef mat<3, 3, int, defaultp> imat3x3; + typedef mat<4, 3, int, defaultp> imat4x3; + typedef mat<2, 4, int, defaultp> imat2x4; + typedef mat<3, 4, int, defaultp> imat3x4; + typedef mat<4, 4, int, defaultp> imat4x4; + + + typedef mat<2, 2, int8, lowp> lowp_i8mat2x2; + typedef mat<2, 3, int8, lowp> lowp_i8mat2x3; + typedef mat<2, 4, int8, lowp> lowp_i8mat2x4; + typedef mat<3, 2, int8, lowp> lowp_i8mat3x2; + typedef mat<3, 3, int8, lowp> lowp_i8mat3x3; + typedef mat<3, 4, int8, lowp> lowp_i8mat3x4; + typedef mat<4, 2, int8, lowp> lowp_i8mat4x2; + typedef mat<4, 3, int8, lowp> lowp_i8mat4x3; + typedef mat<4, 4, int8, lowp> lowp_i8mat4x4; + + typedef mat<2, 2, int8, mediump> mediump_i8mat2x2; + typedef mat<2, 3, int8, mediump> mediump_i8mat2x3; + typedef mat<2, 4, int8, mediump> mediump_i8mat2x4; + typedef mat<3, 2, int8, mediump> mediump_i8mat3x2; + typedef mat<3, 3, int8, mediump> mediump_i8mat3x3; + typedef mat<3, 4, int8, mediump> mediump_i8mat3x4; + typedef mat<4, 2, int8, mediump> mediump_i8mat4x2; + typedef mat<4, 3, int8, mediump> mediump_i8mat4x3; + typedef mat<4, 4, int8, mediump> mediump_i8mat4x4; + + typedef mat<2, 2, int8, highp> highp_i8mat2x2; + typedef mat<2, 3, int8, highp> highp_i8mat2x3; + typedef mat<2, 4, int8, highp> highp_i8mat2x4; + typedef mat<3, 2, int8, highp> highp_i8mat3x2; + typedef mat<3, 3, int8, highp> highp_i8mat3x3; + typedef mat<3, 4, int8, highp> highp_i8mat3x4; + typedef mat<4, 2, int8, highp> highp_i8mat4x2; + typedef mat<4, 3, int8, highp> highp_i8mat4x3; + typedef mat<4, 4, int8, highp> highp_i8mat4x4; + + typedef mat<2, 2, int8, defaultp> i8mat2x2; + typedef mat<3, 2, int8, defaultp> i8mat3x2; + typedef mat<4, 2, int8, defaultp> i8mat4x2; + typedef mat<2, 3, int8, defaultp> i8mat2x3; + typedef mat<3, 3, int8, defaultp> i8mat3x3; + typedef mat<4, 3, int8, defaultp> i8mat4x3; + typedef mat<2, 4, int8, defaultp> i8mat2x4; + typedef mat<3, 4, int8, defaultp> i8mat3x4; + typedef mat<4, 4, int8, defaultp> i8mat4x4; + + + typedef mat<2, 2, int16, lowp> lowp_i16mat2x2; + typedef mat<2, 3, int16, lowp> lowp_i16mat2x3; + typedef mat<2, 4, int16, lowp> lowp_i16mat2x4; + typedef mat<3, 2, int16, lowp> lowp_i16mat3x2; + typedef mat<3, 3, int16, lowp> lowp_i16mat3x3; + typedef mat<3, 4, int16, lowp> lowp_i16mat3x4; + typedef mat<4, 2, int16, lowp> lowp_i16mat4x2; + typedef mat<4, 3, int16, lowp> lowp_i16mat4x3; + typedef mat<4, 4, int16, lowp> lowp_i16mat4x4; + + typedef mat<2, 2, int16, mediump> mediump_i16mat2x2; + typedef mat<2, 3, int16, mediump> mediump_i16mat2x3; + typedef mat<2, 4, int16, mediump> mediump_i16mat2x4; + typedef mat<3, 2, int16, mediump> mediump_i16mat3x2; + typedef mat<3, 3, int16, mediump> mediump_i16mat3x3; + typedef mat<3, 4, int16, mediump> mediump_i16mat3x4; + typedef mat<4, 2, int16, mediump> mediump_i16mat4x2; + typedef mat<4, 3, int16, mediump> mediump_i16mat4x3; + typedef mat<4, 4, int16, mediump> mediump_i16mat4x4; + + typedef mat<2, 2, int16, highp> highp_i16mat2x2; + typedef mat<2, 3, int16, highp> highp_i16mat2x3; + typedef mat<2, 4, int16, highp> highp_i16mat2x4; + typedef mat<3, 2, int16, highp> highp_i16mat3x2; + typedef mat<3, 3, int16, highp> highp_i16mat3x3; + typedef mat<3, 4, int16, highp> highp_i16mat3x4; + typedef mat<4, 2, int16, highp> highp_i16mat4x2; + typedef mat<4, 3, int16, highp> highp_i16mat4x3; + typedef mat<4, 4, int16, highp> highp_i16mat4x4; + + typedef mat<2, 2, int16, defaultp> i16mat2x2; + typedef mat<3, 2, int16, defaultp> i16mat3x2; + typedef mat<4, 2, int16, defaultp> i16mat4x2; + typedef mat<2, 3, int16, defaultp> i16mat2x3; + typedef mat<3, 3, int16, defaultp> i16mat3x3; + typedef mat<4, 3, int16, defaultp> i16mat4x3; + typedef mat<2, 4, int16, defaultp> i16mat2x4; + typedef mat<3, 4, int16, defaultp> i16mat3x4; + typedef mat<4, 4, int16, defaultp> i16mat4x4; + + + typedef mat<2, 2, int32, lowp> lowp_i32mat2x2; + typedef mat<2, 3, int32, lowp> lowp_i32mat2x3; + typedef mat<2, 4, int32, lowp> lowp_i32mat2x4; + typedef mat<3, 2, int32, lowp> lowp_i32mat3x2; + typedef mat<3, 3, int32, lowp> lowp_i32mat3x3; + typedef mat<3, 4, int32, lowp> lowp_i32mat3x4; + typedef mat<4, 2, int32, lowp> lowp_i32mat4x2; + typedef mat<4, 3, int32, lowp> lowp_i32mat4x3; + typedef mat<4, 4, int32, lowp> lowp_i32mat4x4; + + typedef mat<2, 2, int32, mediump> mediump_i32mat2x2; + typedef mat<2, 3, int32, mediump> mediump_i32mat2x3; + typedef mat<2, 4, int32, mediump> mediump_i32mat2x4; + typedef mat<3, 2, int32, mediump> mediump_i32mat3x2; + typedef mat<3, 3, int32, mediump> mediump_i32mat3x3; + typedef mat<3, 4, int32, mediump> mediump_i32mat3x4; + typedef mat<4, 2, int32, mediump> mediump_i32mat4x2; + typedef mat<4, 3, int32, mediump> mediump_i32mat4x3; + typedef mat<4, 4, int32, mediump> mediump_i32mat4x4; + + typedef mat<2, 2, int32, highp> highp_i32mat2x2; + typedef mat<2, 3, int32, highp> highp_i32mat2x3; + typedef mat<2, 4, int32, highp> highp_i32mat2x4; + typedef mat<3, 2, int32, highp> highp_i32mat3x2; + typedef mat<3, 3, int32, highp> highp_i32mat3x3; + typedef mat<3, 4, int32, highp> highp_i32mat3x4; + typedef mat<4, 2, int32, highp> highp_i32mat4x2; + typedef mat<4, 3, int32, highp> highp_i32mat4x3; + typedef mat<4, 4, int32, highp> highp_i32mat4x4; + + typedef mat<2, 2, int32, defaultp> i32mat2x2; + typedef mat<3, 2, int32, defaultp> i32mat3x2; + typedef mat<4, 2, int32, defaultp> i32mat4x2; + typedef mat<2, 3, int32, defaultp> i32mat2x3; + typedef mat<3, 3, int32, defaultp> i32mat3x3; + typedef mat<4, 3, int32, defaultp> i32mat4x3; + typedef mat<2, 4, int32, defaultp> i32mat2x4; + typedef mat<3, 4, int32, defaultp> i32mat3x4; + typedef mat<4, 4, int32, defaultp> i32mat4x4; + + + typedef mat<2, 2, int64, lowp> lowp_i64mat2x2; + typedef mat<2, 3, int64, lowp> lowp_i64mat2x3; + typedef mat<2, 4, int64, lowp> lowp_i64mat2x4; + typedef mat<3, 2, int64, lowp> lowp_i64mat3x2; + typedef mat<3, 3, int64, lowp> lowp_i64mat3x3; + typedef mat<3, 4, int64, lowp> lowp_i64mat3x4; + typedef mat<4, 2, int64, lowp> lowp_i64mat4x2; + typedef mat<4, 3, int64, lowp> lowp_i64mat4x3; + typedef mat<4, 4, int64, lowp> lowp_i64mat4x4; + + typedef mat<2, 2, int64, mediump> mediump_i64mat2x2; + typedef mat<2, 3, int64, mediump> mediump_i64mat2x3; + typedef mat<2, 4, int64, mediump> mediump_i64mat2x4; + typedef mat<3, 2, int64, mediump> mediump_i64mat3x2; + typedef mat<3, 3, int64, mediump> mediump_i64mat3x3; + typedef mat<3, 4, int64, mediump> mediump_i64mat3x4; + typedef mat<4, 2, int64, mediump> mediump_i64mat4x2; + typedef mat<4, 3, int64, mediump> mediump_i64mat4x3; + typedef mat<4, 4, int64, mediump> mediump_i64mat4x4; + + typedef mat<2, 2, int64, highp> highp_i64mat2x2; + typedef mat<2, 3, int64, highp> highp_i64mat2x3; + typedef mat<2, 4, int64, highp> highp_i64mat2x4; + typedef mat<3, 2, int64, highp> highp_i64mat3x2; + typedef mat<3, 3, int64, highp> highp_i64mat3x3; + typedef mat<3, 4, int64, highp> highp_i64mat3x4; + typedef mat<4, 2, int64, highp> highp_i64mat4x2; + typedef mat<4, 3, int64, highp> highp_i64mat4x3; + typedef mat<4, 4, int64, highp> highp_i64mat4x4; + + typedef mat<2, 2, int64, defaultp> i64mat2x2; + typedef mat<3, 2, int64, defaultp> i64mat3x2; + typedef mat<4, 2, int64, defaultp> i64mat4x2; + typedef mat<2, 3, int64, defaultp> i64mat2x3; + typedef mat<3, 3, int64, defaultp> i64mat3x3; + typedef mat<4, 3, int64, defaultp> i64mat4x3; + typedef mat<2, 4, int64, defaultp> i64mat2x4; + typedef mat<3, 4, int64, defaultp> i64mat3x4; + typedef mat<4, 4, int64, defaultp> i64mat4x4; + + + // Unsigned integer matrix MxN + + typedef mat<2, 2, uint, lowp> lowp_umat2x2; + typedef mat<2, 3, uint, lowp> lowp_umat2x3; + typedef mat<2, 4, uint, lowp> lowp_umat2x4; + typedef mat<3, 2, uint, lowp> lowp_umat3x2; + typedef mat<3, 3, uint, lowp> lowp_umat3x3; + typedef mat<3, 4, uint, lowp> lowp_umat3x4; + typedef mat<4, 2, uint, lowp> lowp_umat4x2; + typedef mat<4, 3, uint, lowp> lowp_umat4x3; + typedef mat<4, 4, uint, lowp> lowp_umat4x4; + + typedef mat<2, 2, uint, mediump> mediump_umat2x2; + typedef mat<2, 3, uint, mediump> mediump_umat2x3; + typedef mat<2, 4, uint, mediump> mediump_umat2x4; + typedef mat<3, 2, uint, mediump> mediump_umat3x2; + typedef mat<3, 3, uint, mediump> mediump_umat3x3; + typedef mat<3, 4, uint, mediump> mediump_umat3x4; + typedef mat<4, 2, uint, mediump> mediump_umat4x2; + typedef mat<4, 3, uint, mediump> mediump_umat4x3; + typedef mat<4, 4, uint, mediump> mediump_umat4x4; + + typedef mat<2, 2, uint, highp> highp_umat2x2; + typedef mat<2, 3, uint, highp> highp_umat2x3; + typedef mat<2, 4, uint, highp> highp_umat2x4; + typedef mat<3, 2, uint, highp> highp_umat3x2; + typedef mat<3, 3, uint, highp> highp_umat3x3; + typedef mat<3, 4, uint, highp> highp_umat3x4; + typedef mat<4, 2, uint, highp> highp_umat4x2; + typedef mat<4, 3, uint, highp> highp_umat4x3; + typedef mat<4, 4, uint, highp> highp_umat4x4; + + typedef mat<2, 2, uint, defaultp> umat2x2; + typedef mat<3, 2, uint, defaultp> umat3x2; + typedef mat<4, 2, uint, defaultp> umat4x2; + typedef mat<2, 3, uint, defaultp> umat2x3; + typedef mat<3, 3, uint, defaultp> umat3x3; + typedef mat<4, 3, uint, defaultp> umat4x3; + typedef mat<2, 4, uint, defaultp> umat2x4; + typedef mat<3, 4, uint, defaultp> umat3x4; + typedef mat<4, 4, uint, defaultp> umat4x4; + + + typedef mat<2, 2, uint8, lowp> lowp_u8mat2x2; + typedef mat<2, 3, uint8, lowp> lowp_u8mat2x3; + typedef mat<2, 4, uint8, lowp> lowp_u8mat2x4; + typedef mat<3, 2, uint8, lowp> lowp_u8mat3x2; + typedef mat<3, 3, uint8, lowp> lowp_u8mat3x3; + typedef mat<3, 4, uint8, lowp> lowp_u8mat3x4; + typedef mat<4, 2, uint8, lowp> lowp_u8mat4x2; + typedef mat<4, 3, uint8, lowp> lowp_u8mat4x3; + typedef mat<4, 4, uint8, lowp> lowp_u8mat4x4; + + typedef mat<2, 2, uint8, mediump> mediump_u8mat2x2; + typedef mat<2, 3, uint8, mediump> mediump_u8mat2x3; + typedef mat<2, 4, uint8, mediump> mediump_u8mat2x4; + typedef mat<3, 2, uint8, mediump> mediump_u8mat3x2; + typedef mat<3, 3, uint8, mediump> mediump_u8mat3x3; + typedef mat<3, 4, uint8, mediump> mediump_u8mat3x4; + typedef mat<4, 2, uint8, mediump> mediump_u8mat4x2; + typedef mat<4, 3, uint8, mediump> mediump_u8mat4x3; + typedef mat<4, 4, uint8, mediump> mediump_u8mat4x4; + + typedef mat<2, 2, uint8, highp> highp_u8mat2x2; + typedef mat<2, 3, uint8, highp> highp_u8mat2x3; + typedef mat<2, 4, uint8, highp> highp_u8mat2x4; + typedef mat<3, 2, uint8, highp> highp_u8mat3x2; + typedef mat<3, 3, uint8, highp> highp_u8mat3x3; + typedef mat<3, 4, uint8, highp> highp_u8mat3x4; + typedef mat<4, 2, uint8, highp> highp_u8mat4x2; + typedef mat<4, 3, uint8, highp> highp_u8mat4x3; + typedef mat<4, 4, uint8, highp> highp_u8mat4x4; + + typedef mat<2, 2, uint8, defaultp> u8mat2x2; + typedef mat<3, 2, uint8, defaultp> u8mat3x2; + typedef mat<4, 2, uint8, defaultp> u8mat4x2; + typedef mat<2, 3, uint8, defaultp> u8mat2x3; + typedef mat<3, 3, uint8, defaultp> u8mat3x3; + typedef mat<4, 3, uint8, defaultp> u8mat4x3; + typedef mat<2, 4, uint8, defaultp> u8mat2x4; + typedef mat<3, 4, uint8, defaultp> u8mat3x4; + typedef mat<4, 4, uint8, defaultp> u8mat4x4; + + + typedef mat<2, 2, uint16, lowp> lowp_u16mat2x2; + typedef mat<2, 3, uint16, lowp> lowp_u16mat2x3; + typedef mat<2, 4, uint16, lowp> lowp_u16mat2x4; + typedef mat<3, 2, uint16, lowp> lowp_u16mat3x2; + typedef mat<3, 3, uint16, lowp> lowp_u16mat3x3; + typedef mat<3, 4, uint16, lowp> lowp_u16mat3x4; + typedef mat<4, 2, uint16, lowp> lowp_u16mat4x2; + typedef mat<4, 3, uint16, lowp> lowp_u16mat4x3; + typedef mat<4, 4, uint16, lowp> lowp_u16mat4x4; + + typedef mat<2, 2, uint16, mediump> mediump_u16mat2x2; + typedef mat<2, 3, uint16, mediump> mediump_u16mat2x3; + typedef mat<2, 4, uint16, mediump> mediump_u16mat2x4; + typedef mat<3, 2, uint16, mediump> mediump_u16mat3x2; + typedef mat<3, 3, uint16, mediump> mediump_u16mat3x3; + typedef mat<3, 4, uint16, mediump> mediump_u16mat3x4; + typedef mat<4, 2, uint16, mediump> mediump_u16mat4x2; + typedef mat<4, 3, uint16, mediump> mediump_u16mat4x3; + typedef mat<4, 4, uint16, mediump> mediump_u16mat4x4; + + typedef mat<2, 2, uint16, highp> highp_u16mat2x2; + typedef mat<2, 3, uint16, highp> highp_u16mat2x3; + typedef mat<2, 4, uint16, highp> highp_u16mat2x4; + typedef mat<3, 2, uint16, highp> highp_u16mat3x2; + typedef mat<3, 3, uint16, highp> highp_u16mat3x3; + typedef mat<3, 4, uint16, highp> highp_u16mat3x4; + typedef mat<4, 2, uint16, highp> highp_u16mat4x2; + typedef mat<4, 3, uint16, highp> highp_u16mat4x3; + typedef mat<4, 4, uint16, highp> highp_u16mat4x4; + + typedef mat<2, 2, uint16, defaultp> u16mat2x2; + typedef mat<3, 2, uint16, defaultp> u16mat3x2; + typedef mat<4, 2, uint16, defaultp> u16mat4x2; + typedef mat<2, 3, uint16, defaultp> u16mat2x3; + typedef mat<3, 3, uint16, defaultp> u16mat3x3; + typedef mat<4, 3, uint16, defaultp> u16mat4x3; + typedef mat<2, 4, uint16, defaultp> u16mat2x4; + typedef mat<3, 4, uint16, defaultp> u16mat3x4; + typedef mat<4, 4, uint16, defaultp> u16mat4x4; + + + typedef mat<2, 2, uint32, lowp> lowp_u32mat2x2; + typedef mat<2, 3, uint32, lowp> lowp_u32mat2x3; + typedef mat<2, 4, uint32, lowp> lowp_u32mat2x4; + typedef mat<3, 2, uint32, lowp> lowp_u32mat3x2; + typedef mat<3, 3, uint32, lowp> lowp_u32mat3x3; + typedef mat<3, 4, uint32, lowp> lowp_u32mat3x4; + typedef mat<4, 2, uint32, lowp> lowp_u32mat4x2; + typedef mat<4, 3, uint32, lowp> lowp_u32mat4x3; + typedef mat<4, 4, uint32, lowp> lowp_u32mat4x4; + + typedef mat<2, 2, uint32, mediump> mediump_u32mat2x2; + typedef mat<2, 3, uint32, mediump> mediump_u32mat2x3; + typedef mat<2, 4, uint32, mediump> mediump_u32mat2x4; + typedef mat<3, 2, uint32, mediump> mediump_u32mat3x2; + typedef mat<3, 3, uint32, mediump> mediump_u32mat3x3; + typedef mat<3, 4, uint32, mediump> mediump_u32mat3x4; + typedef mat<4, 2, uint32, mediump> mediump_u32mat4x2; + typedef mat<4, 3, uint32, mediump> mediump_u32mat4x3; + typedef mat<4, 4, uint32, mediump> mediump_u32mat4x4; + + typedef mat<2, 2, uint32, highp> highp_u32mat2x2; + typedef mat<2, 3, uint32, highp> highp_u32mat2x3; + typedef mat<2, 4, uint32, highp> highp_u32mat2x4; + typedef mat<3, 2, uint32, highp> highp_u32mat3x2; + typedef mat<3, 3, uint32, highp> highp_u32mat3x3; + typedef mat<3, 4, uint32, highp> highp_u32mat3x4; + typedef mat<4, 2, uint32, highp> highp_u32mat4x2; + typedef mat<4, 3, uint32, highp> highp_u32mat4x3; + typedef mat<4, 4, uint32, highp> highp_u32mat4x4; + + typedef mat<2, 2, uint32, defaultp> u32mat2x2; + typedef mat<3, 2, uint32, defaultp> u32mat3x2; + typedef mat<4, 2, uint32, defaultp> u32mat4x2; + typedef mat<2, 3, uint32, defaultp> u32mat2x3; + typedef mat<3, 3, uint32, defaultp> u32mat3x3; + typedef mat<4, 3, uint32, defaultp> u32mat4x3; + typedef mat<2, 4, uint32, defaultp> u32mat2x4; + typedef mat<3, 4, uint32, defaultp> u32mat3x4; + typedef mat<4, 4, uint32, defaultp> u32mat4x4; + + + typedef mat<2, 2, uint64, lowp> lowp_u64mat2x2; + typedef mat<2, 3, uint64, lowp> lowp_u64mat2x3; + typedef mat<2, 4, uint64, lowp> lowp_u64mat2x4; + typedef mat<3, 2, uint64, lowp> lowp_u64mat3x2; + typedef mat<3, 3, uint64, lowp> lowp_u64mat3x3; + typedef mat<3, 4, uint64, lowp> lowp_u64mat3x4; + typedef mat<4, 2, uint64, lowp> lowp_u64mat4x2; + typedef mat<4, 3, uint64, lowp> lowp_u64mat4x3; + typedef mat<4, 4, uint64, lowp> lowp_u64mat4x4; + + typedef mat<2, 2, uint64, mediump> mediump_u64mat2x2; + typedef mat<2, 3, uint64, mediump> mediump_u64mat2x3; + typedef mat<2, 4, uint64, mediump> mediump_u64mat2x4; + typedef mat<3, 2, uint64, mediump> mediump_u64mat3x2; + typedef mat<3, 3, uint64, mediump> mediump_u64mat3x3; + typedef mat<3, 4, uint64, mediump> mediump_u64mat3x4; + typedef mat<4, 2, uint64, mediump> mediump_u64mat4x2; + typedef mat<4, 3, uint64, mediump> mediump_u64mat4x3; + typedef mat<4, 4, uint64, mediump> mediump_u64mat4x4; + + typedef mat<2, 2, uint64, highp> highp_u64mat2x2; + typedef mat<2, 3, uint64, highp> highp_u64mat2x3; + typedef mat<2, 4, uint64, highp> highp_u64mat2x4; + typedef mat<3, 2, uint64, highp> highp_u64mat3x2; + typedef mat<3, 3, uint64, highp> highp_u64mat3x3; + typedef mat<3, 4, uint64, highp> highp_u64mat3x4; + typedef mat<4, 2, uint64, highp> highp_u64mat4x2; + typedef mat<4, 3, uint64, highp> highp_u64mat4x3; + typedef mat<4, 4, uint64, highp> highp_u64mat4x4; + + typedef mat<2, 2, uint64, defaultp> u64mat2x2; + typedef mat<3, 2, uint64, defaultp> u64mat3x2; + typedef mat<4, 2, uint64, defaultp> u64mat4x2; + typedef mat<2, 3, uint64, defaultp> u64mat2x3; + typedef mat<3, 3, uint64, defaultp> u64mat3x3; + typedef mat<4, 3, uint64, defaultp> u64mat4x3; + typedef mat<2, 4, uint64, defaultp> u64mat2x4; + typedef mat<3, 4, uint64, defaultp> u64mat3x4; + typedef mat<4, 4, uint64, defaultp> u64mat4x4; + + // Quaternion + + typedef qua lowp_quat; + typedef qua mediump_quat; + typedef qua highp_quat; + typedef qua quat; + + typedef qua lowp_fquat; + typedef qua mediump_fquat; + typedef qua highp_fquat; + typedef qua fquat; + + typedef qua lowp_f32quat; + typedef qua mediump_f32quat; + typedef qua highp_f32quat; + typedef qua f32quat; + + typedef qua lowp_dquat; + typedef qua mediump_dquat; + typedef qua highp_dquat; + typedef qua dquat; + + typedef qua lowp_f64quat; + typedef qua mediump_f64quat; + typedef qua highp_f64quat; + typedef qua f64quat; +}//namespace glm + + diff --git a/vendor/include/glm/geometric.hpp b/vendor/include/glm/geometric.hpp new file mode 100644 index 0000000..c068a3c --- /dev/null +++ b/vendor/include/glm/geometric.hpp @@ -0,0 +1,116 @@ +/// @ref core +/// @file glm/geometric.hpp +/// +/// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions +/// +/// @defgroup core_func_geometric Geometric functions +/// @ingroup core +/// +/// These operate on vectors as vectors, not component-wise. +/// +/// Include to use these core features. + +#pragma once + +#include "detail/type_vec3.hpp" + +namespace glm +{ + /// @addtogroup core_func_geometric + /// @{ + + /// Returns the length of x, i.e., sqrt(x * x). + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL length man page + /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions + template + GLM_FUNC_DECL T length(vec const& x); + + /// Returns the distance betwwen p0 and p1, i.e., length(p0 - p1). + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL distance man page + /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions + template + GLM_FUNC_DECL T distance(vec const& p0, vec const& p1); + + /// Returns the dot product of x and y, i.e., result = x * y. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL dot man page + /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions + template + GLM_FUNC_DECL T dot(vec const& x, vec const& y); + + /// Returns the cross product of x and y. + /// + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL cross man page + /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions + template + GLM_FUNC_DECL vec<3, T, Q> cross(vec<3, T, Q> const& x, vec<3, T, Q> const& y); + + /// Returns a vector in the same direction as x but with length of 1. + /// According to issue 10 GLSL 1.10 specification, if length(x) == 0 then result is undefined and generate an error. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL normalize man page + /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions + template + GLM_FUNC_DECL vec normalize(vec const& x); + + /// If dot(Nref, I) < 0.0, return N, otherwise, return -N. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL faceforward man page + /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions + template + GLM_FUNC_DECL vec faceforward( + vec const& N, + vec const& I, + vec const& Nref); + + /// For the incident vector I and surface orientation N, + /// returns the reflection direction : result = I - 2.0 * dot(N, I) * N. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL reflect man page + /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions + template + GLM_FUNC_DECL vec reflect( + vec const& I, + vec const& N); + + /// For the incident vector I and surface normal N, + /// and the ratio of indices of refraction eta, + /// return the refraction vector. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Floating-point scalar types. + /// + /// @see GLSL refract man page + /// @see GLSL 4.20.8 specification, section 8.5 Geometric Functions + template + GLM_FUNC_DECL vec refract( + vec const& I, + vec const& N, + T eta); + + /// @} +}//namespace glm + +#include "detail/func_geometric.inl" diff --git a/vendor/include/glm/glm.hpp b/vendor/include/glm/glm.hpp new file mode 100644 index 0000000..8b61064 --- /dev/null +++ b/vendor/include/glm/glm.hpp @@ -0,0 +1,136 @@ +/// @ref core +/// @file glm/glm.hpp +/// +/// @defgroup core Core features +/// +/// @brief Features that implement in C++ the GLSL specification as closely as possible. +/// +/// The GLM core consists of C++ types that mirror GLSL types and +/// C++ functions that mirror the GLSL functions. +/// +/// The best documentation for GLM Core is the current GLSL specification, +/// version 4.2 +/// (pdf file). +/// +/// GLM core functionalities require to be included to be used. +/// +/// +/// @defgroup core_vector Vector types +/// +/// Vector types of two to four components with an exhaustive set of operators. +/// +/// @ingroup core +/// +/// +/// @defgroup core_vector_precision Vector types with precision qualifiers +/// +/// @brief Vector types with precision qualifiers which may result in various precision in term of ULPs +/// +/// GLSL allows defining qualifiers for particular variables. +/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility, +/// with OpenGL ES's GLSL, these qualifiers do have an effect. +/// +/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing: +/// a number of typedefs that use a particular qualifier. +/// +/// None of these types make any guarantees about the actual qualifier used. +/// +/// @ingroup core +/// +/// +/// @defgroup core_matrix Matrix types +/// +/// Matrix types of with C columns and R rows where C and R are values between 2 to 4 included. +/// These types have exhaustive sets of operators. +/// +/// @ingroup core +/// +/// +/// @defgroup core_matrix_precision Matrix types with precision qualifiers +/// +/// @brief Matrix types with precision qualifiers which may result in various precision in term of ULPs +/// +/// GLSL allows defining qualifiers for particular variables. +/// With OpenGL's GLSL, these qualifiers have no effect; they are there for compatibility, +/// with OpenGL ES's GLSL, these qualifiers do have an effect. +/// +/// C++ has no language equivalent to qualifier qualifiers. So GLM provides the next-best thing: +/// a number of typedefs that use a particular qualifier. +/// +/// None of these types make any guarantees about the actual qualifier used. +/// +/// @ingroup core +/// +/// +/// @defgroup ext Stable extensions +/// +/// @brief Additional features not specified by GLSL specification. +/// +/// EXT extensions are fully tested and documented. +/// +/// Even if it's highly unrecommended, it's possible to include all the extensions at once by +/// including . Otherwise, each extension needs to be included a specific file. +/// +/// +/// @defgroup gtc Recommended extensions +/// +/// @brief Additional features not specified by GLSL specification. +/// +/// GTC extensions aim to be stable with tests and documentation. +/// +/// Even if it's highly unrecommended, it's possible to include all the extensions at once by +/// including . Otherwise, each extension needs to be included a specific file. +/// +/// +/// @defgroup gtx Experimental extensions +/// +/// @brief Experimental features not specified by GLSL specification. +/// +/// Experimental extensions are useful functions and types, but the development of +/// their API and functionality is not necessarily stable. They can change +/// substantially between versions. Backwards compatibility is not much of an issue +/// for them. +/// +/// Even if it's highly unrecommended, it's possible to include all the extensions +/// at once by including . Otherwise, each extension needs to be +/// included a specific file. +/// +/// @mainpage OpenGL Mathematics (GLM) +/// - Website: glm.g-truc.net +/// - GLM API documentation +/// - GLM Manual + +#include "detail/_fixes.hpp" + +#include "detail/setup.hpp" + +#pragma once + +#include +#include +#include +#include +#include +#include "fwd.hpp" + +#include "vec2.hpp" +#include "vec3.hpp" +#include "vec4.hpp" +#include "mat2x2.hpp" +#include "mat2x3.hpp" +#include "mat2x4.hpp" +#include "mat3x2.hpp" +#include "mat3x3.hpp" +#include "mat3x4.hpp" +#include "mat4x2.hpp" +#include "mat4x3.hpp" +#include "mat4x4.hpp" + +#include "trigonometric.hpp" +#include "exponential.hpp" +#include "common.hpp" +#include "packing.hpp" +#include "geometric.hpp" +#include "matrix.hpp" +#include "vector_relational.hpp" +#include "integer.hpp" diff --git a/vendor/include/glm/gtc/bitfield.hpp b/vendor/include/glm/gtc/bitfield.hpp new file mode 100644 index 0000000..084fbe7 --- /dev/null +++ b/vendor/include/glm/gtc/bitfield.hpp @@ -0,0 +1,266 @@ +/// @ref gtc_bitfield +/// @file glm/gtc/bitfield.hpp +/// +/// @see core (dependence) +/// @see gtc_bitfield (dependence) +/// +/// @defgroup gtc_bitfield GLM_GTC_bitfield +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Allow to perform bit operations on integer values + +#include "../detail/setup.hpp" + +#pragma once + +// Dependencies +#include "../ext/scalar_int_sized.hpp" +#include "../ext/scalar_uint_sized.hpp" +#include "../detail/qualifier.hpp" +#include "../detail/_vectorize.hpp" +#include "type_precision.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_bitfield extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_bitfield + /// @{ + + /// Build a mask of 'count' bits + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL genIUType mask(genIUType Bits); + + /// Build a mask of 'count' bits + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed and unsigned integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL vec mask(vec const& v); + + /// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side. + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL genIUType bitfieldRotateRight(genIUType In, int Shift); + + /// Rotate all bits to the right. All the bits dropped in the right side are inserted back on the left side. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed and unsigned integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL vec bitfieldRotateRight(vec const& In, int Shift); + + /// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side. + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL genIUType bitfieldRotateLeft(genIUType In, int Shift); + + /// Rotate all bits to the left. All the bits dropped in the left side are inserted back on the right side. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed and unsigned integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL vec bitfieldRotateLeft(vec const& In, int Shift); + + /// Set to 1 a range of bits. + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount); + + /// Set to 1 a range of bits. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed and unsigned integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL vec bitfieldFillOne(vec const& Value, int FirstBit, int BitCount); + + /// Set to 0 a range of bits. + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount); + + /// Set to 0 a range of bits. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Signed and unsigned integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_bitfield + template + GLM_FUNC_DECL vec bitfieldFillZero(vec const& Value, int FirstBit, int BitCount); + + /// Interleaves the bits of x and y. + /// The first bit is the first bit of x followed by the first bit of y. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL int16 bitfieldInterleave(int8 x, int8 y); + + /// Interleaves the bits of x and y. + /// The first bit is the first bit of x followed by the first bit of y. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint16 bitfieldInterleave(uint8 x, uint8 y); + + /// Interleaves the bits of x and y. + /// The first bit is the first bit of v.x followed by the first bit of v.y. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint16 bitfieldInterleave(u8vec2 const& v); + + /// Deinterleaves the bits of x. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL glm::u8vec2 bitfieldDeinterleave(glm::uint16 x); + + /// Interleaves the bits of x and y. + /// The first bit is the first bit of x followed by the first bit of y. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL int32 bitfieldInterleave(int16 x, int16 y); + + /// Interleaves the bits of x and y. + /// The first bit is the first bit of x followed by the first bit of y. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint32 bitfieldInterleave(uint16 x, uint16 y); + + /// Interleaves the bits of x and y. + /// The first bit is the first bit of v.x followed by the first bit of v.y. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint32 bitfieldInterleave(u16vec2 const& v); + + /// Deinterleaves the bits of x. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL glm::u16vec2 bitfieldDeinterleave(glm::uint32 x); + + /// Interleaves the bits of x and y. + /// The first bit is the first bit of x followed by the first bit of y. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y); + + /// Interleaves the bits of x and y. + /// The first bit is the first bit of x followed by the first bit of y. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y); + + /// Interleaves the bits of x and y. + /// The first bit is the first bit of v.x followed by the first bit of v.y. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint64 bitfieldInterleave(u32vec2 const& v); + + /// Deinterleaves the bits of x. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL glm::u32vec2 bitfieldDeinterleave(glm::uint64 x); + + /// Interleaves the bits of x, y and z. + /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z); + + /// Interleaves the bits of x, y and z. + /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z); + + /// Interleaves the bits of x, y and z. + /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z); + + /// Interleaves the bits of x, y and z. + /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z); + + /// Interleaves the bits of x, y and z. + /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL int64 bitfieldInterleave(int32 x, int32 y, int32 z); + + /// Interleaves the bits of x, y and z. + /// The first bit is the first bit of x followed by the first bit of y and the first bit of z. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z); + + /// Interleaves the bits of x, y, z and w. + /// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w); + + /// Interleaves the bits of x, y, z and w. + /// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w); + + /// Interleaves the bits of x, y, z and w. + /// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w); + + /// Interleaves the bits of x, y, z and w. + /// The first bit is the first bit of x followed by the first bit of y, the first bit of z and finally the first bit of w. + /// The other bits are interleaved following the previous sequence. + /// + /// @see gtc_bitfield + GLM_FUNC_DECL uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w); + + /// @} +} //namespace glm + +#include "bitfield.inl" diff --git a/vendor/include/glm/gtc/bitfield.inl b/vendor/include/glm/gtc/bitfield.inl new file mode 100644 index 0000000..06cf188 --- /dev/null +++ b/vendor/include/glm/gtc/bitfield.inl @@ -0,0 +1,626 @@ +/// @ref gtc_bitfield + +#include "../simd/integer.h" + +namespace glm{ +namespace detail +{ + template + GLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y); + + template + GLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z); + + template + GLM_FUNC_DECL RET bitfieldInterleave(PARAM x, PARAM y, PARAM z, PARAM w); + + template<> + GLM_FUNC_QUALIFIER glm::uint16 bitfieldInterleave(glm::uint8 x, glm::uint8 y) + { + glm::uint16 REG1(x); + glm::uint16 REG2(y); + + REG1 = ((REG1 << 4) | REG1) & static_cast(0x0F0F); + REG2 = ((REG2 << 4) | REG2) & static_cast(0x0F0F); + + REG1 = ((REG1 << 2) | REG1) & static_cast(0x3333); + REG2 = ((REG2 << 2) | REG2) & static_cast(0x3333); + + REG1 = ((REG1 << 1) | REG1) & static_cast(0x5555); + REG2 = ((REG2 << 1) | REG2) & static_cast(0x5555); + + return REG1 | static_cast(REG2 << 1); + } + + template<> + GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint16 x, glm::uint16 y) + { + glm::uint32 REG1(x); + glm::uint32 REG2(y); + + REG1 = ((REG1 << 8) | REG1) & static_cast(0x00FF00FF); + REG2 = ((REG2 << 8) | REG2) & static_cast(0x00FF00FF); + + REG1 = ((REG1 << 4) | REG1) & static_cast(0x0F0F0F0F); + REG2 = ((REG2 << 4) | REG2) & static_cast(0x0F0F0F0F); + + REG1 = ((REG1 << 2) | REG1) & static_cast(0x33333333); + REG2 = ((REG2 << 2) | REG2) & static_cast(0x33333333); + + REG1 = ((REG1 << 1) | REG1) & static_cast(0x55555555); + REG2 = ((REG2 << 1) | REG2) & static_cast(0x55555555); + + return REG1 | (REG2 << 1); + } + + template<> + GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y) + { + glm::uint64 REG1(x); + glm::uint64 REG2(y); + + REG1 = ((REG1 << 16) | REG1) & static_cast(0x0000FFFF0000FFFFull); + REG2 = ((REG2 << 16) | REG2) & static_cast(0x0000FFFF0000FFFFull); + + REG1 = ((REG1 << 8) | REG1) & static_cast(0x00FF00FF00FF00FFull); + REG2 = ((REG2 << 8) | REG2) & static_cast(0x00FF00FF00FF00FFull); + + REG1 = ((REG1 << 4) | REG1) & static_cast(0x0F0F0F0F0F0F0F0Full); + REG2 = ((REG2 << 4) | REG2) & static_cast(0x0F0F0F0F0F0F0F0Full); + + REG1 = ((REG1 << 2) | REG1) & static_cast(0x3333333333333333ull); + REG2 = ((REG2 << 2) | REG2) & static_cast(0x3333333333333333ull); + + REG1 = ((REG1 << 1) | REG1) & static_cast(0x5555555555555555ull); + REG2 = ((REG2 << 1) | REG2) & static_cast(0x5555555555555555ull); + + return REG1 | (REG2 << 1); + } + + template<> + GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z) + { + glm::uint32 REG1(x); + glm::uint32 REG2(y); + glm::uint32 REG3(z); + + REG1 = ((REG1 << 16) | REG1) & static_cast(0xFF0000FFu); + REG2 = ((REG2 << 16) | REG2) & static_cast(0xFF0000FFu); + REG3 = ((REG3 << 16) | REG3) & static_cast(0xFF0000FFu); + + REG1 = ((REG1 << 8) | REG1) & static_cast(0x0F00F00Fu); + REG2 = ((REG2 << 8) | REG2) & static_cast(0x0F00F00Fu); + REG3 = ((REG3 << 8) | REG3) & static_cast(0x0F00F00Fu); + + REG1 = ((REG1 << 4) | REG1) & static_cast(0xC30C30C3u); + REG2 = ((REG2 << 4) | REG2) & static_cast(0xC30C30C3u); + REG3 = ((REG3 << 4) | REG3) & static_cast(0xC30C30C3u); + + REG1 = ((REG1 << 2) | REG1) & static_cast(0x49249249u); + REG2 = ((REG2 << 2) | REG2) & static_cast(0x49249249u); + REG3 = ((REG3 << 2) | REG3) & static_cast(0x49249249u); + + return REG1 | (REG2 << 1) | (REG3 << 2); + } + + template<> + GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z) + { + glm::uint64 REG1(x); + glm::uint64 REG2(y); + glm::uint64 REG3(z); + + REG1 = ((REG1 << 32) | REG1) & static_cast(0xFFFF00000000FFFFull); + REG2 = ((REG2 << 32) | REG2) & static_cast(0xFFFF00000000FFFFull); + REG3 = ((REG3 << 32) | REG3) & static_cast(0xFFFF00000000FFFFull); + + REG1 = ((REG1 << 16) | REG1) & static_cast(0x00FF0000FF0000FFull); + REG2 = ((REG2 << 16) | REG2) & static_cast(0x00FF0000FF0000FFull); + REG3 = ((REG3 << 16) | REG3) & static_cast(0x00FF0000FF0000FFull); + + REG1 = ((REG1 << 8) | REG1) & static_cast(0xF00F00F00F00F00Full); + REG2 = ((REG2 << 8) | REG2) & static_cast(0xF00F00F00F00F00Full); + REG3 = ((REG3 << 8) | REG3) & static_cast(0xF00F00F00F00F00Full); + + REG1 = ((REG1 << 4) | REG1) & static_cast(0x30C30C30C30C30C3ull); + REG2 = ((REG2 << 4) | REG2) & static_cast(0x30C30C30C30C30C3ull); + REG3 = ((REG3 << 4) | REG3) & static_cast(0x30C30C30C30C30C3ull); + + REG1 = ((REG1 << 2) | REG1) & static_cast(0x9249249249249249ull); + REG2 = ((REG2 << 2) | REG2) & static_cast(0x9249249249249249ull); + REG3 = ((REG3 << 2) | REG3) & static_cast(0x9249249249249249ull); + + return REG1 | (REG2 << 1) | (REG3 << 2); + } + + template<> + GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint32 x, glm::uint32 y, glm::uint32 z) + { + glm::uint64 REG1(x); + glm::uint64 REG2(y); + glm::uint64 REG3(z); + + REG1 = ((REG1 << 32) | REG1) & static_cast(0xFFFF00000000FFFFull); + REG2 = ((REG2 << 32) | REG2) & static_cast(0xFFFF00000000FFFFull); + REG3 = ((REG3 << 32) | REG3) & static_cast(0xFFFF00000000FFFFull); + + REG1 = ((REG1 << 16) | REG1) & static_cast(0x00FF0000FF0000FFull); + REG2 = ((REG2 << 16) | REG2) & static_cast(0x00FF0000FF0000FFull); + REG3 = ((REG3 << 16) | REG3) & static_cast(0x00FF0000FF0000FFull); + + REG1 = ((REG1 << 8) | REG1) & static_cast(0xF00F00F00F00F00Full); + REG2 = ((REG2 << 8) | REG2) & static_cast(0xF00F00F00F00F00Full); + REG3 = ((REG3 << 8) | REG3) & static_cast(0xF00F00F00F00F00Full); + + REG1 = ((REG1 << 4) | REG1) & static_cast(0x30C30C30C30C30C3ull); + REG2 = ((REG2 << 4) | REG2) & static_cast(0x30C30C30C30C30C3ull); + REG3 = ((REG3 << 4) | REG3) & static_cast(0x30C30C30C30C30C3ull); + + REG1 = ((REG1 << 2) | REG1) & static_cast(0x9249249249249249ull); + REG2 = ((REG2 << 2) | REG2) & static_cast(0x9249249249249249ull); + REG3 = ((REG3 << 2) | REG3) & static_cast(0x9249249249249249ull); + + return REG1 | (REG2 << 1) | (REG3 << 2); + } + + template<> + GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(glm::uint8 x, glm::uint8 y, glm::uint8 z, glm::uint8 w) + { + glm::uint32 REG1(x); + glm::uint32 REG2(y); + glm::uint32 REG3(z); + glm::uint32 REG4(w); + + REG1 = ((REG1 << 12) | REG1) & static_cast(0x000F000Fu); + REG2 = ((REG2 << 12) | REG2) & static_cast(0x000F000Fu); + REG3 = ((REG3 << 12) | REG3) & static_cast(0x000F000Fu); + REG4 = ((REG4 << 12) | REG4) & static_cast(0x000F000Fu); + + REG1 = ((REG1 << 6) | REG1) & static_cast(0x03030303u); + REG2 = ((REG2 << 6) | REG2) & static_cast(0x03030303u); + REG3 = ((REG3 << 6) | REG3) & static_cast(0x03030303u); + REG4 = ((REG4 << 6) | REG4) & static_cast(0x03030303u); + + REG1 = ((REG1 << 3) | REG1) & static_cast(0x11111111u); + REG2 = ((REG2 << 3) | REG2) & static_cast(0x11111111u); + REG3 = ((REG3 << 3) | REG3) & static_cast(0x11111111u); + REG4 = ((REG4 << 3) | REG4) & static_cast(0x11111111u); + + return REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3); + } + + template<> + GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(glm::uint16 x, glm::uint16 y, glm::uint16 z, glm::uint16 w) + { + glm::uint64 REG1(x); + glm::uint64 REG2(y); + glm::uint64 REG3(z); + glm::uint64 REG4(w); + + REG1 = ((REG1 << 24) | REG1) & static_cast(0x000000FF000000FFull); + REG2 = ((REG2 << 24) | REG2) & static_cast(0x000000FF000000FFull); + REG3 = ((REG3 << 24) | REG3) & static_cast(0x000000FF000000FFull); + REG4 = ((REG4 << 24) | REG4) & static_cast(0x000000FF000000FFull); + + REG1 = ((REG1 << 12) | REG1) & static_cast(0x000F000F000F000Full); + REG2 = ((REG2 << 12) | REG2) & static_cast(0x000F000F000F000Full); + REG3 = ((REG3 << 12) | REG3) & static_cast(0x000F000F000F000Full); + REG4 = ((REG4 << 12) | REG4) & static_cast(0x000F000F000F000Full); + + REG1 = ((REG1 << 6) | REG1) & static_cast(0x0303030303030303ull); + REG2 = ((REG2 << 6) | REG2) & static_cast(0x0303030303030303ull); + REG3 = ((REG3 << 6) | REG3) & static_cast(0x0303030303030303ull); + REG4 = ((REG4 << 6) | REG4) & static_cast(0x0303030303030303ull); + + REG1 = ((REG1 << 3) | REG1) & static_cast(0x1111111111111111ull); + REG2 = ((REG2 << 3) | REG2) & static_cast(0x1111111111111111ull); + REG3 = ((REG3 << 3) | REG3) & static_cast(0x1111111111111111ull); + REG4 = ((REG4 << 3) | REG4) & static_cast(0x1111111111111111ull); + + return REG1 | (REG2 << 1) | (REG3 << 2) | (REG4 << 3); + } +}//namespace detail + + template + GLM_FUNC_QUALIFIER genIUType mask(genIUType Bits) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'mask' accepts only integer values"); + + return Bits >= sizeof(genIUType) * 8 ? ~static_cast(0) : (static_cast(1) << Bits) - static_cast(1); + } + + template + GLM_FUNC_QUALIFIER vec mask(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'mask' accepts only integer values"); + + return detail::functor1::call(mask, v); + } + + template + GLM_FUNC_QUALIFIER genIType bitfieldRotateRight(genIType In, int Shift) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldRotateRight' accepts only integer values"); + + int const BitSize = static_cast(sizeof(genIType) * 8); + return (In << static_cast(Shift)) | (In >> static_cast(BitSize - Shift)); + } + + template + GLM_FUNC_QUALIFIER vec bitfieldRotateRight(vec const& In, int Shift) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldRotateRight' accepts only integer values"); + + int const BitSize = static_cast(sizeof(T) * 8); + return (In << static_cast(Shift)) | (In >> static_cast(BitSize - Shift)); + } + + template + GLM_FUNC_QUALIFIER genIType bitfieldRotateLeft(genIType In, int Shift) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldRotateLeft' accepts only integer values"); + + int const BitSize = static_cast(sizeof(genIType) * 8); + return (In >> static_cast(Shift)) | (In << static_cast(BitSize - Shift)); + } + + template + GLM_FUNC_QUALIFIER vec bitfieldRotateLeft(vec const& In, int Shift) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "'bitfieldRotateLeft' accepts only integer values"); + + int const BitSize = static_cast(sizeof(T) * 8); + return (In >> static_cast(Shift)) | (In << static_cast(BitSize - Shift)); + } + + template + GLM_FUNC_QUALIFIER genIUType bitfieldFillOne(genIUType Value, int FirstBit, int BitCount) + { + return Value | static_cast(mask(BitCount) << FirstBit); + } + + template + GLM_FUNC_QUALIFIER vec bitfieldFillOne(vec const& Value, int FirstBit, int BitCount) + { + return Value | static_cast(mask(BitCount) << FirstBit); + } + + template + GLM_FUNC_QUALIFIER genIUType bitfieldFillZero(genIUType Value, int FirstBit, int BitCount) + { + return Value & static_cast(~(mask(BitCount) << FirstBit)); + } + + template + GLM_FUNC_QUALIFIER vec bitfieldFillZero(vec const& Value, int FirstBit, int BitCount) + { + return Value & static_cast(~(mask(BitCount) << FirstBit)); + } + + GLM_FUNC_QUALIFIER int16 bitfieldInterleave(int8 x, int8 y) + { + union sign8 + { + int8 i; + uint8 u; + } sign_x, sign_y; + + union sign16 + { + int16 i; + uint16 u; + } result; + + sign_x.i = x; + sign_y.i = y; + result.u = bitfieldInterleave(sign_x.u, sign_y.u); + + return result.i; + } + + GLM_FUNC_QUALIFIER uint16 bitfieldInterleave(uint8 x, uint8 y) + { + return detail::bitfieldInterleave(x, y); + } + + GLM_FUNC_QUALIFIER uint16 bitfieldInterleave(u8vec2 const& v) + { + return detail::bitfieldInterleave(v.x, v.y); + } + + GLM_FUNC_QUALIFIER u8vec2 bitfieldDeinterleave(glm::uint16 x) + { + uint16 REG1(x); + uint16 REG2(x >>= 1); + + REG1 = REG1 & static_cast(0x5555); + REG2 = REG2 & static_cast(0x5555); + + REG1 = ((REG1 >> 1) | REG1) & static_cast(0x3333); + REG2 = ((REG2 >> 1) | REG2) & static_cast(0x3333); + + REG1 = ((REG1 >> 2) | REG1) & static_cast(0x0F0F); + REG2 = ((REG2 >> 2) | REG2) & static_cast(0x0F0F); + + REG1 = ((REG1 >> 4) | REG1) & static_cast(0x00FF); + REG2 = ((REG2 >> 4) | REG2) & static_cast(0x00FF); + + REG1 = ((REG1 >> 8) | REG1) & static_cast(0xFFFF); + REG2 = ((REG2 >> 8) | REG2) & static_cast(0xFFFF); + + return glm::u8vec2(REG1, REG2); + } + + GLM_FUNC_QUALIFIER int32 bitfieldInterleave(int16 x, int16 y) + { + union sign16 + { + int16 i; + uint16 u; + } sign_x, sign_y; + + union sign32 + { + int32 i; + uint32 u; + } result; + + sign_x.i = x; + sign_y.i = y; + result.u = bitfieldInterleave(sign_x.u, sign_y.u); + + return result.i; + } + + GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint16 x, uint16 y) + { + return detail::bitfieldInterleave(x, y); + } + + GLM_FUNC_QUALIFIER glm::uint32 bitfieldInterleave(u16vec2 const& v) + { + return detail::bitfieldInterleave(v.x, v.y); + } + + GLM_FUNC_QUALIFIER glm::u16vec2 bitfieldDeinterleave(glm::uint32 x) + { + glm::uint32 REG1(x); + glm::uint32 REG2(x >>= 1); + + REG1 = REG1 & static_cast(0x55555555); + REG2 = REG2 & static_cast(0x55555555); + + REG1 = ((REG1 >> 1) | REG1) & static_cast(0x33333333); + REG2 = ((REG2 >> 1) | REG2) & static_cast(0x33333333); + + REG1 = ((REG1 >> 2) | REG1) & static_cast(0x0F0F0F0F); + REG2 = ((REG2 >> 2) | REG2) & static_cast(0x0F0F0F0F); + + REG1 = ((REG1 >> 4) | REG1) & static_cast(0x00FF00FF); + REG2 = ((REG2 >> 4) | REG2) & static_cast(0x00FF00FF); + + REG1 = ((REG1 >> 8) | REG1) & static_cast(0x0000FFFF); + REG2 = ((REG2 >> 8) | REG2) & static_cast(0x0000FFFF); + + return glm::u16vec2(REG1, REG2); + } + + GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y) + { + union sign32 + { + int32 i; + uint32 u; + } sign_x, sign_y; + + union sign64 + { + int64 i; + uint64 u; + } result; + + sign_x.i = x; + sign_y.i = y; + result.u = bitfieldInterleave(sign_x.u, sign_y.u); + + return result.i; + } + + GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y) + { + return detail::bitfieldInterleave(x, y); + } + + GLM_FUNC_QUALIFIER glm::uint64 bitfieldInterleave(u32vec2 const& v) + { + return detail::bitfieldInterleave(v.x, v.y); + } + + GLM_FUNC_QUALIFIER glm::u32vec2 bitfieldDeinterleave(glm::uint64 x) + { + glm::uint64 REG1(x); + glm::uint64 REG2(x >>= 1); + + REG1 = REG1 & static_cast(0x5555555555555555ull); + REG2 = REG2 & static_cast(0x5555555555555555ull); + + REG1 = ((REG1 >> 1) | REG1) & static_cast(0x3333333333333333ull); + REG2 = ((REG2 >> 1) | REG2) & static_cast(0x3333333333333333ull); + + REG1 = ((REG1 >> 2) | REG1) & static_cast(0x0F0F0F0F0F0F0F0Full); + REG2 = ((REG2 >> 2) | REG2) & static_cast(0x0F0F0F0F0F0F0F0Full); + + REG1 = ((REG1 >> 4) | REG1) & static_cast(0x00FF00FF00FF00FFull); + REG2 = ((REG2 >> 4) | REG2) & static_cast(0x00FF00FF00FF00FFull); + + REG1 = ((REG1 >> 8) | REG1) & static_cast(0x0000FFFF0000FFFFull); + REG2 = ((REG2 >> 8) | REG2) & static_cast(0x0000FFFF0000FFFFull); + + REG1 = ((REG1 >> 16) | REG1) & static_cast(0x00000000FFFFFFFFull); + REG2 = ((REG2 >> 16) | REG2) & static_cast(0x00000000FFFFFFFFull); + + return glm::u32vec2(REG1, REG2); + } + + GLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z) + { + union sign8 + { + int8 i; + uint8 u; + } sign_x, sign_y, sign_z; + + union sign32 + { + int32 i; + uint32 u; + } result; + + sign_x.i = x; + sign_y.i = y; + sign_z.i = z; + result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u); + + return result.i; + } + + GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z) + { + return detail::bitfieldInterleave(x, y, z); + } + + GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec3 const& v) + { + return detail::bitfieldInterleave(v.x, v.y, v.z); + } + + GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z) + { + union sign16 + { + int16 i; + uint16 u; + } sign_x, sign_y, sign_z; + + union sign64 + { + int64 i; + uint64 u; + } result; + + sign_x.i = x; + sign_y.i = y; + sign_z.i = z; + result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u); + + return result.i; + } + + GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z) + { + return detail::bitfieldInterleave(x, y, z); + } + + GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec3 const& v) + { + return detail::bitfieldInterleave(v.x, v.y, v.z); + } + + GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int32 x, int32 y, int32 z) + { + union sign16 + { + int32 i; + uint32 u; + } sign_x, sign_y, sign_z; + + union sign64 + { + int64 i; + uint64 u; + } result; + + sign_x.i = x; + sign_y.i = y; + sign_z.i = z; + result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u); + + return result.i; + } + + GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint32 x, uint32 y, uint32 z) + { + return detail::bitfieldInterleave(x, y, z); + } + + GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u32vec3 const& v) + { + return detail::bitfieldInterleave(v.x, v.y, v.z); + } + + GLM_FUNC_QUALIFIER int32 bitfieldInterleave(int8 x, int8 y, int8 z, int8 w) + { + union sign8 + { + int8 i; + uint8 u; + } sign_x, sign_y, sign_z, sign_w; + + union sign32 + { + int32 i; + uint32 u; + } result; + + sign_x.i = x; + sign_y.i = y; + sign_z.i = z; + sign_w.i = w; + result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u); + + return result.i; + } + + GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(uint8 x, uint8 y, uint8 z, uint8 w) + { + return detail::bitfieldInterleave(x, y, z, w); + } + + GLM_FUNC_QUALIFIER uint32 bitfieldInterleave(u8vec4 const& v) + { + return detail::bitfieldInterleave(v.x, v.y, v.z, v.w); + } + + GLM_FUNC_QUALIFIER int64 bitfieldInterleave(int16 x, int16 y, int16 z, int16 w) + { + union sign16 + { + int16 i; + uint16 u; + } sign_x, sign_y, sign_z, sign_w; + + union sign64 + { + int64 i; + uint64 u; + } result; + + sign_x.i = x; + sign_y.i = y; + sign_z.i = z; + sign_w.i = w; + result.u = bitfieldInterleave(sign_x.u, sign_y.u, sign_z.u, sign_w.u); + + return result.i; + } + + GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(uint16 x, uint16 y, uint16 z, uint16 w) + { + return detail::bitfieldInterleave(x, y, z, w); + } + + GLM_FUNC_QUALIFIER uint64 bitfieldInterleave(u16vec4 const& v) + { + return detail::bitfieldInterleave(v.x, v.y, v.z, v.w); + } +}//namespace glm diff --git a/vendor/include/glm/gtc/color_space.hpp b/vendor/include/glm/gtc/color_space.hpp new file mode 100644 index 0000000..cffd9f0 --- /dev/null +++ b/vendor/include/glm/gtc/color_space.hpp @@ -0,0 +1,56 @@ +/// @ref gtc_color_space +/// @file glm/gtc/color_space.hpp +/// +/// @see core (dependence) +/// @see gtc_color_space (dependence) +/// +/// @defgroup gtc_color_space GLM_GTC_color_space +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Allow to perform bit operations on integer values + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" +#include "../exponential.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_color_space extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_color_space + /// @{ + + /// 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 + GLM_FUNC_DECL vec convertLinearToSRGB(vec 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 + GLM_FUNC_DECL vec convertLinearToSRGB(vec 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 + GLM_FUNC_DECL vec convertSRGBToLinear(vec 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 + GLM_FUNC_DECL vec convertSRGBToLinear(vec const& ColorSRGB, T Gamma); + + /// @} +} //namespace glm + +#include "color_space.inl" diff --git a/vendor/include/glm/gtc/color_space.inl b/vendor/include/glm/gtc/color_space.inl new file mode 100644 index 0000000..2a90004 --- /dev/null +++ b/vendor/include/glm/gtc/color_space.inl @@ -0,0 +1,84 @@ +/// @ref gtc_color_space + +namespace glm{ +namespace detail +{ + template + struct compute_rgbToSrgb + { + GLM_FUNC_QUALIFIER static vec call(vec const& ColorRGB, T GammaCorrection) + { + vec const ClampedColor(clamp(ColorRGB, static_cast(0), static_cast(1))); + + return mix( + pow(ClampedColor, vec(GammaCorrection)) * static_cast(1.055) - static_cast(0.055), + ClampedColor * static_cast(12.92), + lessThan(ClampedColor, vec(static_cast(0.0031308)))); + } + }; + + template + 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 + struct compute_srgbToRgb + { + GLM_FUNC_QUALIFIER static vec call(vec const& ColorSRGB, T Gamma) + { + return mix( + pow((ColorSRGB + static_cast(0.055)) * static_cast(0.94786729857819905213270142180095), vec(Gamma)), + ColorSRGB * static_cast(0.07739938080495356037151702786378), + lessThanEqual(ColorSRGB, vec(static_cast(0.04045)))); + } + }; + + template + 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); + } + }; +}//namespace detail + + template + GLM_FUNC_QUALIFIER vec convertLinearToSRGB(vec const& ColorLinear) + { + return detail::compute_rgbToSrgb::call(ColorLinear, static_cast(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 + GLM_FUNC_QUALIFIER vec convertLinearToSRGB(vec const& ColorLinear, T Gamma) + { + return detail::compute_rgbToSrgb::call(ColorLinear, static_cast(1) / Gamma); + } + + template + GLM_FUNC_QUALIFIER vec convertSRGBToLinear(vec const& ColorSRGB) + { + return detail::compute_srgbToRgb::call(ColorSRGB, static_cast(2.4)); + } + + template + GLM_FUNC_QUALIFIER vec convertSRGBToLinear(vec const& ColorSRGB, T Gamma) + { + return detail::compute_srgbToRgb::call(ColorSRGB, Gamma); + } +}//namespace glm diff --git a/vendor/include/glm/gtc/constants.hpp b/vendor/include/glm/gtc/constants.hpp new file mode 100644 index 0000000..99f2128 --- /dev/null +++ b/vendor/include/glm/gtc/constants.hpp @@ -0,0 +1,165 @@ +/// @ref gtc_constants +/// @file glm/gtc/constants.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_constants GLM_GTC_constants +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Provide a list of constants and precomputed useful values. + +#pragma once + +// Dependencies +#include "../ext/scalar_constants.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_constants extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_constants + /// @{ + + /// Return 0. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType zero(); + + /// Return 1. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType one(); + + /// Return pi * 2. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType two_pi(); + + /// Return square root of pi. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType root_pi(); + + /// Return pi / 2. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType half_pi(); + + /// Return pi / 2 * 3. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType three_over_two_pi(); + + /// Return pi / 4. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType quarter_pi(); + + /// Return 1 / pi. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType one_over_pi(); + + /// Return 1 / (pi * 2). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType one_over_two_pi(); + + /// Return 2 / pi. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType two_over_pi(); + + /// Return 4 / pi. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType four_over_pi(); + + /// Return 2 / sqrt(pi). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType two_over_root_pi(); + + /// Return 1 / sqrt(2). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType one_over_root_two(); + + /// Return sqrt(pi / 2). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType root_half_pi(); + + /// Return sqrt(2 * pi). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType root_two_pi(); + + /// Return sqrt(ln(4)). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType root_ln_four(); + + /// Return e constant. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType e(); + + /// Return Euler's constant. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType euler(); + + /// Return sqrt(2). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType root_two(); + + /// Return sqrt(3). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType root_three(); + + /// Return sqrt(5). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType root_five(); + + /// Return ln(2). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType ln_two(); + + /// Return ln(10). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType ln_ten(); + + /// Return ln(ln(2)). + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType ln_ln_two(); + + /// Return 1 / 3. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType third(); + + /// Return 2 / 3. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType two_thirds(); + + /// Return the golden ratio constant. + /// @see gtc_constants + template + GLM_FUNC_DECL GLM_CONSTEXPR genType golden_ratio(); + + /// @} +} //namespace glm + +#include "constants.inl" diff --git a/vendor/include/glm/gtc/constants.inl b/vendor/include/glm/gtc/constants.inl new file mode 100644 index 0000000..bb98c6b --- /dev/null +++ b/vendor/include/glm/gtc/constants.inl @@ -0,0 +1,167 @@ +/// @ref gtc_constants + +namespace glm +{ + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType zero() + { + return genType(0); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one() + { + return genType(1); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_pi() + { + return genType(6.28318530717958647692528676655900576); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_pi() + { + return genType(1.772453850905516027); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType half_pi() + { + return genType(1.57079632679489661923132169163975144); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType three_over_two_pi() + { + return genType(4.71238898038468985769396507491925432); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType quarter_pi() + { + return genType(0.785398163397448309615660845819875721); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_pi() + { + return genType(0.318309886183790671537767526745028724); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_two_pi() + { + return genType(0.159154943091895335768883763372514362); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_pi() + { + return genType(0.636619772367581343075535053490057448); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType four_over_pi() + { + return genType(1.273239544735162686151070106980114898); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_over_root_pi() + { + return genType(1.12837916709551257389615890312154517); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType one_over_root_two() + { + return genType(0.707106781186547524400844362104849039); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_half_pi() + { + return genType(1.253314137315500251); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two_pi() + { + return genType(2.506628274631000502); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_ln_four() + { + return genType(1.17741002251547469); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType e() + { + return genType(2.71828182845904523536); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType euler() + { + return genType(0.577215664901532860606); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_two() + { + return genType(1.41421356237309504880168872420969808); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_three() + { + return genType(1.73205080756887729352744634150587236); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType root_five() + { + return genType(2.23606797749978969640917366873127623); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_two() + { + return genType(0.693147180559945309417232121458176568); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ten() + { + return genType(2.30258509299404568401799145468436421); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType ln_ln_two() + { + return genType(-0.3665129205816643); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType third() + { + return genType(0.3333333333333333333333333333333333333333); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType two_thirds() + { + return genType(0.666666666666666666666666666666666666667); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR genType golden_ratio() + { + return genType(1.61803398874989484820458683436563811); + } + +} //namespace glm diff --git a/vendor/include/glm/gtc/epsilon.hpp b/vendor/include/glm/gtc/epsilon.hpp new file mode 100644 index 0000000..640439b --- /dev/null +++ b/vendor/include/glm/gtc/epsilon.hpp @@ -0,0 +1,60 @@ +/// @ref gtc_epsilon +/// @file glm/gtc/epsilon.hpp +/// +/// @see core (dependence) +/// @see gtc_quaternion (dependence) +/// +/// @defgroup gtc_epsilon GLM_GTC_epsilon +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Comparison functions for a user defined epsilon values. + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_epsilon extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_epsilon + /// @{ + + /// Returns the component-wise comparison of |x - y| < epsilon. + /// True if this expression is satisfied. + /// + /// @see gtc_epsilon + template + GLM_FUNC_DECL vec epsilonEqual(vec const& x, vec const& y, T const& epsilon); + + /// Returns the component-wise comparison of |x - y| < epsilon. + /// True if this expression is satisfied. + /// + /// @see gtc_epsilon + template + GLM_FUNC_DECL bool epsilonEqual(genType const& x, genType const& y, genType const& epsilon); + + /// Returns the component-wise comparison of |x - y| < epsilon. + /// True if this expression is not satisfied. + /// + /// @see gtc_epsilon + template + GLM_FUNC_DECL vec epsilonNotEqual(vec const& x, vec const& y, T const& epsilon); + + /// Returns the component-wise comparison of |x - y| >= epsilon. + /// True if this expression is not satisfied. + /// + /// @see gtc_epsilon + template + GLM_FUNC_DECL bool epsilonNotEqual(genType const& x, genType const& y, genType const& epsilon); + + /// @} +}//namespace glm + +#include "epsilon.inl" diff --git a/vendor/include/glm/gtc/epsilon.inl b/vendor/include/glm/gtc/epsilon.inl new file mode 100644 index 0000000..508b9f8 --- /dev/null +++ b/vendor/include/glm/gtc/epsilon.inl @@ -0,0 +1,80 @@ +/// @ref gtc_epsilon + +// Dependency: +#include "../vector_relational.hpp" +#include "../common.hpp" + +namespace glm +{ + template<> + GLM_FUNC_QUALIFIER bool epsilonEqual + ( + float const& x, + float const& y, + float const& epsilon + ) + { + return abs(x - y) < epsilon; + } + + template<> + GLM_FUNC_QUALIFIER bool epsilonEqual + ( + double const& x, + double const& y, + double const& epsilon + ) + { + return abs(x - y) < epsilon; + } + + template + GLM_FUNC_QUALIFIER vec epsilonEqual(vec const& x, vec const& y, T const& epsilon) + { + return lessThan(abs(x - y), vec(epsilon)); + } + + template + GLM_FUNC_QUALIFIER vec epsilonEqual(vec const& x, vec const& y, vec const& epsilon) + { + return lessThan(abs(x - y), vec(epsilon)); + } + + template<> + GLM_FUNC_QUALIFIER bool epsilonNotEqual(float const& x, float const& y, float const& epsilon) + { + return abs(x - y) >= epsilon; + } + + template<> + GLM_FUNC_QUALIFIER bool epsilonNotEqual(double const& x, double const& y, double const& epsilon) + { + return abs(x - y) >= epsilon; + } + + template + GLM_FUNC_QUALIFIER vec epsilonNotEqual(vec const& x, vec const& y, T const& epsilon) + { + return greaterThanEqual(abs(x - y), vec(epsilon)); + } + + template + GLM_FUNC_QUALIFIER vec epsilonNotEqual(vec const& x, vec const& y, vec const& epsilon) + { + return greaterThanEqual(abs(x - y), vec(epsilon)); + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonEqual(qua const& x, qua const& y, T const& epsilon) + { + vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w); + return lessThan(abs(v), vec<4, T, Q>(epsilon)); + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> epsilonNotEqual(qua const& x, qua const& y, T const& epsilon) + { + vec<4, T, Q> v(x.x - y.x, x.y - y.y, x.z - y.z, x.w - y.w); + return greaterThanEqual(abs(v), vec<4, T, Q>(epsilon)); + } +}//namespace glm diff --git a/vendor/include/glm/gtc/integer.hpp b/vendor/include/glm/gtc/integer.hpp new file mode 100644 index 0000000..64ce10b --- /dev/null +++ b/vendor/include/glm/gtc/integer.hpp @@ -0,0 +1,65 @@ +/// @ref gtc_integer +/// @file glm/gtc/integer.hpp +/// +/// @see core (dependence) +/// @see gtc_integer (dependence) +/// +/// @defgroup gtc_integer GLM_GTC_integer +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// @brief Allow to perform bit operations on integer values + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" +#include "../common.hpp" +#include "../integer.hpp" +#include "../exponential.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_integer extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_integer + /// @{ + + /// Returns the log2 of x for integer values. Usefull to compute mipmap count from the texture size. + /// @see gtc_integer + template + GLM_FUNC_DECL genIUType log2(genIUType x); + + /// Returns a value equal to the nearest integer to x. + /// The fraction 0.5 will round in a direction chosen by the + /// implementation, presumably the direction that is fastest. + /// + /// @param x The values of the argument must be greater or equal to zero. + /// @tparam T floating point scalar types. + /// + /// @see GLSL round man page + /// @see gtc_integer + template + GLM_FUNC_DECL vec iround(vec const& x); + + /// Returns a value equal to the nearest integer to x. + /// The fraction 0.5 will round in a direction chosen by the + /// implementation, presumably the direction that is fastest. + /// + /// @param x The values of the argument must be greater or equal to zero. + /// @tparam T floating point scalar types. + /// + /// @see GLSL round man page + /// @see gtc_integer + template + GLM_FUNC_DECL vec uround(vec const& x); + + /// @} +} //namespace glm + +#include "integer.inl" diff --git a/vendor/include/glm/gtc/integer.inl b/vendor/include/glm/gtc/integer.inl new file mode 100644 index 0000000..f0a8b4f --- /dev/null +++ b/vendor/include/glm/gtc/integer.inl @@ -0,0 +1,68 @@ +/// @ref gtc_integer + +namespace glm{ +namespace detail +{ + template + struct compute_log2 + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + //Equivalent to return findMSB(vec); but save one function call in ASM with VC + //return findMSB(vec); + return vec(detail::compute_findMSB_vec::call(v)); + } + }; + +# if GLM_HAS_BITSCAN_WINDOWS + template + struct compute_log2<4, int, Q, false, Aligned> + { + GLM_FUNC_QUALIFIER static vec<4, int, Q> call(vec<4, int, Q> const& v) + { + vec<4, int, Q> Result; + _BitScanReverse(reinterpret_cast(&Result.x), v.x); + _BitScanReverse(reinterpret_cast(&Result.y), v.y); + _BitScanReverse(reinterpret_cast(&Result.z), v.z); + _BitScanReverse(reinterpret_cast(&Result.w), v.w); + return Result; + } + }; +# endif//GLM_HAS_BITSCAN_WINDOWS +}//namespace detail + template + GLM_FUNC_QUALIFIER int iround(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'iround' only accept floating-point inputs"); + assert(static_cast(0.0) <= x); + + return static_cast(x + static_cast(0.5)); + } + + template + GLM_FUNC_QUALIFIER vec iround(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'iround' only accept floating-point inputs"); + assert(all(lessThanEqual(vec(0), x))); + + return vec(x + static_cast(0.5)); + } + + template + GLM_FUNC_QUALIFIER uint uround(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'uround' only accept floating-point inputs"); + assert(static_cast(0.0) <= x); + + return static_cast(x + static_cast(0.5)); + } + + template + GLM_FUNC_QUALIFIER vec uround(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'uround' only accept floating-point inputs"); + assert(all(lessThanEqual(vec(0), x))); + + return vec(x + static_cast(0.5)); + } +}//namespace glm diff --git a/vendor/include/glm/gtc/matrix_access.hpp b/vendor/include/glm/gtc/matrix_access.hpp new file mode 100644 index 0000000..4935ba7 --- /dev/null +++ b/vendor/include/glm/gtc/matrix_access.hpp @@ -0,0 +1,60 @@ +/// @ref gtc_matrix_access +/// @file glm/gtc/matrix_access.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_matrix_access GLM_GTC_matrix_access +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Defines functions to access rows or columns of a matrix easily. + +#pragma once + +// Dependency: +#include "../detail/setup.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_matrix_access extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_matrix_access + /// @{ + + /// Get a specific row of a matrix. + /// @see gtc_matrix_access + template + GLM_FUNC_DECL typename genType::row_type row( + genType const& m, + length_t index); + + /// Set a specific row to a matrix. + /// @see gtc_matrix_access + template + GLM_FUNC_DECL genType row( + genType const& m, + length_t index, + typename genType::row_type const& x); + + /// Get a specific column of a matrix. + /// @see gtc_matrix_access + template + GLM_FUNC_DECL typename genType::col_type column( + genType const& m, + length_t index); + + /// Set a specific column to a matrix. + /// @see gtc_matrix_access + template + GLM_FUNC_DECL genType column( + genType const& m, + length_t index, + typename genType::col_type const& x); + + /// @} +}//namespace glm + +#include "matrix_access.inl" diff --git a/vendor/include/glm/gtc/matrix_access.inl b/vendor/include/glm/gtc/matrix_access.inl new file mode 100644 index 0000000..09fcc10 --- /dev/null +++ b/vendor/include/glm/gtc/matrix_access.inl @@ -0,0 +1,62 @@ +/// @ref gtc_matrix_access + +namespace glm +{ + template + GLM_FUNC_QUALIFIER genType row + ( + genType const& m, + length_t index, + typename genType::row_type const& x + ) + { + assert(index >= 0 && index < m[0].length()); + + genType Result = m; + for(length_t i = 0; i < m.length(); ++i) + Result[i][index] = x[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER typename genType::row_type row + ( + genType const& m, + length_t index + ) + { + assert(index >= 0 && index < m[0].length()); + + typename genType::row_type Result(0); + for(length_t i = 0; i < m.length(); ++i) + Result[i] = m[i][index]; + return Result; + } + + template + GLM_FUNC_QUALIFIER genType column + ( + genType const& m, + length_t index, + typename genType::col_type const& x + ) + { + assert(index >= 0 && index < m.length()); + + genType Result = m; + Result[index] = x; + return Result; + } + + template + GLM_FUNC_QUALIFIER typename genType::col_type column + ( + genType const& m, + length_t index + ) + { + assert(index >= 0 && index < m.length()); + + return m[index]; + } +}//namespace glm diff --git a/vendor/include/glm/gtc/matrix_integer.hpp b/vendor/include/glm/gtc/matrix_integer.hpp new file mode 100644 index 0000000..d7ebdc7 --- /dev/null +++ b/vendor/include/glm/gtc/matrix_integer.hpp @@ -0,0 +1,433 @@ +/// @ref gtc_matrix_integer +/// @file glm/gtc/matrix_integer.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_matrix_integer GLM_GTC_matrix_integer +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Defines a number of matrices with integer types. + +#pragma once + +// Dependency: +#include "../mat2x2.hpp" +#include "../mat2x3.hpp" +#include "../mat2x4.hpp" +#include "../mat3x2.hpp" +#include "../mat3x3.hpp" +#include "../mat3x4.hpp" +#include "../mat4x2.hpp" +#include "../mat4x3.hpp" +#include "../mat4x4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_matrix_integer extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_matrix_integer + /// @{ + + /// High-qualifier signed integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, int, highp> highp_imat2; + + /// High-qualifier signed integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, int, highp> highp_imat3; + + /// High-qualifier signed integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, int, highp> highp_imat4; + + /// High-qualifier signed integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, int, highp> highp_imat2x2; + + /// High-qualifier signed integer 2x3 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 3, int, highp> highp_imat2x3; + + /// High-qualifier signed integer 2x4 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 4, int, highp> highp_imat2x4; + + /// High-qualifier signed integer 3x2 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 2, int, highp> highp_imat3x2; + + /// High-qualifier signed integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, int, highp> highp_imat3x3; + + /// High-qualifier signed integer 3x4 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 4, int, highp> highp_imat3x4; + + /// High-qualifier signed integer 4x2 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 2, int, highp> highp_imat4x2; + + /// High-qualifier signed integer 4x3 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 3, int, highp> highp_imat4x3; + + /// High-qualifier signed integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, int, highp> highp_imat4x4; + + + /// Medium-qualifier signed integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, int, mediump> mediump_imat2; + + /// Medium-qualifier signed integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, int, mediump> mediump_imat3; + + /// Medium-qualifier signed integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, int, mediump> mediump_imat4; + + + /// Medium-qualifier signed integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, int, mediump> mediump_imat2x2; + + /// Medium-qualifier signed integer 2x3 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 3, int, mediump> mediump_imat2x3; + + /// Medium-qualifier signed integer 2x4 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 4, int, mediump> mediump_imat2x4; + + /// Medium-qualifier signed integer 3x2 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 2, int, mediump> mediump_imat3x2; + + /// Medium-qualifier signed integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, int, mediump> mediump_imat3x3; + + /// Medium-qualifier signed integer 3x4 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 4, int, mediump> mediump_imat3x4; + + /// Medium-qualifier signed integer 4x2 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 2, int, mediump> mediump_imat4x2; + + /// Medium-qualifier signed integer 4x3 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 3, int, mediump> mediump_imat4x3; + + /// Medium-qualifier signed integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, int, mediump> mediump_imat4x4; + + + /// Low-qualifier signed integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, int, lowp> lowp_imat2; + + /// Low-qualifier signed integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, int, lowp> lowp_imat3; + + /// Low-qualifier signed integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, int, lowp> lowp_imat4; + + + /// Low-qualifier signed integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, int, lowp> lowp_imat2x2; + + /// Low-qualifier signed integer 2x3 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 3, int, lowp> lowp_imat2x3; + + /// Low-qualifier signed integer 2x4 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 4, int, lowp> lowp_imat2x4; + + /// Low-qualifier signed integer 3x2 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 2, int, lowp> lowp_imat3x2; + + /// Low-qualifier signed integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, int, lowp> lowp_imat3x3; + + /// Low-qualifier signed integer 3x4 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 4, int, lowp> lowp_imat3x4; + + /// Low-qualifier signed integer 4x2 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 2, int, lowp> lowp_imat4x2; + + /// Low-qualifier signed integer 4x3 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 3, int, lowp> lowp_imat4x3; + + /// Low-qualifier signed integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, int, lowp> lowp_imat4x4; + + + /// High-qualifier unsigned integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, uint, highp> highp_umat2; + + /// High-qualifier unsigned integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, uint, highp> highp_umat3; + + /// High-qualifier unsigned integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, uint, highp> highp_umat4; + + /// High-qualifier unsigned integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, uint, highp> highp_umat2x2; + + /// High-qualifier unsigned integer 2x3 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 3, uint, highp> highp_umat2x3; + + /// High-qualifier unsigned integer 2x4 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 4, uint, highp> highp_umat2x4; + + /// High-qualifier unsigned integer 3x2 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 2, uint, highp> highp_umat3x2; + + /// High-qualifier unsigned integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, uint, highp> highp_umat3x3; + + /// High-qualifier unsigned integer 3x4 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 4, uint, highp> highp_umat3x4; + + /// High-qualifier unsigned integer 4x2 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 2, uint, highp> highp_umat4x2; + + /// High-qualifier unsigned integer 4x3 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 3, uint, highp> highp_umat4x3; + + /// High-qualifier unsigned integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, uint, highp> highp_umat4x4; + + + /// Medium-qualifier unsigned integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, uint, mediump> mediump_umat2; + + /// Medium-qualifier unsigned integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, uint, mediump> mediump_umat3; + + /// Medium-qualifier unsigned integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, uint, mediump> mediump_umat4; + + + /// Medium-qualifier unsigned integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, uint, mediump> mediump_umat2x2; + + /// Medium-qualifier unsigned integer 2x3 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 3, uint, mediump> mediump_umat2x3; + + /// Medium-qualifier unsigned integer 2x4 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 4, uint, mediump> mediump_umat2x4; + + /// Medium-qualifier unsigned integer 3x2 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 2, uint, mediump> mediump_umat3x2; + + /// Medium-qualifier unsigned integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, uint, mediump> mediump_umat3x3; + + /// Medium-qualifier unsigned integer 3x4 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 4, uint, mediump> mediump_umat3x4; + + /// Medium-qualifier unsigned integer 4x2 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 2, uint, mediump> mediump_umat4x2; + + /// Medium-qualifier unsigned integer 4x3 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 3, uint, mediump> mediump_umat4x3; + + /// Medium-qualifier unsigned integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, uint, mediump> mediump_umat4x4; + + + /// Low-qualifier unsigned integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, uint, lowp> lowp_umat2; + + /// Low-qualifier unsigned integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, uint, lowp> lowp_umat3; + + /// Low-qualifier unsigned integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, uint, lowp> lowp_umat4; + + + /// Low-qualifier unsigned integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, uint, lowp> lowp_umat2x2; + + /// Low-qualifier unsigned integer 2x3 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 3, uint, lowp> lowp_umat2x3; + + /// Low-qualifier unsigned integer 2x4 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 4, uint, lowp> lowp_umat2x4; + + /// Low-qualifier unsigned integer 3x2 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 2, uint, lowp> lowp_umat3x2; + + /// Low-qualifier unsigned integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, uint, lowp> lowp_umat3x3; + + /// Low-qualifier unsigned integer 3x4 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 4, uint, lowp> lowp_umat3x4; + + /// Low-qualifier unsigned integer 4x2 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 2, uint, lowp> lowp_umat4x2; + + /// Low-qualifier unsigned integer 4x3 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 3, uint, lowp> lowp_umat4x3; + + /// Low-qualifier unsigned integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, uint, lowp> lowp_umat4x4; + + + + /// Signed integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, int, defaultp> imat2; + + /// Signed integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, int, defaultp> imat3; + + /// Signed integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, int, defaultp> imat4; + + /// Signed integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, int, defaultp> imat2x2; + + /// Signed integer 2x3 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 3, int, defaultp> imat2x3; + + /// Signed integer 2x4 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 4, int, defaultp> imat2x4; + + /// Signed integer 3x2 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 2, int, defaultp> imat3x2; + + /// Signed integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, int, defaultp> imat3x3; + + /// Signed integer 3x4 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 4, int, defaultp> imat3x4; + + /// Signed integer 4x2 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 2, int, defaultp> imat4x2; + + /// Signed integer 4x3 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 3, int, defaultp> imat4x3; + + /// Signed integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, int, defaultp> imat4x4; + + + + /// Unsigned integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, uint, defaultp> umat2; + + /// Unsigned integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, uint, defaultp> umat3; + + /// Unsigned integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, uint, defaultp> umat4; + + /// Unsigned integer 2x2 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 2, uint, defaultp> umat2x2; + + /// Unsigned integer 2x3 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 3, uint, defaultp> umat2x3; + + /// Unsigned integer 2x4 matrix. + /// @see gtc_matrix_integer + typedef mat<2, 4, uint, defaultp> umat2x4; + + /// Unsigned integer 3x2 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 2, uint, defaultp> umat3x2; + + /// Unsigned integer 3x3 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 3, uint, defaultp> umat3x3; + + /// Unsigned integer 3x4 matrix. + /// @see gtc_matrix_integer + typedef mat<3, 4, uint, defaultp> umat3x4; + + /// Unsigned integer 4x2 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 2, uint, defaultp> umat4x2; + + /// Unsigned integer 4x3 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 3, uint, defaultp> umat4x3; + + /// Unsigned integer 4x4 matrix. + /// @see gtc_matrix_integer + typedef mat<4, 4, uint, defaultp> umat4x4; + + /// @} +}//namespace glm diff --git a/vendor/include/glm/gtc/matrix_inverse.hpp b/vendor/include/glm/gtc/matrix_inverse.hpp new file mode 100644 index 0000000..a1900ad --- /dev/null +++ b/vendor/include/glm/gtc/matrix_inverse.hpp @@ -0,0 +1,50 @@ +/// @ref gtc_matrix_inverse +/// @file glm/gtc/matrix_inverse.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_matrix_inverse GLM_GTC_matrix_inverse +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Defines additional matrix inverting functions. + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../matrix.hpp" +#include "../mat2x2.hpp" +#include "../mat3x3.hpp" +#include "../mat4x4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_matrix_inverse extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_matrix_inverse + /// @{ + + /// Fast matrix inverse for affine matrix. + /// + /// @param m Input matrix to invert. + /// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate. + /// @see gtc_matrix_inverse + template + GLM_FUNC_DECL genType affineInverse(genType const& m); + + /// Compute the inverse transpose of a matrix. + /// + /// @param m Input matrix to invert transpose. + /// @tparam genType Squared floating-point matrix: half, float or double. Inverse of matrix based of half-qualifier floating point value is highly innacurate. + /// @see gtc_matrix_inverse + template + GLM_FUNC_DECL genType inverseTranspose(genType const& m); + + /// @} +}//namespace glm + +#include "matrix_inverse.inl" diff --git a/vendor/include/glm/gtc/matrix_inverse.inl b/vendor/include/glm/gtc/matrix_inverse.inl new file mode 100644 index 0000000..c004b9e --- /dev/null +++ b/vendor/include/glm/gtc/matrix_inverse.inl @@ -0,0 +1,118 @@ +/// @ref gtc_matrix_inverse + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> affineInverse(mat<3, 3, T, Q> const& m) + { + mat<2, 2, T, Q> const Inv(inverse(mat<2, 2, T, Q>(m))); + + return mat<3, 3, T, Q>( + vec<3, T, Q>(Inv[0], static_cast(0)), + vec<3, T, Q>(Inv[1], static_cast(0)), + vec<3, T, Q>(-Inv * vec<2, T, Q>(m[2]), static_cast(1))); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> affineInverse(mat<4, 4, T, Q> const& m) + { + mat<3, 3, T, Q> const Inv(inverse(mat<3, 3, T, Q>(m))); + + return mat<4, 4, T, Q>( + vec<4, T, Q>(Inv[0], static_cast(0)), + vec<4, T, Q>(Inv[1], static_cast(0)), + vec<4, T, Q>(Inv[2], static_cast(0)), + vec<4, T, Q>(-Inv * vec<3, T, Q>(m[3]), static_cast(1))); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> inverseTranspose(mat<2, 2, T, Q> const& m) + { + T Determinant = m[0][0] * m[1][1] - m[1][0] * m[0][1]; + + mat<2, 2, T, Q> Inverse( + + m[1][1] / Determinant, + - m[0][1] / Determinant, + - m[1][0] / Determinant, + + m[0][0] / Determinant); + + return Inverse; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> inverseTranspose(mat<3, 3, T, Q> const& m) + { + T Determinant = + + m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) + - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0]) + + m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]); + + mat<3, 3, T, Q> Inverse; + Inverse[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]); + Inverse[0][1] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]); + Inverse[0][2] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]); + Inverse[1][0] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]); + Inverse[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]); + Inverse[1][2] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]); + Inverse[2][0] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]); + Inverse[2][1] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]); + Inverse[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]); + Inverse /= Determinant; + + return Inverse; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> inverseTranspose(mat<4, 4, T, Q> const& m) + { + T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + T SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; + T SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; + T SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; + T SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; + T SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; + T SubFactor11 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; + T SubFactor12 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; + T SubFactor13 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; + T SubFactor14 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; + T SubFactor15 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; + T SubFactor16 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; + T SubFactor17 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; + + mat<4, 4, T, Q> Inverse; + Inverse[0][0] = + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02); + Inverse[0][1] = - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04); + Inverse[0][2] = + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05); + Inverse[0][3] = - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05); + + Inverse[1][0] = - (m[0][1] * SubFactor00 - m[0][2] * SubFactor01 + m[0][3] * SubFactor02); + Inverse[1][1] = + (m[0][0] * SubFactor00 - m[0][2] * SubFactor03 + m[0][3] * SubFactor04); + Inverse[1][2] = - (m[0][0] * SubFactor01 - m[0][1] * SubFactor03 + m[0][3] * SubFactor05); + Inverse[1][3] = + (m[0][0] * SubFactor02 - m[0][1] * SubFactor04 + m[0][2] * SubFactor05); + + Inverse[2][0] = + (m[0][1] * SubFactor06 - m[0][2] * SubFactor07 + m[0][3] * SubFactor08); + Inverse[2][1] = - (m[0][0] * SubFactor06 - m[0][2] * SubFactor09 + m[0][3] * SubFactor10); + Inverse[2][2] = + (m[0][0] * SubFactor07 - m[0][1] * SubFactor09 + m[0][3] * SubFactor11); + Inverse[2][3] = - (m[0][0] * SubFactor08 - m[0][1] * SubFactor10 + m[0][2] * SubFactor11); + + Inverse[3][0] = - (m[0][1] * SubFactor12 - m[0][2] * SubFactor13 + m[0][3] * SubFactor14); + Inverse[3][1] = + (m[0][0] * SubFactor12 - m[0][2] * SubFactor15 + m[0][3] * SubFactor16); + Inverse[3][2] = - (m[0][0] * SubFactor13 - m[0][1] * SubFactor15 + m[0][3] * SubFactor17); + Inverse[3][3] = + (m[0][0] * SubFactor14 - m[0][1] * SubFactor16 + m[0][2] * SubFactor17); + + T Determinant = + + m[0][0] * Inverse[0][0] + + m[0][1] * Inverse[0][1] + + m[0][2] * Inverse[0][2] + + m[0][3] * Inverse[0][3]; + + Inverse /= Determinant; + + return Inverse; + } +}//namespace glm diff --git a/vendor/include/glm/gtc/matrix_transform.hpp b/vendor/include/glm/gtc/matrix_transform.hpp new file mode 100644 index 0000000..612418f --- /dev/null +++ b/vendor/include/glm/gtc/matrix_transform.hpp @@ -0,0 +1,36 @@ +/// @ref gtc_matrix_transform +/// @file glm/gtc/matrix_transform.hpp +/// +/// @see core (dependence) +/// @see gtx_transform +/// @see gtx_transform2 +/// +/// @defgroup gtc_matrix_transform GLM_GTC_matrix_transform +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Defines functions that generate common transformation matrices. +/// +/// The matrices generated by this extension use standard OpenGL fixed-function +/// conventions. For example, the lookAt function generates a transform from world +/// space into the specific eye space that the projective matrix functions +/// (perspective, ortho, etc) are designed to expect. The OpenGL compatibility +/// specifications defines the particular layout of this eye space. + +#pragma once + +// Dependencies +#include "../mat4x4.hpp" +#include "../vec2.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" +#include "../ext/matrix_projection.hpp" +#include "../ext/matrix_clip_space.hpp" +#include "../ext/matrix_transform.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_matrix_transform extension included") +#endif + +#include "matrix_transform.inl" diff --git a/vendor/include/glm/gtc/matrix_transform.inl b/vendor/include/glm/gtc/matrix_transform.inl new file mode 100644 index 0000000..15b46bc --- /dev/null +++ b/vendor/include/glm/gtc/matrix_transform.inl @@ -0,0 +1,3 @@ +#include "../geometric.hpp" +#include "../trigonometric.hpp" +#include "../matrix.hpp" diff --git a/vendor/include/glm/gtc/noise.hpp b/vendor/include/glm/gtc/noise.hpp new file mode 100644 index 0000000..ab1772e --- /dev/null +++ b/vendor/include/glm/gtc/noise.hpp @@ -0,0 +1,61 @@ +/// @ref gtc_noise +/// @file glm/gtc/noise.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_noise GLM_GTC_noise +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Defines 2D, 3D and 4D procedural noise functions +/// Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise": +/// https://github.com/ashima/webgl-noise +/// Following Stefan Gustavson's paper "Simplex noise demystified": +/// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" +#include "../detail/_noise.hpp" +#include "../geometric.hpp" +#include "../common.hpp" +#include "../vector_relational.hpp" +#include "../vec2.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_noise extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_noise + /// @{ + + /// Classic perlin noise. + /// @see gtc_noise + template + GLM_FUNC_DECL T perlin( + vec const& p); + + /// Periodic perlin noise. + /// @see gtc_noise + template + GLM_FUNC_DECL T perlin( + vec const& p, + vec const& rep); + + /// Simplex noise. + /// @see gtc_noise + template + GLM_FUNC_DECL T simplex( + vec const& p); + + /// @} +}//namespace glm + +#include "noise.inl" diff --git a/vendor/include/glm/gtc/noise.inl b/vendor/include/glm/gtc/noise.inl new file mode 100644 index 0000000..30d0b27 --- /dev/null +++ b/vendor/include/glm/gtc/noise.inl @@ -0,0 +1,807 @@ +/// @ref gtc_noise +/// +// Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise": +// https://github.com/ashima/webgl-noise +// Following Stefan Gustavson's paper "Simplex noise demystified": +// http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf + +namespace glm{ +namespace gtc +{ + template + GLM_FUNC_QUALIFIER vec<4, T, Q> grad4(T const& j, vec<4, T, Q> const& ip) + { + vec<3, T, Q> pXYZ = floor(fract(vec<3, T, Q>(j) * vec<3, T, Q>(ip)) * T(7)) * ip[2] - T(1); + T pW = static_cast(1.5) - dot(abs(pXYZ), vec<3, T, Q>(1)); + vec<4, T, Q> s = vec<4, T, Q>(lessThan(vec<4, T, Q>(pXYZ, pW), vec<4, T, Q>(0.0))); + pXYZ = pXYZ + (vec<3, T, Q>(s) * T(2) - T(1)) * s.w; + return vec<4, T, Q>(pXYZ, pW); + } +}//namespace gtc + + // Classic Perlin noise + template + GLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position) + { + vec<4, T, Q> Pi = glm::floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); + vec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); + Pi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation + vec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z); + vec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w); + vec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z); + vec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w); + + vec<4, T, Q> i = detail::permute(detail::permute(ix) + iy); + + vec<4, T, Q> gx = static_cast(2) * glm::fract(i / T(41)) - T(1); + vec<4, T, Q> gy = glm::abs(gx) - T(0.5); + vec<4, T, Q> tx = glm::floor(gx + T(0.5)); + gx = gx - tx; + + vec<2, T, Q> g00(gx.x, gy.x); + vec<2, T, Q> g10(gx.y, gy.y); + vec<2, T, Q> g01(gx.z, gy.z); + vec<2, T, Q> g11(gx.w, gy.w); + + vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); + g00 *= norm.x; + g01 *= norm.y; + g10 *= norm.z; + g11 *= norm.w; + + T n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x)); + T n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y)); + T n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z)); + T n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w)); + + vec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y)); + vec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x); + T n_xy = mix(n_x.x, n_x.y, fade_xy.y); + return T(2.3) * n_xy; + } + + // Classic Perlin noise + template + GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position) + { + vec<3, T, Q> Pi0 = floor(Position); // Integer part for indexing + vec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1 + Pi0 = detail::mod289(Pi0); + Pi1 = detail::mod289(Pi1); + vec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation + vec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 + vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec<4, T, Q> iy = vec<4, T, Q>(vec<2, T, Q>(Pi0.y), vec<2, T, Q>(Pi1.y)); + vec<4, T, Q> iz0(Pi0.z); + vec<4, T, Q> iz1(Pi1.z); + + vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); + vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); + vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); + + vec<4, T, Q> gx0 = ixy0 * T(1.0 / 7.0); + vec<4, T, Q> gy0 = fract(floor(gx0) * T(1.0 / 7.0)) - T(0.5); + gx0 = fract(gx0); + vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0); + vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0)); + gx0 -= sz0 * (step(T(0), gx0) - T(0.5)); + gy0 -= sz0 * (step(T(0), gy0) - T(0.5)); + + vec<4, T, Q> gx1 = ixy1 * T(1.0 / 7.0); + vec<4, T, Q> gy1 = fract(floor(gx1) * T(1.0 / 7.0)) - T(0.5); + gx1 = fract(gx1); + vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1); + vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0)); + gx1 -= sz1 * (step(T(0), gx1) - T(0.5)); + gy1 -= sz1 * (step(T(0), gy1) - T(0.5)); + + vec<3, T, Q> g000(gx0.x, gy0.x, gz0.x); + vec<3, T, Q> g100(gx0.y, gy0.y, gz0.y); + vec<3, T, Q> g010(gx0.z, gy0.z, gz0.z); + vec<3, T, Q> g110(gx0.w, gy0.w, gz0.w); + vec<3, T, Q> g001(gx1.x, gy1.x, gz1.x); + vec<3, T, Q> g101(gx1.y, gy1.y, gz1.y); + vec<3, T, Q> g011(gx1.z, gy1.z, gz1.z); + vec<3, T, Q> g111(gx1.w, gy1.w, gz1.w); + + vec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + vec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + T n000 = dot(g000, Pf0); + T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z)); + T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z)); + T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z)); + T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z)); + T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z)); + T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z)); + T n111 = dot(g111, Pf1); + + vec<3, T, Q> fade_xyz = detail::fade(Pf0); + vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z); + vec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y); + T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); + return T(2.2) * n_xyz; + } + /* + // Classic Perlin noise + template + GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& P) + { + vec<3, T, Q> Pi0 = floor(P); // Integer part for indexing + vec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1 + Pi0 = mod(Pi0, T(289)); + Pi1 = mod(Pi1, T(289)); + vec<3, T, Q> Pf0 = fract(P); // Fractional part for interpolation + vec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 + vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y); + vec<4, T, Q> iz0(Pi0.z); + vec<4, T, Q> iz1(Pi1.z); + + vec<4, T, Q> ixy = permute(permute(ix) + iy); + vec<4, T, Q> ixy0 = permute(ixy + iz0); + vec<4, T, Q> ixy1 = permute(ixy + iz1); + + vec<4, T, Q> gx0 = ixy0 / T(7); + vec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5); + gx0 = fract(gx0); + vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0); + vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0)); + gx0 -= sz0 * (step(0.0, gx0) - T(0.5)); + gy0 -= sz0 * (step(0.0, gy0) - T(0.5)); + + vec<4, T, Q> gx1 = ixy1 / T(7); + vec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5); + gx1 = fract(gx1); + vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1); + vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0)); + gx1 -= sz1 * (step(T(0), gx1) - T(0.5)); + gy1 -= sz1 * (step(T(0), gy1) - T(0.5)); + + vec<3, T, Q> g000(gx0.x, gy0.x, gz0.x); + vec<3, T, Q> g100(gx0.y, gy0.y, gz0.y); + vec<3, T, Q> g010(gx0.z, gy0.z, gz0.z); + vec<3, T, Q> g110(gx0.w, gy0.w, gz0.w); + vec<3, T, Q> g001(gx1.x, gy1.x, gz1.x); + vec<3, T, Q> g101(gx1.y, gy1.y, gz1.y); + vec<3, T, Q> g011(gx1.z, gy1.z, gz1.z); + vec<3, T, Q> g111(gx1.w, gy1.w, gz1.w); + + vec<4, T, Q> norm0 = taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + vec<4, T, Q> norm1 = taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + T n000 = dot(g000, Pf0); + T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z)); + T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z)); + T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z)); + T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z)); + T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z)); + T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z)); + T n111 = dot(g111, Pf1); + + vec<3, T, Q> fade_xyz = fade(Pf0); + vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z); + vec<2, T, Q> n_yz = mix( + vec<2, T, Q>(n_z.x, n_z.y), + vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y); + T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); + return T(2.2) * n_xyz; + } + */ + // Classic Perlin noise + template + GLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position) + { + vec<4, T, Q> Pi0 = floor(Position); // Integer part for indexing + vec<4, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1 + Pi0 = mod(Pi0, vec<4, T, Q>(289)); + Pi1 = mod(Pi1, vec<4, T, Q>(289)); + vec<4, T, Q> Pf0 = fract(Position); // Fractional part for interpolation + vec<4, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 + vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y); + vec<4, T, Q> iz0(Pi0.z); + vec<4, T, Q> iz1(Pi1.z); + vec<4, T, Q> iw0(Pi0.w); + vec<4, T, Q> iw1(Pi1.w); + + vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); + vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); + vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); + vec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0); + vec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1); + vec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0); + vec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1); + + vec<4, T, Q> gx00 = ixy00 / T(7); + vec<4, T, Q> gy00 = floor(gx00) / T(7); + vec<4, T, Q> gz00 = floor(gy00) / T(6); + gx00 = fract(gx00) - T(0.5); + gy00 = fract(gy00) - T(0.5); + gz00 = fract(gz00) - T(0.5); + vec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00); + vec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0.0)); + gx00 -= sw00 * (step(T(0), gx00) - T(0.5)); + gy00 -= sw00 * (step(T(0), gy00) - T(0.5)); + + vec<4, T, Q> gx01 = ixy01 / T(7); + vec<4, T, Q> gy01 = floor(gx01) / T(7); + vec<4, T, Q> gz01 = floor(gy01) / T(6); + gx01 = fract(gx01) - T(0.5); + gy01 = fract(gy01) - T(0.5); + gz01 = fract(gz01) - T(0.5); + vec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01); + vec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0)); + gx01 -= sw01 * (step(T(0), gx01) - T(0.5)); + gy01 -= sw01 * (step(T(0), gy01) - T(0.5)); + + vec<4, T, Q> gx10 = ixy10 / T(7); + vec<4, T, Q> gy10 = floor(gx10) / T(7); + vec<4, T, Q> gz10 = floor(gy10) / T(6); + gx10 = fract(gx10) - T(0.5); + gy10 = fract(gy10) - T(0.5); + gz10 = fract(gz10) - T(0.5); + vec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10); + vec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0)); + gx10 -= sw10 * (step(T(0), gx10) - T(0.5)); + gy10 -= sw10 * (step(T(0), gy10) - T(0.5)); + + vec<4, T, Q> gx11 = ixy11 / T(7); + vec<4, T, Q> gy11 = floor(gx11) / T(7); + vec<4, T, Q> gz11 = floor(gy11) / T(6); + gx11 = fract(gx11) - T(0.5); + gy11 = fract(gy11) - T(0.5); + gz11 = fract(gz11) - T(0.5); + vec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11); + vec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(0.0)); + gx11 -= sw11 * (step(T(0), gx11) - T(0.5)); + gy11 -= sw11 * (step(T(0), gy11) - T(0.5)); + + vec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x); + vec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y); + vec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z); + vec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w); + vec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x); + vec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y); + vec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z); + vec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w); + vec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x); + vec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y); + vec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z); + vec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w); + vec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x); + vec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y); + vec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z); + vec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w); + + vec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); + g0000 *= norm00.x; + g0100 *= norm00.y; + g1000 *= norm00.z; + g1100 *= norm00.w; + + vec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); + g0001 *= norm01.x; + g0101 *= norm01.y; + g1001 *= norm01.z; + g1101 *= norm01.w; + + vec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); + g0010 *= norm10.x; + g0110 *= norm10.y; + g1010 *= norm10.z; + g1110 *= norm10.w; + + vec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); + g0011 *= norm11.x; + g0111 *= norm11.y; + g1011 *= norm11.z; + g1111 *= norm11.w; + + T n0000 = dot(g0000, Pf0); + T n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w)); + T n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w)); + T n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w)); + T n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w)); + T n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); + T n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w)); + T n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w)); + T n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w)); + T n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w)); + T n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); + T n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w)); + T n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w)); + T n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w)); + T n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w)); + T n1111 = dot(g1111, Pf1); + + vec<4, T, Q> fade_xyzw = detail::fade(Pf0); + vec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w); + vec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w); + vec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z); + vec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y); + T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); + return T(2.2) * n_xyzw; + } + + // Classic Perlin noise, periodic variant + template + GLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position, vec<2, T, Q> const& rep) + { + vec<4, T, Q> Pi = floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); + vec<4, T, Q> Pf = fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); + Pi = mod(Pi, vec<4, T, Q>(rep.x, rep.y, rep.x, rep.y)); // To create noise with explicit period + Pi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation + vec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z); + vec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w); + vec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z); + vec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w); + + vec<4, T, Q> i = detail::permute(detail::permute(ix) + iy); + + vec<4, T, Q> gx = static_cast(2) * fract(i / T(41)) - T(1); + vec<4, T, Q> gy = abs(gx) - T(0.5); + vec<4, T, Q> tx = floor(gx + T(0.5)); + gx = gx - tx; + + vec<2, T, Q> g00(gx.x, gy.x); + vec<2, T, Q> g10(gx.y, gy.y); + vec<2, T, Q> g01(gx.z, gy.z); + vec<2, T, Q> g11(gx.w, gy.w); + + vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); + g00 *= norm.x; + g01 *= norm.y; + g10 *= norm.z; + g11 *= norm.w; + + T n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x)); + T n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y)); + T n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z)); + T n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w)); + + vec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y)); + vec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x); + T n_xy = mix(n_x.x, n_x.y, fade_xy.y); + return T(2.3) * n_xy; + } + + // Classic Perlin noise, periodic variant + template + GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position, vec<3, T, Q> const& rep) + { + vec<3, T, Q> Pi0 = mod(floor(Position), rep); // Integer part, modulo period + vec<3, T, Q> Pi1 = mod(Pi0 + vec<3, T, Q>(T(1)), rep); // Integer part + 1, mod period + Pi0 = mod(Pi0, vec<3, T, Q>(289)); + Pi1 = mod(Pi1, vec<3, T, Q>(289)); + vec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation + vec<3, T, Q> Pf1 = Pf0 - vec<3, T, Q>(T(1)); // Fractional part - 1.0 + vec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y); + vec<4, T, Q> iz0(Pi0.z); + vec<4, T, Q> iz1(Pi1.z); + + vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); + vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); + vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); + + vec<4, T, Q> gx0 = ixy0 / T(7); + vec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5); + gx0 = fract(gx0); + vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0); + vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0)); + gx0 -= sz0 * (step(T(0), gx0) - T(0.5)); + gy0 -= sz0 * (step(T(0), gy0) - T(0.5)); + + vec<4, T, Q> gx1 = ixy1 / T(7); + vec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5); + gx1 = fract(gx1); + vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1); + vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(T(0))); + gx1 -= sz1 * (step(T(0), gx1) - T(0.5)); + gy1 -= sz1 * (step(T(0), gy1) - T(0.5)); + + vec<3, T, Q> g000 = vec<3, T, Q>(gx0.x, gy0.x, gz0.x); + vec<3, T, Q> g100 = vec<3, T, Q>(gx0.y, gy0.y, gz0.y); + vec<3, T, Q> g010 = vec<3, T, Q>(gx0.z, gy0.z, gz0.z); + vec<3, T, Q> g110 = vec<3, T, Q>(gx0.w, gy0.w, gz0.w); + vec<3, T, Q> g001 = vec<3, T, Q>(gx1.x, gy1.x, gz1.x); + vec<3, T, Q> g101 = vec<3, T, Q>(gx1.y, gy1.y, gz1.y); + vec<3, T, Q> g011 = vec<3, T, Q>(gx1.z, gy1.z, gz1.z); + vec<3, T, Q> g111 = vec<3, T, Q>(gx1.w, gy1.w, gz1.w); + + vec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + vec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + T n000 = dot(g000, Pf0); + T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z)); + T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z)); + T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z)); + T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z)); + T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z)); + T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z)); + T n111 = dot(g111, Pf1); + + vec<3, T, Q> fade_xyz = detail::fade(Pf0); + vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z); + vec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y); + T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); + return T(2.2) * n_xyz; + } + + // Classic Perlin noise, periodic version + template + GLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position, vec<4, T, Q> const& rep) + { + vec<4, T, Q> Pi0 = mod(floor(Position), rep); // Integer part modulo rep + vec<4, T, Q> Pi1 = mod(Pi0 + T(1), rep); // Integer part + 1 mod rep + vec<4, T, Q> Pf0 = fract(Position); // Fractional part for interpolation + vec<4, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 + vec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y); + vec<4, T, Q> iz0(Pi0.z); + vec<4, T, Q> iz1(Pi1.z); + vec<4, T, Q> iw0(Pi0.w); + vec<4, T, Q> iw1(Pi1.w); + + vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); + vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); + vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); + vec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0); + vec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1); + vec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0); + vec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1); + + vec<4, T, Q> gx00 = ixy00 / T(7); + vec<4, T, Q> gy00 = floor(gx00) / T(7); + vec<4, T, Q> gz00 = floor(gy00) / T(6); + gx00 = fract(gx00) - T(0.5); + gy00 = fract(gy00) - T(0.5); + gz00 = fract(gz00) - T(0.5); + vec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00); + vec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0)); + gx00 -= sw00 * (step(T(0), gx00) - T(0.5)); + gy00 -= sw00 * (step(T(0), gy00) - T(0.5)); + + vec<4, T, Q> gx01 = ixy01 / T(7); + vec<4, T, Q> gy01 = floor(gx01) / T(7); + vec<4, T, Q> gz01 = floor(gy01) / T(6); + gx01 = fract(gx01) - T(0.5); + gy01 = fract(gy01) - T(0.5); + gz01 = fract(gz01) - T(0.5); + vec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01); + vec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0)); + gx01 -= sw01 * (step(T(0), gx01) - T(0.5)); + gy01 -= sw01 * (step(T(0), gy01) - T(0.5)); + + vec<4, T, Q> gx10 = ixy10 / T(7); + vec<4, T, Q> gy10 = floor(gx10) / T(7); + vec<4, T, Q> gz10 = floor(gy10) / T(6); + gx10 = fract(gx10) - T(0.5); + gy10 = fract(gy10) - T(0.5); + gz10 = fract(gz10) - T(0.5); + vec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10); + vec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0.0)); + gx10 -= sw10 * (step(T(0), gx10) - T(0.5)); + gy10 -= sw10 * (step(T(0), gy10) - T(0.5)); + + vec<4, T, Q> gx11 = ixy11 / T(7); + vec<4, T, Q> gy11 = floor(gx11) / T(7); + vec<4, T, Q> gz11 = floor(gy11) / T(6); + gx11 = fract(gx11) - T(0.5); + gy11 = fract(gy11) - T(0.5); + gz11 = fract(gz11) - T(0.5); + vec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11); + vec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(T(0))); + gx11 -= sw11 * (step(T(0), gx11) - T(0.5)); + gy11 -= sw11 * (step(T(0), gy11) - T(0.5)); + + vec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x); + vec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y); + vec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z); + vec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w); + vec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x); + vec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y); + vec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z); + vec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w); + vec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x); + vec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y); + vec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z); + vec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w); + vec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x); + vec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y); + vec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z); + vec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w); + + vec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); + g0000 *= norm00.x; + g0100 *= norm00.y; + g1000 *= norm00.z; + g1100 *= norm00.w; + + vec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); + g0001 *= norm01.x; + g0101 *= norm01.y; + g1001 *= norm01.z; + g1101 *= norm01.w; + + vec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); + g0010 *= norm10.x; + g0110 *= norm10.y; + g1010 *= norm10.z; + g1110 *= norm10.w; + + vec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); + g0011 *= norm11.x; + g0111 *= norm11.y; + g1011 *= norm11.z; + g1111 *= norm11.w; + + T n0000 = dot(g0000, Pf0); + T n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w)); + T n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w)); + T n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w)); + T n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w)); + T n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); + T n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w)); + T n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w)); + T n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w)); + T n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w)); + T n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); + T n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w)); + T n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w)); + T n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w)); + T n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w)); + T n1111 = dot(g1111, Pf1); + + vec<4, T, Q> fade_xyzw = detail::fade(Pf0); + vec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w); + vec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w); + vec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z); + vec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y); + T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); + return T(2.2) * n_xyzw; + } + + template + GLM_FUNC_QUALIFIER T simplex(glm::vec<2, T, Q> const& v) + { + vec<4, T, Q> const C = vec<4, T, Q>( + T( 0.211324865405187), // (3.0 - sqrt(3.0)) / 6.0 + T( 0.366025403784439), // 0.5 * (sqrt(3.0) - 1.0) + T(-0.577350269189626), // -1.0 + 2.0 * C.x + T( 0.024390243902439)); // 1.0 / 41.0 + + // First corner + vec<2, T, Q> i = floor(v + dot(v, vec<2, T, Q>(C[1]))); + vec<2, T, Q> x0 = v - i + dot(i, vec<2, T, Q>(C[0])); + + // Other corners + //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 + //i1.y = 1.0 - i1.x; + vec<2, T, Q> i1 = (x0.x > x0.y) ? vec<2, T, Q>(1, 0) : vec<2, T, Q>(0, 1); + // x0 = x0 - 0.0 + 0.0 * C.xx ; + // x1 = x0 - i1 + 1.0 * C.xx ; + // x2 = x0 - 1.0 + 2.0 * C.xx ; + vec<4, T, Q> x12 = vec<4, T, Q>(x0.x, x0.y, x0.x, x0.y) + vec<4, T, Q>(C.x, C.x, C.z, C.z); + x12 = vec<4, T, Q>(vec<2, T, Q>(x12) - i1, x12.z, x12.w); + + // Permutations + i = mod(i, vec<2, T, Q>(289)); // Avoid truncation effects in permutation + vec<3, T, Q> p = detail::permute( + detail::permute(i.y + vec<3, T, Q>(T(0), i1.y, T(1))) + + i.x + vec<3, T, Q>(T(0), i1.x, T(1))); + + vec<3, T, Q> m = max(vec<3, T, Q>(0.5) - vec<3, T, Q>( + dot(x0, x0), + dot(vec<2, T, Q>(x12.x, x12.y), vec<2, T, Q>(x12.x, x12.y)), + dot(vec<2, T, Q>(x12.z, x12.w), vec<2, T, Q>(x12.z, x12.w))), vec<3, T, Q>(0)); + m = m * m ; + m = m * m ; + + // Gradients: 41 points uniformly over a line, mapped onto a diamond. + // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) + + vec<3, T, Q> x = static_cast(2) * fract(p * C.w) - T(1); + vec<3, T, Q> h = abs(x) - T(0.5); + vec<3, T, Q> ox = floor(x + T(0.5)); + vec<3, T, Q> a0 = x - ox; + + // Normalise gradients implicitly by scaling m + // Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h ); + m *= static_cast(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h); + + // Compute final noise value at P + vec<3, T, Q> g; + g.x = a0.x * x0.x + h.x * x0.y; + //g.yz = a0.yz * x12.xz + h.yz * x12.yw; + g.y = a0.y * x12.x + h.y * x12.y; + g.z = a0.z * x12.z + h.z * x12.w; + return T(130) * dot(m, g); + } + + template + GLM_FUNC_QUALIFIER T simplex(vec<3, T, Q> const& v) + { + vec<2, T, Q> const C(1.0 / 6.0, 1.0 / 3.0); + vec<4, T, Q> const D(0.0, 0.5, 1.0, 2.0); + + // First corner + vec<3, T, Q> i(floor(v + dot(v, vec<3, T, Q>(C.y)))); + vec<3, T, Q> x0(v - i + dot(i, vec<3, T, Q>(C.x))); + + // Other corners + vec<3, T, Q> g(step(vec<3, T, Q>(x0.y, x0.z, x0.x), x0)); + vec<3, T, Q> l(T(1) - g); + vec<3, T, Q> i1(min(g, vec<3, T, Q>(l.z, l.x, l.y))); + vec<3, T, Q> i2(max(g, vec<3, T, Q>(l.z, l.x, l.y))); + + // x0 = x0 - 0.0 + 0.0 * C.xxx; + // x1 = x0 - i1 + 1.0 * C.xxx; + // x2 = x0 - i2 + 2.0 * C.xxx; + // x3 = x0 - 1.0 + 3.0 * C.xxx; + vec<3, T, Q> x1(x0 - i1 + C.x); + vec<3, T, Q> x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y + vec<3, T, Q> x3(x0 - D.y); // -1.0+3.0*C.x = -0.5 = -D.y + + // Permutations + i = detail::mod289(i); + vec<4, T, Q> p(detail::permute(detail::permute(detail::permute( + i.z + vec<4, T, Q>(T(0), i1.z, i2.z, T(1))) + + i.y + vec<4, T, Q>(T(0), i1.y, i2.y, T(1))) + + i.x + vec<4, T, Q>(T(0), i1.x, i2.x, T(1)))); + + // Gradients: 7x7 points over a square, mapped onto an octahedron. + // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) + T n_ = static_cast(0.142857142857); // 1.0/7.0 + vec<3, T, Q> ns(n_ * vec<3, T, Q>(D.w, D.y, D.z) - vec<3, T, Q>(D.x, D.z, D.x)); + + vec<4, T, Q> j(p - T(49) * floor(p * ns.z * ns.z)); // mod(p,7*7) + + vec<4, T, Q> x_(floor(j * ns.z)); + vec<4, T, Q> y_(floor(j - T(7) * x_)); // mod(j,N) + + vec<4, T, Q> x(x_ * ns.x + ns.y); + vec<4, T, Q> y(y_ * ns.x + ns.y); + vec<4, T, Q> h(T(1) - abs(x) - abs(y)); + + vec<4, T, Q> b0(x.x, x.y, y.x, y.y); + vec<4, T, Q> b1(x.z, x.w, y.z, y.w); + + // vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; + // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; + vec<4, T, Q> s0(floor(b0) * T(2) + T(1)); + vec<4, T, Q> s1(floor(b1) * T(2) + T(1)); + vec<4, T, Q> sh(-step(h, vec<4, T, Q>(0.0))); + + vec<4, T, Q> a0 = vec<4, T, Q>(b0.x, b0.z, b0.y, b0.w) + vec<4, T, Q>(s0.x, s0.z, s0.y, s0.w) * vec<4, T, Q>(sh.x, sh.x, sh.y, sh.y); + vec<4, T, Q> a1 = vec<4, T, Q>(b1.x, b1.z, b1.y, b1.w) + vec<4, T, Q>(s1.x, s1.z, s1.y, s1.w) * vec<4, T, Q>(sh.z, sh.z, sh.w, sh.w); + + vec<3, T, Q> p0(a0.x, a0.y, h.x); + vec<3, T, Q> p1(a0.z, a0.w, h.y); + vec<3, T, Q> p2(a1.x, a1.y, h.z); + vec<3, T, Q> p3(a1.z, a1.w, h.w); + + // Normalise gradients + vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + + // Mix final noise value + vec<4, T, Q> m = max(T(0.6) - vec<4, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), vec<4, T, Q>(0)); + m = m * m; + return T(42) * dot(m * m, vec<4, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); + } + + template + GLM_FUNC_QUALIFIER T simplex(vec<4, T, Q> const& v) + { + vec<4, T, Q> const C( + 0.138196601125011, // (5 - sqrt(5))/20 G4 + 0.276393202250021, // 2 * G4 + 0.414589803375032, // 3 * G4 + -0.447213595499958); // -1 + 4 * G4 + + // (sqrt(5) - 1)/4 = F4, used once below + T const F4 = static_cast(0.309016994374947451); + + // First corner + vec<4, T, Q> i = floor(v + dot(v, vec<4, T, Q>(F4))); + vec<4, T, Q> x0 = v - i + dot(i, vec<4, T, Q>(C.x)); + + // Other corners + + // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) + vec<4, T, Q> i0; + vec<3, T, Q> isX = step(vec<3, T, Q>(x0.y, x0.z, x0.w), vec<3, T, Q>(x0.x)); + vec<3, T, Q> isYZ = step(vec<3, T, Q>(x0.z, x0.w, x0.w), vec<3, T, Q>(x0.y, x0.y, x0.z)); + // i0.x = dot(isX, vec3(1.0)); + //i0.x = isX.x + isX.y + isX.z; + //i0.yzw = static_cast(1) - isX; + i0 = vec<4, T, Q>(isX.x + isX.y + isX.z, T(1) - isX); + // i0.y += dot(isYZ.xy, vec2(1.0)); + i0.y += isYZ.x + isYZ.y; + //i0.zw += 1.0 - vec<2, T, Q>(isYZ.x, isYZ.y); + i0.z += static_cast(1) - isYZ.x; + i0.w += static_cast(1) - isYZ.y; + i0.z += isYZ.z; + i0.w += static_cast(1) - isYZ.z; + + // i0 now contains the unique values 0,1,2,3 in each channel + vec<4, T, Q> i3 = clamp(i0, T(0), T(1)); + vec<4, T, Q> i2 = clamp(i0 - T(1), T(0), T(1)); + vec<4, T, Q> i1 = clamp(i0 - T(2), T(0), T(1)); + + // x0 = x0 - 0.0 + 0.0 * C.xxxx + // x1 = x0 - i1 + 0.0 * C.xxxx + // x2 = x0 - i2 + 0.0 * C.xxxx + // x3 = x0 - i3 + 0.0 * C.xxxx + // x4 = x0 - 1.0 + 4.0 * C.xxxx + vec<4, T, Q> x1 = x0 - i1 + C.x; + vec<4, T, Q> x2 = x0 - i2 + C.y; + vec<4, T, Q> x3 = x0 - i3 + C.z; + vec<4, T, Q> x4 = x0 + C.w; + + // Permutations + i = mod(i, vec<4, T, Q>(289)); + T j0 = detail::permute(detail::permute(detail::permute(detail::permute(i.w) + i.z) + i.y) + i.x); + vec<4, T, Q> j1 = detail::permute(detail::permute(detail::permute(detail::permute( + i.w + vec<4, T, Q>(i1.w, i2.w, i3.w, T(1))) + + i.z + vec<4, T, Q>(i1.z, i2.z, i3.z, T(1))) + + i.y + vec<4, T, Q>(i1.y, i2.y, i3.y, T(1))) + + i.x + vec<4, T, Q>(i1.x, i2.x, i3.x, T(1))); + + // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope + // 7*7*6 = 294, which is close to the ring size 17*17 = 289. + vec<4, T, Q> ip = vec<4, T, Q>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0)); + + vec<4, T, Q> p0 = gtc::grad4(j0, ip); + vec<4, T, Q> p1 = gtc::grad4(j1.x, ip); + vec<4, T, Q> p2 = gtc::grad4(j1.y, ip); + vec<4, T, Q> p3 = gtc::grad4(j1.z, ip); + vec<4, T, Q> p4 = gtc::grad4(j1.w, ip); + + // Normalise gradients + vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + p4 *= detail::taylorInvSqrt(dot(p4, p4)); + + // Mix contributions from the five corners + vec<3, T, Q> m0 = max(T(0.6) - vec<3, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), vec<3, T, Q>(0)); + vec<2, T, Q> m1 = max(T(0.6) - vec<2, T, Q>(dot(x3, x3), dot(x4, x4) ), vec<2, T, Q>(0)); + m0 = m0 * m0; + m1 = m1 * m1; + return T(49) * + (dot(m0 * m0, vec<3, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) + + dot(m1 * m1, vec<2, T, Q>(dot(p3, x3), dot(p4, x4)))); + } +}//namespace glm diff --git a/vendor/include/glm/gtc/packing.hpp b/vendor/include/glm/gtc/packing.hpp new file mode 100644 index 0000000..8e416b3 --- /dev/null +++ b/vendor/include/glm/gtc/packing.hpp @@ -0,0 +1,728 @@ +/// @ref gtc_packing +/// @file glm/gtc/packing.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_packing GLM_GTC_packing +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// This extension provides a set of function to convert vertors to packed +/// formats. + +#pragma once + +// Dependency: +#include "type_precision.hpp" +#include "../ext/vector_packing.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_packing extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_packing + /// @{ + + /// First, converts the normalized floating-point value v into a 8-bit integer value. + /// Then, the results are packed into the returned 8-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packUnorm1x8: round(clamp(c, 0, +1) * 255.0) + /// + /// @see gtc_packing + /// @see uint16 packUnorm2x8(vec2 const& v) + /// @see uint32 packUnorm4x8(vec4 const& v) + /// @see GLSL packUnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint8 packUnorm1x8(float v); + + /// Convert a single 8-bit integer to a normalized floating-point value. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackUnorm4x8: f / 255.0 + /// + /// @see gtc_packing + /// @see vec2 unpackUnorm2x8(uint16 p) + /// @see vec4 unpackUnorm4x8(uint32 p) + /// @see GLSL unpackUnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL float unpackUnorm1x8(uint8 p); + + /// First, converts each component of the normalized floating-point value v into 8-bit integer values. + /// Then, the results are packed into the returned 16-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packUnorm2x8: round(clamp(c, 0, +1) * 255.0) + /// + /// The first component of the vector will be written to the least significant bits of the output; + /// the last component will be written to the most significant bits. + /// + /// @see gtc_packing + /// @see uint8 packUnorm1x8(float const& v) + /// @see uint32 packUnorm4x8(vec4 const& v) + /// @see GLSL packUnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint16 packUnorm2x8(vec2 const& v); + + /// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit unsigned integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackUnorm4x8: f / 255.0 + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see gtc_packing + /// @see float unpackUnorm1x8(uint8 v) + /// @see vec4 unpackUnorm4x8(uint32 p) + /// @see GLSL unpackUnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec2 unpackUnorm2x8(uint16 p); + + /// First, converts the normalized floating-point value v into 8-bit integer value. + /// Then, the results are packed into the returned 8-bit unsigned integer. + /// + /// The conversion to fixed point is done as follows: + /// packSnorm1x8: round(clamp(s, -1, +1) * 127.0) + /// + /// @see gtc_packing + /// @see uint16 packSnorm2x8(vec2 const& v) + /// @see uint32 packSnorm4x8(vec4 const& v) + /// @see GLSL packSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint8 packSnorm1x8(float s); + + /// First, unpacks a single 8-bit unsigned integer p into a single 8-bit signed integers. + /// Then, the value is converted to a normalized floating-point value to generate the returned scalar. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackSnorm1x8: clamp(f / 127.0, -1, +1) + /// + /// @see gtc_packing + /// @see vec2 unpackSnorm2x8(uint16 p) + /// @see vec4 unpackSnorm4x8(uint32 p) + /// @see GLSL unpackSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL float unpackSnorm1x8(uint8 p); + + /// First, converts each component of the normalized floating-point value v into 8-bit integer values. + /// Then, the results are packed into the returned 16-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packSnorm2x8: round(clamp(c, -1, +1) * 127.0) + /// + /// The first component of the vector will be written to the least significant bits of the output; + /// the last component will be written to the most significant bits. + /// + /// @see gtc_packing + /// @see uint8 packSnorm1x8(float const& v) + /// @see uint32 packSnorm4x8(vec4 const& v) + /// @see GLSL packSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint16 packSnorm2x8(vec2 const& v); + + /// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit signed integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackSnorm2x8: clamp(f / 127.0, -1, +1) + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see gtc_packing + /// @see float unpackSnorm1x8(uint8 p) + /// @see vec4 unpackSnorm4x8(uint32 p) + /// @see GLSL unpackSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec2 unpackSnorm2x8(uint16 p); + + /// First, converts the normalized floating-point value v into a 16-bit integer value. + /// Then, the results are packed into the returned 16-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packUnorm1x16: round(clamp(c, 0, +1) * 65535.0) + /// + /// @see gtc_packing + /// @see uint16 packSnorm1x16(float const& v) + /// @see uint64 packSnorm4x16(vec4 const& v) + /// @see GLSL packUnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint16 packUnorm1x16(float v); + + /// First, unpacks a single 16-bit unsigned integer p into a of 16-bit unsigned integers. + /// Then, the value is converted to a normalized floating-point value to generate the returned scalar. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackUnorm1x16: f / 65535.0 + /// + /// @see gtc_packing + /// @see vec2 unpackUnorm2x16(uint32 p) + /// @see vec4 unpackUnorm4x16(uint64 p) + /// @see GLSL unpackUnorm2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL float unpackUnorm1x16(uint16 p); + + /// First, converts each component of the normalized floating-point value v into 16-bit integer values. + /// Then, the results are packed into the returned 64-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packUnorm4x16: round(clamp(c, 0, +1) * 65535.0) + /// + /// The first component of the vector will be written to the least significant bits of the output; + /// the last component will be written to the most significant bits. + /// + /// @see gtc_packing + /// @see uint16 packUnorm1x16(float const& v) + /// @see uint32 packUnorm2x16(vec2 const& v) + /// @see GLSL packUnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint64 packUnorm4x16(vec4 const& v); + + /// First, unpacks a single 64-bit unsigned integer p into four 16-bit unsigned integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackUnormx4x16: f / 65535.0 + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see gtc_packing + /// @see float unpackUnorm1x16(uint16 p) + /// @see vec2 unpackUnorm2x16(uint32 p) + /// @see GLSL unpackUnorm2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec4 unpackUnorm4x16(uint64 p); + + /// First, converts the normalized floating-point value v into 16-bit integer value. + /// Then, the results are packed into the returned 16-bit unsigned integer. + /// + /// The conversion to fixed point is done as follows: + /// packSnorm1x8: round(clamp(s, -1, +1) * 32767.0) + /// + /// @see gtc_packing + /// @see uint32 packSnorm2x16(vec2 const& v) + /// @see uint64 packSnorm4x16(vec4 const& v) + /// @see GLSL packSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint16 packSnorm1x16(float v); + + /// First, unpacks a single 16-bit unsigned integer p into a single 16-bit signed integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned scalar. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackSnorm1x16: clamp(f / 32767.0, -1, +1) + /// + /// @see gtc_packing + /// @see vec2 unpackSnorm2x16(uint32 p) + /// @see vec4 unpackSnorm4x16(uint64 p) + /// @see GLSL unpackSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL float unpackSnorm1x16(uint16 p); + + /// First, converts each component of the normalized floating-point value v into 16-bit integer values. + /// Then, the results are packed into the returned 64-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packSnorm2x8: round(clamp(c, -1, +1) * 32767.0) + /// + /// The first component of the vector will be written to the least significant bits of the output; + /// the last component will be written to the most significant bits. + /// + /// @see gtc_packing + /// @see uint16 packSnorm1x16(float const& v) + /// @see uint32 packSnorm2x16(vec2 const& v) + /// @see GLSL packSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint64 packSnorm4x16(vec4 const& v); + + /// First, unpacks a single 64-bit unsigned integer p into four 16-bit signed integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackSnorm4x16: clamp(f / 32767.0, -1, +1) + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see gtc_packing + /// @see float unpackSnorm1x16(uint16 p) + /// @see vec2 unpackSnorm2x16(uint32 p) + /// @see GLSL unpackSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec4 unpackSnorm4x16(uint64 p); + + /// Returns an unsigned integer obtained by converting the components of a floating-point scalar + /// to the 16-bit floating-point representation found in the OpenGL Specification, + /// and then packing this 16-bit value into a 16-bit unsigned integer. + /// + /// @see gtc_packing + /// @see uint32 packHalf2x16(vec2 const& v) + /// @see uint64 packHalf4x16(vec4 const& v) + /// @see GLSL packHalf2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint16 packHalf1x16(float v); + + /// Returns a floating-point scalar with components obtained by unpacking a 16-bit unsigned integer into a 16-bit value, + /// interpreted as a 16-bit floating-point number according to the OpenGL Specification, + /// and converting it to 32-bit floating-point values. + /// + /// @see gtc_packing + /// @see vec2 unpackHalf2x16(uint32 const& v) + /// @see vec4 unpackHalf4x16(uint64 const& v) + /// @see GLSL unpackHalf2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL float unpackHalf1x16(uint16 v); + + /// Returns an unsigned integer obtained by converting the components of a four-component floating-point vector + /// to the 16-bit floating-point representation found in the OpenGL Specification, + /// and then packing these four 16-bit values into a 64-bit unsigned integer. + /// The first vector component specifies the 16 least-significant bits of the result; + /// the forth component specifies the 16 most-significant bits. + /// + /// @see gtc_packing + /// @see uint16 packHalf1x16(float const& v) + /// @see uint32 packHalf2x16(vec2 const& v) + /// @see GLSL packHalf2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint64 packHalf4x16(vec4 const& v); + + /// Returns a four-component floating-point vector with components obtained by unpacking a 64-bit unsigned integer into four 16-bit values, + /// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification, + /// and converting them to 32-bit floating-point values. + /// The first component of the vector is obtained from the 16 least-significant bits of v; + /// the forth component is obtained from the 16 most-significant bits of v. + /// + /// @see gtc_packing + /// @see float unpackHalf1x16(uint16 const& v) + /// @see vec2 unpackHalf2x16(uint32 const& v) + /// @see GLSL unpackHalf2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec4 unpackHalf4x16(uint64 p); + + /// Returns an unsigned integer obtained by converting the components of a four-component signed integer vector + /// to the 10-10-10-2-bit signed integer representation found in the OpenGL Specification, + /// and then packing these four values into a 32-bit unsigned integer. + /// The first vector component specifies the 10 least-significant bits of the result; + /// the forth component specifies the 2 most-significant bits. + /// + /// @see gtc_packing + /// @see uint32 packI3x10_1x2(uvec4 const& v) + /// @see uint32 packSnorm3x10_1x2(vec4 const& v) + /// @see uint32 packUnorm3x10_1x2(vec4 const& v) + /// @see ivec4 unpackI3x10_1x2(uint32 const& p) + GLM_FUNC_DECL uint32 packI3x10_1x2(ivec4 const& v); + + /// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit signed integers. + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see gtc_packing + /// @see uint32 packU3x10_1x2(uvec4 const& v) + /// @see vec4 unpackSnorm3x10_1x2(uint32 const& p); + /// @see uvec4 unpackI3x10_1x2(uint32 const& p); + GLM_FUNC_DECL ivec4 unpackI3x10_1x2(uint32 p); + + /// Returns an unsigned integer obtained by converting the components of a four-component unsigned integer vector + /// to the 10-10-10-2-bit unsigned integer representation found in the OpenGL Specification, + /// and then packing these four values into a 32-bit unsigned integer. + /// The first vector component specifies the 10 least-significant bits of the result; + /// the forth component specifies the 2 most-significant bits. + /// + /// @see gtc_packing + /// @see uint32 packI3x10_1x2(ivec4 const& v) + /// @see uint32 packSnorm3x10_1x2(vec4 const& v) + /// @see uint32 packUnorm3x10_1x2(vec4 const& v) + /// @see ivec4 unpackU3x10_1x2(uint32 const& p) + GLM_FUNC_DECL uint32 packU3x10_1x2(uvec4 const& v); + + /// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit unsigned integers. + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see gtc_packing + /// @see uint32 packU3x10_1x2(uvec4 const& v) + /// @see vec4 unpackSnorm3x10_1x2(uint32 const& p); + /// @see uvec4 unpackI3x10_1x2(uint32 const& p); + GLM_FUNC_DECL uvec4 unpackU3x10_1x2(uint32 p); + + /// First, converts the first three components of the normalized floating-point value v into 10-bit signed integer values. + /// Then, converts the forth component of the normalized floating-point value v into 2-bit signed integer values. + /// Then, the results are packed into the returned 32-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packSnorm3x10_1x2(xyz): round(clamp(c, -1, +1) * 511.0) + /// packSnorm3x10_1x2(w): round(clamp(c, -1, +1) * 1.0) + /// + /// The first vector component specifies the 10 least-significant bits of the result; + /// the forth component specifies the 2 most-significant bits. + /// + /// @see gtc_packing + /// @see vec4 unpackSnorm3x10_1x2(uint32 const& p) + /// @see uint32 packUnorm3x10_1x2(vec4 const& v) + /// @see uint32 packU3x10_1x2(uvec4 const& v) + /// @see uint32 packI3x10_1x2(ivec4 const& v) + GLM_FUNC_DECL uint32 packSnorm3x10_1x2(vec4 const& v); + + /// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackSnorm3x10_1x2(xyz): clamp(f / 511.0, -1, +1) + /// unpackSnorm3x10_1x2(w): clamp(f / 511.0, -1, +1) + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see gtc_packing + /// @see uint32 packSnorm3x10_1x2(vec4 const& v) + /// @see vec4 unpackUnorm3x10_1x2(uint32 const& p)) + /// @see uvec4 unpackI3x10_1x2(uint32 const& p) + /// @see uvec4 unpackU3x10_1x2(uint32 const& p) + GLM_FUNC_DECL vec4 unpackSnorm3x10_1x2(uint32 p); + + /// First, converts the first three components of the normalized floating-point value v into 10-bit unsigned integer values. + /// Then, converts the forth component of the normalized floating-point value v into 2-bit signed uninteger values. + /// Then, the results are packed into the returned 32-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packUnorm3x10_1x2(xyz): round(clamp(c, 0, +1) * 1023.0) + /// packUnorm3x10_1x2(w): round(clamp(c, 0, +1) * 3.0) + /// + /// The first vector component specifies the 10 least-significant bits of the result; + /// the forth component specifies the 2 most-significant bits. + /// + /// @see gtc_packing + /// @see vec4 unpackUnorm3x10_1x2(uint32 const& p) + /// @see uint32 packUnorm3x10_1x2(vec4 const& v) + /// @see uint32 packU3x10_1x2(uvec4 const& v) + /// @see uint32 packI3x10_1x2(ivec4 const& v) + GLM_FUNC_DECL uint32 packUnorm3x10_1x2(vec4 const& v); + + /// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackSnorm3x10_1x2(xyz): clamp(f / 1023.0, 0, +1) + /// unpackSnorm3x10_1x2(w): clamp(f / 3.0, 0, +1) + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see gtc_packing + /// @see uint32 packSnorm3x10_1x2(vec4 const& v) + /// @see vec4 unpackInorm3x10_1x2(uint32 const& p)) + /// @see uvec4 unpackI3x10_1x2(uint32 const& p) + /// @see uvec4 unpackU3x10_1x2(uint32 const& p) + GLM_FUNC_DECL vec4 unpackUnorm3x10_1x2(uint32 p); + + /// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values. + /// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value. + /// Then, the results are packed into the returned 32-bit unsigned integer. + /// + /// The first vector component specifies the 11 least-significant bits of the result; + /// the last component specifies the 10 most-significant bits. + /// + /// @see gtc_packing + /// @see vec3 unpackF2x11_1x10(uint32 const& p) + GLM_FUNC_DECL uint32 packF2x11_1x10(vec3 const& v); + + /// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value . + /// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector. + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see gtc_packing + /// @see uint32 packF2x11_1x10(vec3 const& v) + GLM_FUNC_DECL vec3 unpackF2x11_1x10(uint32 p); + + + /// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values. + /// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value. + /// Then, the results are packed into the returned 32-bit unsigned integer. + /// + /// The first vector component specifies the 11 least-significant bits of the result; + /// the last component specifies the 10 most-significant bits. + /// + /// packF3x9_E1x5 allows encoding into RGBE / RGB9E5 format + /// + /// @see gtc_packing + /// @see vec3 unpackF3x9_E1x5(uint32 const& p) + GLM_FUNC_DECL uint32 packF3x9_E1x5(vec3 const& v); + + /// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value . + /// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector. + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// unpackF3x9_E1x5 allows decoding RGBE / RGB9E5 data + /// + /// @see gtc_packing + /// @see uint32 packF3x9_E1x5(vec3 const& v) + GLM_FUNC_DECL vec3 unpackF3x9_E1x5(uint32 p); + + /// Returns an unsigned integer vector obtained by converting the components of a floating-point vector + /// to the 16-bit floating-point representation found in the OpenGL Specification. + /// The first vector component specifies the 16 least-significant bits of the result; + /// the forth component specifies the 16 most-significant bits. + /// + /// @see gtc_packing + /// @see vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& p) + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + template + GLM_FUNC_DECL vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb); + + /// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values. + /// The first component of the vector is obtained from the 16 least-significant bits of v; + /// the forth component is obtained from the 16 most-significant bits of v. + /// + /// @see gtc_packing + /// @see vec<4, T, Q> packRGBM(vec<3, float, Q> const& v) + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + template + GLM_FUNC_DECL vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm); + + /// Returns an unsigned integer vector obtained by converting the components of a floating-point vector + /// to the 16-bit floating-point representation found in the OpenGL Specification. + /// The first vector component specifies the 16 least-significant bits of the result; + /// the forth component specifies the 16 most-significant bits. + /// + /// @see gtc_packing + /// @see vec unpackHalf(vec const& p) + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + template + GLM_FUNC_DECL vec packHalf(vec const& v); + + /// Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values. + /// The first component of the vector is obtained from the 16 least-significant bits of v; + /// the forth component is obtained from the 16 most-significant bits of v. + /// + /// @see gtc_packing + /// @see vec packHalf(vec const& v) + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + template + GLM_FUNC_DECL vec unpackHalf(vec const& p); + + /// Convert each component of the normalized floating-point vector into unsigned integer values. + /// + /// @see gtc_packing + /// @see vec unpackUnorm(vec const& p); + template + GLM_FUNC_DECL vec packUnorm(vec const& v); + + /// Convert a packed integer to a normalized floating-point vector. + /// + /// @see gtc_packing + /// @see vec packUnorm(vec const& v) + template + GLM_FUNC_DECL vec unpackUnorm(vec const& v); + + /// Convert each component of the normalized floating-point vector into signed integer values. + /// + /// @see gtc_packing + /// @see vec unpackSnorm(vec const& p); + template + GLM_FUNC_DECL vec packSnorm(vec const& v); + + /// Convert a packed integer to a normalized floating-point vector. + /// + /// @see gtc_packing + /// @see vec packSnorm(vec const& v) + template + GLM_FUNC_DECL vec unpackSnorm(vec const& v); + + /// Convert each component of the normalized floating-point vector into unsigned integer values. + /// + /// @see gtc_packing + /// @see vec2 unpackUnorm2x4(uint8 p) + GLM_FUNC_DECL uint8 packUnorm2x4(vec2 const& v); + + /// Convert a packed integer to a normalized floating-point vector. + /// + /// @see gtc_packing + /// @see uint8 packUnorm2x4(vec2 const& v) + GLM_FUNC_DECL vec2 unpackUnorm2x4(uint8 p); + + /// Convert each component of the normalized floating-point vector into unsigned integer values. + /// + /// @see gtc_packing + /// @see vec4 unpackUnorm4x4(uint16 p) + GLM_FUNC_DECL uint16 packUnorm4x4(vec4 const& v); + + /// Convert a packed integer to a normalized floating-point vector. + /// + /// @see gtc_packing + /// @see uint16 packUnorm4x4(vec4 const& v) + GLM_FUNC_DECL vec4 unpackUnorm4x4(uint16 p); + + /// Convert each component of the normalized floating-point vector into unsigned integer values. + /// + /// @see gtc_packing + /// @see vec3 unpackUnorm1x5_1x6_1x5(uint16 p) + GLM_FUNC_DECL uint16 packUnorm1x5_1x6_1x5(vec3 const& v); + + /// Convert a packed integer to a normalized floating-point vector. + /// + /// @see gtc_packing + /// @see uint16 packUnorm1x5_1x6_1x5(vec3 const& v) + GLM_FUNC_DECL vec3 unpackUnorm1x5_1x6_1x5(uint16 p); + + /// Convert each component of the normalized floating-point vector into unsigned integer values. + /// + /// @see gtc_packing + /// @see vec4 unpackUnorm3x5_1x1(uint16 p) + GLM_FUNC_DECL uint16 packUnorm3x5_1x1(vec4 const& v); + + /// Convert a packed integer to a normalized floating-point vector. + /// + /// @see gtc_packing + /// @see uint16 packUnorm3x5_1x1(vec4 const& v) + GLM_FUNC_DECL vec4 unpackUnorm3x5_1x1(uint16 p); + + /// Convert each component of the normalized floating-point vector into unsigned integer values. + /// + /// @see gtc_packing + /// @see vec3 unpackUnorm2x3_1x2(uint8 p) + GLM_FUNC_DECL uint8 packUnorm2x3_1x2(vec3 const& v); + + /// Convert a packed integer to a normalized floating-point vector. + /// + /// @see gtc_packing + /// @see uint8 packUnorm2x3_1x2(vec3 const& v) + GLM_FUNC_DECL vec3 unpackUnorm2x3_1x2(uint8 p); + + + + /// Convert each component from an integer vector into a packed integer. + /// + /// @see gtc_packing + /// @see i8vec2 unpackInt2x8(int16 p) + GLM_FUNC_DECL int16 packInt2x8(i8vec2 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see int16 packInt2x8(i8vec2 const& v) + GLM_FUNC_DECL i8vec2 unpackInt2x8(int16 p); + + /// Convert each component from an integer vector into a packed unsigned integer. + /// + /// @see gtc_packing + /// @see u8vec2 unpackInt2x8(uint16 p) + GLM_FUNC_DECL uint16 packUint2x8(u8vec2 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see uint16 packInt2x8(u8vec2 const& v) + GLM_FUNC_DECL u8vec2 unpackUint2x8(uint16 p); + + /// Convert each component from an integer vector into a packed integer. + /// + /// @see gtc_packing + /// @see i8vec4 unpackInt4x8(int32 p) + GLM_FUNC_DECL int32 packInt4x8(i8vec4 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see int32 packInt2x8(i8vec4 const& v) + GLM_FUNC_DECL i8vec4 unpackInt4x8(int32 p); + + /// Convert each component from an integer vector into a packed unsigned integer. + /// + /// @see gtc_packing + /// @see u8vec4 unpackUint4x8(uint32 p) + GLM_FUNC_DECL uint32 packUint4x8(u8vec4 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see uint32 packUint4x8(u8vec2 const& v) + GLM_FUNC_DECL u8vec4 unpackUint4x8(uint32 p); + + /// Convert each component from an integer vector into a packed integer. + /// + /// @see gtc_packing + /// @see i16vec2 unpackInt2x16(int p) + GLM_FUNC_DECL int packInt2x16(i16vec2 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see int packInt2x16(i16vec2 const& v) + GLM_FUNC_DECL i16vec2 unpackInt2x16(int p); + + /// Convert each component from an integer vector into a packed integer. + /// + /// @see gtc_packing + /// @see i16vec4 unpackInt4x16(int64 p) + GLM_FUNC_DECL int64 packInt4x16(i16vec4 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see int64 packInt4x16(i16vec4 const& v) + GLM_FUNC_DECL i16vec4 unpackInt4x16(int64 p); + + /// Convert each component from an integer vector into a packed unsigned integer. + /// + /// @see gtc_packing + /// @see u16vec2 unpackUint2x16(uint p) + GLM_FUNC_DECL uint packUint2x16(u16vec2 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see uint packUint2x16(u16vec2 const& v) + GLM_FUNC_DECL u16vec2 unpackUint2x16(uint p); + + /// Convert each component from an integer vector into a packed unsigned integer. + /// + /// @see gtc_packing + /// @see u16vec4 unpackUint4x16(uint64 p) + GLM_FUNC_DECL uint64 packUint4x16(u16vec4 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see uint64 packUint4x16(u16vec4 const& v) + GLM_FUNC_DECL u16vec4 unpackUint4x16(uint64 p); + + /// Convert each component from an integer vector into a packed integer. + /// + /// @see gtc_packing + /// @see i32vec2 unpackInt2x32(int p) + GLM_FUNC_DECL int64 packInt2x32(i32vec2 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see int packInt2x16(i32vec2 const& v) + GLM_FUNC_DECL i32vec2 unpackInt2x32(int64 p); + + /// Convert each component from an integer vector into a packed unsigned integer. + /// + /// @see gtc_packing + /// @see u32vec2 unpackUint2x32(int p) + GLM_FUNC_DECL uint64 packUint2x32(u32vec2 const& v); + + /// Convert a packed integer into an integer vector. + /// + /// @see gtc_packing + /// @see int packUint2x16(u32vec2 const& v) + GLM_FUNC_DECL u32vec2 unpackUint2x32(uint64 p); + + /// @} +}// namespace glm + +#include "packing.inl" diff --git a/vendor/include/glm/gtc/packing.inl b/vendor/include/glm/gtc/packing.inl new file mode 100644 index 0000000..8c906e1 --- /dev/null +++ b/vendor/include/glm/gtc/packing.inl @@ -0,0 +1,938 @@ +/// @ref gtc_packing + +#include "../ext/scalar_relational.hpp" +#include "../ext/vector_relational.hpp" +#include "../common.hpp" +#include "../vec2.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" +#include "../detail/type_half.hpp" +#include +#include + +namespace glm{ +namespace detail +{ + GLM_FUNC_QUALIFIER glm::uint16 float2half(glm::uint32 f) + { + // 10 bits => EE EEEFFFFF + // 11 bits => EEE EEFFFFFF + // Half bits => SEEEEEFF FFFFFFFF + // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF + + // 0x00007c00 => 00000000 00000000 01111100 00000000 + // 0x000003ff => 00000000 00000000 00000011 11111111 + // 0x38000000 => 00111000 00000000 00000000 00000000 + // 0x7f800000 => 01111111 10000000 00000000 00000000 + // 0x00008000 => 00000000 00000000 10000000 00000000 + return + ((f >> 16) & 0x8000) | // sign + ((((f & 0x7f800000) - 0x38000000) >> 13) & 0x7c00) | // exponential + ((f >> 13) & 0x03ff); // Mantissa + } + + GLM_FUNC_QUALIFIER glm::uint32 float2packed11(glm::uint32 f) + { + // 10 bits => EE EEEFFFFF + // 11 bits => EEE EEFFFFFF + // Half bits => SEEEEEFF FFFFFFFF + // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF + + // 0x000007c0 => 00000000 00000000 00000111 11000000 + // 0x00007c00 => 00000000 00000000 01111100 00000000 + // 0x000003ff => 00000000 00000000 00000011 11111111 + // 0x38000000 => 00111000 00000000 00000000 00000000 + // 0x7f800000 => 01111111 10000000 00000000 00000000 + // 0x00008000 => 00000000 00000000 10000000 00000000 + return + ((((f & 0x7f800000) - 0x38000000) >> 17) & 0x07c0) | // exponential + ((f >> 17) & 0x003f); // Mantissa + } + + GLM_FUNC_QUALIFIER glm::uint32 packed11ToFloat(glm::uint32 p) + { + // 10 bits => EE EEEFFFFF + // 11 bits => EEE EEFFFFFF + // Half bits => SEEEEEFF FFFFFFFF + // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF + + // 0x000007c0 => 00000000 00000000 00000111 11000000 + // 0x00007c00 => 00000000 00000000 01111100 00000000 + // 0x000003ff => 00000000 00000000 00000011 11111111 + // 0x38000000 => 00111000 00000000 00000000 00000000 + // 0x7f800000 => 01111111 10000000 00000000 00000000 + // 0x00008000 => 00000000 00000000 10000000 00000000 + return + ((((p & 0x07c0) << 17) + 0x38000000) & 0x7f800000) | // exponential + ((p & 0x003f) << 17); // Mantissa + } + + GLM_FUNC_QUALIFIER glm::uint32 float2packed10(glm::uint32 f) + { + // 10 bits => EE EEEFFFFF + // 11 bits => EEE EEFFFFFF + // Half bits => SEEEEEFF FFFFFFFF + // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF + + // 0x0000001F => 00000000 00000000 00000000 00011111 + // 0x0000003F => 00000000 00000000 00000000 00111111 + // 0x000003E0 => 00000000 00000000 00000011 11100000 + // 0x000007C0 => 00000000 00000000 00000111 11000000 + // 0x00007C00 => 00000000 00000000 01111100 00000000 + // 0x000003FF => 00000000 00000000 00000011 11111111 + // 0x38000000 => 00111000 00000000 00000000 00000000 + // 0x7f800000 => 01111111 10000000 00000000 00000000 + // 0x00008000 => 00000000 00000000 10000000 00000000 + return + ((((f & 0x7f800000) - 0x38000000) >> 18) & 0x03E0) | // exponential + ((f >> 18) & 0x001f); // Mantissa + } + + GLM_FUNC_QUALIFIER glm::uint32 packed10ToFloat(glm::uint32 p) + { + // 10 bits => EE EEEFFFFF + // 11 bits => EEE EEFFFFFF + // Half bits => SEEEEEFF FFFFFFFF + // Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF + + // 0x0000001F => 00000000 00000000 00000000 00011111 + // 0x0000003F => 00000000 00000000 00000000 00111111 + // 0x000003E0 => 00000000 00000000 00000011 11100000 + // 0x000007C0 => 00000000 00000000 00000111 11000000 + // 0x00007C00 => 00000000 00000000 01111100 00000000 + // 0x000003FF => 00000000 00000000 00000011 11111111 + // 0x38000000 => 00111000 00000000 00000000 00000000 + // 0x7f800000 => 01111111 10000000 00000000 00000000 + // 0x00008000 => 00000000 00000000 10000000 00000000 + return + ((((p & 0x03E0) << 18) + 0x38000000) & 0x7f800000) | // exponential + ((p & 0x001f) << 18); // Mantissa + } + + GLM_FUNC_QUALIFIER glm::uint half2float(glm::uint h) + { + return ((h & 0x8000) << 16) | ((( h & 0x7c00) + 0x1C000) << 13) | ((h & 0x03FF) << 13); + } + + GLM_FUNC_QUALIFIER glm::uint floatTo11bit(float x) + { + if(x == 0.0f) + return 0u; + else if(glm::isnan(x)) + return ~0u; + else if(glm::isinf(x)) + return 0x1Fu << 6u; + + uint Pack = 0u; + memcpy(&Pack, &x, sizeof(Pack)); + return float2packed11(Pack); + } + + GLM_FUNC_QUALIFIER float packed11bitToFloat(glm::uint x) + { + if(x == 0) + return 0.0f; + else if(x == ((1 << 11) - 1)) + return ~0;//NaN + else if(x == (0x1f << 6)) + return ~0;//Inf + + uint Result = packed11ToFloat(x); + + float Temp = 0; + memcpy(&Temp, &Result, sizeof(Temp)); + return Temp; + } + + GLM_FUNC_QUALIFIER glm::uint floatTo10bit(float x) + { + if(x == 0.0f) + return 0u; + else if(glm::isnan(x)) + return ~0u; + else if(glm::isinf(x)) + return 0x1Fu << 5u; + + uint Pack = 0; + memcpy(&Pack, &x, sizeof(Pack)); + return float2packed10(Pack); + } + + GLM_FUNC_QUALIFIER float packed10bitToFloat(glm::uint x) + { + if(x == 0) + return 0.0f; + else if(x == ((1 << 10) - 1)) + return ~0;//NaN + else if(x == (0x1f << 5)) + return ~0;//Inf + + uint Result = packed10ToFloat(x); + + float Temp = 0; + memcpy(&Temp, &Result, sizeof(Temp)); + return Temp; + } + +// GLM_FUNC_QUALIFIER glm::uint f11_f11_f10(float x, float y, float z) +// { +// return ((floatTo11bit(x) & ((1 << 11) - 1)) << 0) | ((floatTo11bit(y) & ((1 << 11) - 1)) << 11) | ((floatTo10bit(z) & ((1 << 10) - 1)) << 22); +// } + + union u3u3u2 + { + struct + { + uint x : 3; + uint y : 3; + uint z : 2; + } data; + uint8 pack; + }; + + union u4u4 + { + struct + { + uint x : 4; + uint y : 4; + } data; + uint8 pack; + }; + + union u4u4u4u4 + { + struct + { + uint x : 4; + uint y : 4; + uint z : 4; + uint w : 4; + } data; + uint16 pack; + }; + + union u5u6u5 + { + struct + { + uint x : 5; + uint y : 6; + uint z : 5; + } data; + uint16 pack; + }; + + union u5u5u5u1 + { + struct + { + uint x : 5; + uint y : 5; + uint z : 5; + uint w : 1; + } data; + uint16 pack; + }; + + union u10u10u10u2 + { + struct + { + uint x : 10; + uint y : 10; + uint z : 10; + uint w : 2; + } data; + uint32 pack; + }; + + union i10i10i10i2 + { + struct + { + int x : 10; + int y : 10; + int z : 10; + int w : 2; + } data; + uint32 pack; + }; + + union u9u9u9e5 + { + struct + { + uint x : 9; + uint y : 9; + uint z : 9; + uint w : 5; + } data; + uint32 pack; + }; + + template + struct compute_half + {}; + + template + struct compute_half<1, Q> + { + GLM_FUNC_QUALIFIER static vec<1, uint16, Q> pack(vec<1, float, Q> const& v) + { + int16 const Unpack(detail::toFloat16(v.x)); + u16vec1 Packed; + memcpy(&Packed, &Unpack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER static vec<1, float, Q> unpack(vec<1, uint16, Q> const& v) + { + i16vec1 Unpack; + memcpy(&Unpack, &v, sizeof(Unpack)); + return vec<1, float, Q>(detail::toFloat32(v.x)); + } + }; + + template + struct compute_half<2, Q> + { + GLM_FUNC_QUALIFIER static vec<2, uint16, Q> pack(vec<2, float, Q> const& v) + { + vec<2, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y)); + u16vec2 Packed; + memcpy(&Packed, &Unpack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER static vec<2, float, Q> unpack(vec<2, uint16, Q> const& v) + { + i16vec2 Unpack; + memcpy(&Unpack, &v, sizeof(Unpack)); + return vec<2, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y)); + } + }; + + template + struct compute_half<3, Q> + { + GLM_FUNC_QUALIFIER static vec<3, uint16, Q> pack(vec<3, float, Q> const& v) + { + vec<3, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z)); + u16vec3 Packed; + memcpy(&Packed, &Unpack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER static vec<3, float, Q> unpack(vec<3, uint16, Q> const& v) + { + i16vec3 Unpack; + memcpy(&Unpack, &v, sizeof(Unpack)); + return vec<3, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y), detail::toFloat32(v.z)); + } + }; + + template + struct compute_half<4, Q> + { + GLM_FUNC_QUALIFIER static vec<4, uint16, Q> pack(vec<4, float, Q> const& v) + { + vec<4, int16, Q> const Unpack(detail::toFloat16(v.x), detail::toFloat16(v.y), detail::toFloat16(v.z), detail::toFloat16(v.w)); + u16vec4 Packed; + memcpy(&Packed, &Unpack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER static vec<4, float, Q> unpack(vec<4, uint16, Q> const& v) + { + i16vec4 Unpack; + memcpy(&Unpack, &v, sizeof(Unpack)); + return vec<4, float, Q>(detail::toFloat32(v.x), detail::toFloat32(v.y), detail::toFloat32(v.z), detail::toFloat32(v.w)); + } + }; +}//namespace detail + + GLM_FUNC_QUALIFIER uint8 packUnorm1x8(float v) + { + return static_cast(round(clamp(v, 0.0f, 1.0f) * 255.0f)); + } + + GLM_FUNC_QUALIFIER float unpackUnorm1x8(uint8 p) + { + float const Unpack(p); + return Unpack * static_cast(0.0039215686274509803921568627451); // 1 / 255 + } + + GLM_FUNC_QUALIFIER uint16 packUnorm2x8(vec2 const& v) + { + u8vec2 const Topack(round(clamp(v, 0.0f, 1.0f) * 255.0f)); + + uint16 Unpack = 0; + memcpy(&Unpack, &Topack, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER vec2 unpackUnorm2x8(uint16 p) + { + u8vec2 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return vec2(Unpack) * float(0.0039215686274509803921568627451); // 1 / 255 + } + + GLM_FUNC_QUALIFIER uint8 packSnorm1x8(float v) + { + int8 const Topack(static_cast(round(clamp(v ,-1.0f, 1.0f) * 127.0f))); + uint8 Packed = 0; + memcpy(&Packed, &Topack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER float unpackSnorm1x8(uint8 p) + { + int8 Unpack = 0; + memcpy(&Unpack, &p, sizeof(Unpack)); + return clamp( + static_cast(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f + -1.0f, 1.0f); + } + + GLM_FUNC_QUALIFIER uint16 packSnorm2x8(vec2 const& v) + { + i8vec2 const Topack(round(clamp(v, -1.0f, 1.0f) * 127.0f)); + uint16 Packed = 0; + memcpy(&Packed, &Topack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER vec2 unpackSnorm2x8(uint16 p) + { + i8vec2 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return clamp( + vec2(Unpack) * 0.00787401574803149606299212598425f, // 1.0f / 127.0f + -1.0f, 1.0f); + } + + GLM_FUNC_QUALIFIER uint16 packUnorm1x16(float s) + { + return static_cast(round(clamp(s, 0.0f, 1.0f) * 65535.0f)); + } + + GLM_FUNC_QUALIFIER float unpackUnorm1x16(uint16 p) + { + float const Unpack(p); + return Unpack * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0 + } + + GLM_FUNC_QUALIFIER uint64 packUnorm4x16(vec4 const& v) + { + u16vec4 const Topack(round(clamp(v , 0.0f, 1.0f) * 65535.0f)); + uint64 Packed = 0; + memcpy(&Packed, &Topack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER vec4 unpackUnorm4x16(uint64 p) + { + u16vec4 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return vec4(Unpack) * 1.5259021896696421759365224689097e-5f; // 1.0 / 65535.0 + } + + GLM_FUNC_QUALIFIER uint16 packSnorm1x16(float v) + { + int16 const Topack = static_cast(round(clamp(v ,-1.0f, 1.0f) * 32767.0f)); + uint16 Packed = 0; + memcpy(&Packed, &Topack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER float unpackSnorm1x16(uint16 p) + { + int16 Unpack = 0; + memcpy(&Unpack, &p, sizeof(Unpack)); + return clamp( + static_cast(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f, + -1.0f, 1.0f); + } + + GLM_FUNC_QUALIFIER uint64 packSnorm4x16(vec4 const& v) + { + i16vec4 const Topack(round(clamp(v ,-1.0f, 1.0f) * 32767.0f)); + uint64 Packed = 0; + memcpy(&Packed, &Topack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER vec4 unpackSnorm4x16(uint64 p) + { + i16vec4 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return clamp( + vec4(Unpack) * 3.0518509475997192297128208258309e-5f, //1.0f / 32767.0f, + -1.0f, 1.0f); + } + + GLM_FUNC_QUALIFIER uint16 packHalf1x16(float v) + { + int16 const Topack(detail::toFloat16(v)); + uint16 Packed = 0; + memcpy(&Packed, &Topack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER float unpackHalf1x16(uint16 v) + { + int16 Unpack = 0; + memcpy(&Unpack, &v, sizeof(Unpack)); + return detail::toFloat32(Unpack); + } + + GLM_FUNC_QUALIFIER uint64 packHalf4x16(glm::vec4 const& v) + { + i16vec4 const Unpack( + detail::toFloat16(v.x), + detail::toFloat16(v.y), + detail::toFloat16(v.z), + detail::toFloat16(v.w)); + uint64 Packed = 0; + memcpy(&Packed, &Unpack, sizeof(Packed)); + return Packed; + } + + GLM_FUNC_QUALIFIER glm::vec4 unpackHalf4x16(uint64 v) + { + i16vec4 Unpack; + memcpy(&Unpack, &v, sizeof(Unpack)); + return vec4( + detail::toFloat32(Unpack.x), + detail::toFloat32(Unpack.y), + detail::toFloat32(Unpack.z), + detail::toFloat32(Unpack.w)); + } + + GLM_FUNC_QUALIFIER uint32 packI3x10_1x2(ivec4 const& v) + { + detail::i10i10i10i2 Result; + Result.data.x = v.x; + Result.data.y = v.y; + Result.data.z = v.z; + Result.data.w = v.w; + return Result.pack; + } + + GLM_FUNC_QUALIFIER ivec4 unpackI3x10_1x2(uint32 v) + { + detail::i10i10i10i2 Unpack; + Unpack.pack = v; + return ivec4( + Unpack.data.x, + Unpack.data.y, + Unpack.data.z, + Unpack.data.w); + } + + GLM_FUNC_QUALIFIER uint32 packU3x10_1x2(uvec4 const& v) + { + detail::u10u10u10u2 Result; + Result.data.x = v.x; + Result.data.y = v.y; + Result.data.z = v.z; + Result.data.w = v.w; + return Result.pack; + } + + GLM_FUNC_QUALIFIER uvec4 unpackU3x10_1x2(uint32 v) + { + detail::u10u10u10u2 Unpack; + Unpack.pack = v; + return uvec4( + Unpack.data.x, + Unpack.data.y, + Unpack.data.z, + Unpack.data.w); + } + + GLM_FUNC_QUALIFIER uint32 packSnorm3x10_1x2(vec4 const& v) + { + ivec4 const Pack(round(clamp(v,-1.0f, 1.0f) * vec4(511.f, 511.f, 511.f, 1.f))); + + detail::i10i10i10i2 Result; + Result.data.x = Pack.x; + Result.data.y = Pack.y; + Result.data.z = Pack.z; + Result.data.w = Pack.w; + return Result.pack; + } + + GLM_FUNC_QUALIFIER vec4 unpackSnorm3x10_1x2(uint32 v) + { + detail::i10i10i10i2 Unpack; + Unpack.pack = v; + + vec4 const Result(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w); + + return clamp(Result * vec4(1.f / 511.f, 1.f / 511.f, 1.f / 511.f, 1.f), -1.0f, 1.0f); + } + + GLM_FUNC_QUALIFIER uint32 packUnorm3x10_1x2(vec4 const& v) + { + uvec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(1023.f, 1023.f, 1023.f, 3.f))); + + detail::u10u10u10u2 Result; + Result.data.x = Unpack.x; + Result.data.y = Unpack.y; + Result.data.z = Unpack.z; + Result.data.w = Unpack.w; + return Result.pack; + } + + GLM_FUNC_QUALIFIER vec4 unpackUnorm3x10_1x2(uint32 v) + { + vec4 const ScaleFactors(1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 1023.f, 1.0f / 3.f); + + detail::u10u10u10u2 Unpack; + Unpack.pack = v; + return vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactors; + } + + GLM_FUNC_QUALIFIER uint32 packF2x11_1x10(vec3 const& v) + { + return + ((detail::floatTo11bit(v.x) & ((1 << 11) - 1)) << 0) | + ((detail::floatTo11bit(v.y) & ((1 << 11) - 1)) << 11) | + ((detail::floatTo10bit(v.z) & ((1 << 10) - 1)) << 22); + } + + GLM_FUNC_QUALIFIER vec3 unpackF2x11_1x10(uint32 v) + { + return vec3( + detail::packed11bitToFloat(v >> 0), + detail::packed11bitToFloat(v >> 11), + detail::packed10bitToFloat(v >> 22)); + } + + GLM_FUNC_QUALIFIER uint32 packF3x9_E1x5(vec3 const& v) + { + float const SharedExpMax = (pow(2.0f, 9.0f - 1.0f) / pow(2.0f, 9.0f)) * pow(2.0f, 31.f - 15.f); + vec3 const Color = clamp(v, 0.0f, SharedExpMax); + float const MaxColor = max(Color.x, max(Color.y, Color.z)); + + float const ExpSharedP = max(-15.f - 1.f, floor(log2(MaxColor))) + 1.0f + 15.f; + float const MaxShared = floor(MaxColor / pow(2.0f, (ExpSharedP - 15.f - 9.f)) + 0.5f); + float const ExpShared = equal(MaxShared, pow(2.0f, 9.0f), epsilon()) ? ExpSharedP + 1.0f : ExpSharedP; + + uvec3 const ColorComp(floor(Color / pow(2.f, (ExpShared - 15.f - 9.f)) + 0.5f)); + + detail::u9u9u9e5 Unpack; + Unpack.data.x = ColorComp.x; + Unpack.data.y = ColorComp.y; + Unpack.data.z = ColorComp.z; + Unpack.data.w = uint(ExpShared); + return Unpack.pack; + } + + GLM_FUNC_QUALIFIER vec3 unpackF3x9_E1x5(uint32 v) + { + detail::u9u9u9e5 Unpack; + Unpack.pack = v; + + return vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * pow(2.0f, Unpack.data.w - 15.f - 9.f); + } + + // Based on Brian Karis http://graphicrants.blogspot.fr/2009/04/rgbm-color-encoding.html + template + GLM_FUNC_QUALIFIER vec<4, T, Q> packRGBM(vec<3, T, Q> const& rgb) + { + vec<3, T, Q> const Color(rgb * static_cast(1.0 / 6.0)); + T Alpha = clamp(max(max(Color.x, Color.y), max(Color.z, static_cast(1e-6))), static_cast(0), static_cast(1)); + Alpha = ceil(Alpha * static_cast(255.0)) / static_cast(255.0); + return vec<4, T, Q>(Color / Alpha, Alpha); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> unpackRGBM(vec<4, T, Q> const& rgbm) + { + return vec<3, T, Q>(rgbm.x, rgbm.y, rgbm.z) * rgbm.w * static_cast(6); + } + + template + GLM_FUNC_QUALIFIER vec packHalf(vec const& v) + { + return detail::compute_half::pack(v); + } + + template + GLM_FUNC_QUALIFIER vec unpackHalf(vec const& v) + { + return detail::compute_half::unpack(v); + } + + template + GLM_FUNC_QUALIFIER vec packUnorm(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "uintType must be an integer type"); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "floatType must be a floating point type"); + + return vec(round(clamp(v, static_cast(0), static_cast(1)) * static_cast(std::numeric_limits::max()))); + } + + template + GLM_FUNC_QUALIFIER vec unpackUnorm(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "uintType must be an integer type"); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "floatType must be a floating point type"); + + return vec(v) * (static_cast(1) / static_cast(std::numeric_limits::max())); + } + + template + GLM_FUNC_QUALIFIER vec packSnorm(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "uintType must be an integer type"); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "floatType must be a floating point type"); + + return vec(round(clamp(v , static_cast(-1), static_cast(1)) * static_cast(std::numeric_limits::max()))); + } + + template + GLM_FUNC_QUALIFIER vec unpackSnorm(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_integer, "uintType must be an integer type"); + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "floatType must be a floating point type"); + + return clamp(vec(v) * (static_cast(1) / static_cast(std::numeric_limits::max())), static_cast(-1), static_cast(1)); + } + + GLM_FUNC_QUALIFIER uint8 packUnorm2x4(vec2 const& v) + { + u32vec2 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f)); + detail::u4u4 Result; + Result.data.x = Unpack.x; + Result.data.y = Unpack.y; + return Result.pack; + } + + GLM_FUNC_QUALIFIER vec2 unpackUnorm2x4(uint8 v) + { + float const ScaleFactor(1.f / 15.f); + detail::u4u4 Unpack; + Unpack.pack = v; + return vec2(Unpack.data.x, Unpack.data.y) * ScaleFactor; + } + + GLM_FUNC_QUALIFIER uint16 packUnorm4x4(vec4 const& v) + { + u32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * 15.0f)); + detail::u4u4u4u4 Result; + Result.data.x = Unpack.x; + Result.data.y = Unpack.y; + Result.data.z = Unpack.z; + Result.data.w = Unpack.w; + return Result.pack; + } + + GLM_FUNC_QUALIFIER vec4 unpackUnorm4x4(uint16 v) + { + float const ScaleFactor(1.f / 15.f); + detail::u4u4u4u4 Unpack; + Unpack.pack = v; + return vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor; + } + + GLM_FUNC_QUALIFIER uint16 packUnorm1x5_1x6_1x5(vec3 const& v) + { + u32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(31.f, 63.f, 31.f))); + detail::u5u6u5 Result; + Result.data.x = Unpack.x; + Result.data.y = Unpack.y; + Result.data.z = Unpack.z; + return Result.pack; + } + + GLM_FUNC_QUALIFIER vec3 unpackUnorm1x5_1x6_1x5(uint16 v) + { + vec3 const ScaleFactor(1.f / 31.f, 1.f / 63.f, 1.f / 31.f); + detail::u5u6u5 Unpack; + Unpack.pack = v; + return vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor; + } + + GLM_FUNC_QUALIFIER uint16 packUnorm3x5_1x1(vec4 const& v) + { + u32vec4 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec4(31.f, 31.f, 31.f, 1.f))); + detail::u5u5u5u1 Result; + Result.data.x = Unpack.x; + Result.data.y = Unpack.y; + Result.data.z = Unpack.z; + Result.data.w = Unpack.w; + return Result.pack; + } + + GLM_FUNC_QUALIFIER vec4 unpackUnorm3x5_1x1(uint16 v) + { + vec4 const ScaleFactor(1.f / 31.f, 1.f / 31.f, 1.f / 31.f, 1.f); + detail::u5u5u5u1 Unpack; + Unpack.pack = v; + return vec4(Unpack.data.x, Unpack.data.y, Unpack.data.z, Unpack.data.w) * ScaleFactor; + } + + GLM_FUNC_QUALIFIER uint8 packUnorm2x3_1x2(vec3 const& v) + { + u32vec3 const Unpack(round(clamp(v, 0.0f, 1.0f) * vec3(7.f, 7.f, 3.f))); + detail::u3u3u2 Result; + Result.data.x = Unpack.x; + Result.data.y = Unpack.y; + Result.data.z = Unpack.z; + return Result.pack; + } + + GLM_FUNC_QUALIFIER vec3 unpackUnorm2x3_1x2(uint8 v) + { + vec3 const ScaleFactor(1.f / 7.f, 1.f / 7.f, 1.f / 3.f); + detail::u3u3u2 Unpack; + Unpack.pack = v; + return vec3(Unpack.data.x, Unpack.data.y, Unpack.data.z) * ScaleFactor; + } + + GLM_FUNC_QUALIFIER int16 packInt2x8(i8vec2 const& v) + { + int16 Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER i8vec2 unpackInt2x8(int16 p) + { + i8vec2 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER uint16 packUint2x8(u8vec2 const& v) + { + uint16 Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER u8vec2 unpackUint2x8(uint16 p) + { + u8vec2 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER int32 packInt4x8(i8vec4 const& v) + { + int32 Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER i8vec4 unpackInt4x8(int32 p) + { + i8vec4 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER uint32 packUint4x8(u8vec4 const& v) + { + uint32 Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER u8vec4 unpackUint4x8(uint32 p) + { + u8vec4 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER int packInt2x16(i16vec2 const& v) + { + int Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER i16vec2 unpackInt2x16(int p) + { + i16vec2 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER int64 packInt4x16(i16vec4 const& v) + { + int64 Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER i16vec4 unpackInt4x16(int64 p) + { + i16vec4 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER uint packUint2x16(u16vec2 const& v) + { + uint Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER u16vec2 unpackUint2x16(uint p) + { + u16vec2 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER uint64 packUint4x16(u16vec4 const& v) + { + uint64 Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER u16vec4 unpackUint4x16(uint64 p) + { + u16vec4 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER int64 packInt2x32(i32vec2 const& v) + { + int64 Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER i32vec2 unpackInt2x32(int64 p) + { + i32vec2 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } + + GLM_FUNC_QUALIFIER uint64 packUint2x32(u32vec2 const& v) + { + uint64 Pack = 0; + memcpy(&Pack, &v, sizeof(Pack)); + return Pack; + } + + GLM_FUNC_QUALIFIER u32vec2 unpackUint2x32(uint64 p) + { + u32vec2 Unpack; + memcpy(&Unpack, &p, sizeof(Unpack)); + return Unpack; + } +}//namespace glm + diff --git a/vendor/include/glm/gtc/quaternion.hpp b/vendor/include/glm/gtc/quaternion.hpp new file mode 100644 index 0000000..359e072 --- /dev/null +++ b/vendor/include/glm/gtc/quaternion.hpp @@ -0,0 +1,173 @@ +/// @ref gtc_quaternion +/// @file glm/gtc/quaternion.hpp +/// +/// @see core (dependence) +/// @see gtc_constants (dependence) +/// +/// @defgroup gtc_quaternion GLM_GTC_quaternion +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Defines a templated quaternion type and several quaternion operations. + +#pragma once + +// Dependency: +#include "../gtc/constants.hpp" +#include "../gtc/matrix_transform.hpp" +#include "../ext/vector_relational.hpp" +#include "../ext/quaternion_common.hpp" +#include "../ext/quaternion_float.hpp" +#include "../ext/quaternion_float_precision.hpp" +#include "../ext/quaternion_double.hpp" +#include "../ext/quaternion_double_precision.hpp" +#include "../ext/quaternion_relational.hpp" +#include "../ext/quaternion_geometric.hpp" +#include "../ext/quaternion_trigonometric.hpp" +#include "../ext/quaternion_transform.hpp" +#include "../detail/type_mat3x3.hpp" +#include "../detail/type_mat4x4.hpp" +#include "../detail/type_vec3.hpp" +#include "../detail/type_vec4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_quaternion extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_quaternion + /// @{ + + /// Returns euler angles, pitch as x, yaw as y, roll as z. + /// The result is expressed in radians. + /// + /// @tparam T Floating-point scalar types. + /// + /// @see gtc_quaternion + template + GLM_FUNC_DECL vec<3, T, Q> eulerAngles(qua const& x); + + /// Returns roll value of euler angles expressed in radians. + /// + /// @tparam T Floating-point scalar types. + /// + /// @see gtc_quaternion + template + GLM_FUNC_DECL T roll(qua const& x); + + /// Returns pitch value of euler angles expressed in radians. + /// + /// @tparam T Floating-point scalar types. + /// + /// @see gtc_quaternion + template + GLM_FUNC_DECL T pitch(qua const& x); + + /// Returns yaw value of euler angles expressed in radians. + /// + /// @tparam T Floating-point scalar types. + /// + /// @see gtc_quaternion + template + GLM_FUNC_DECL T yaw(qua const& x); + + /// Converts a quaternion to a 3 * 3 matrix. + /// + /// @tparam T Floating-point scalar types. + /// + /// @see gtc_quaternion + template + GLM_FUNC_DECL mat<3, 3, T, Q> mat3_cast(qua const& x); + + /// Converts a quaternion to a 4 * 4 matrix. + /// + /// @tparam T Floating-point scalar types. + /// + /// @see gtc_quaternion + template + GLM_FUNC_DECL mat<4, 4, T, Q> mat4_cast(qua const& x); + + /// Converts a pure rotation 3 * 3 matrix to a quaternion. + /// + /// @tparam T Floating-point scalar types. + /// + /// @see gtc_quaternion + template + GLM_FUNC_DECL qua quat_cast(mat<3, 3, T, Q> const& x); + + /// Converts a pure rotation 4 * 4 matrix to a quaternion. + /// + /// @tparam T Floating-point scalar types. + /// + /// @see gtc_quaternion + template + GLM_FUNC_DECL qua quat_cast(mat<4, 4, T, Q> const& x); + + /// Returns the component-wise comparison result of x < y. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_quaternion_relational + template + GLM_FUNC_DECL vec<4, bool, Q> lessThan(qua const& x, qua const& y); + + /// Returns the component-wise comparison of result x <= y. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_quaternion_relational + template + GLM_FUNC_DECL vec<4, bool, Q> lessThanEqual(qua const& x, qua const& y); + + /// Returns the component-wise comparison of result x > y. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_quaternion_relational + template + GLM_FUNC_DECL vec<4, bool, Q> greaterThan(qua const& x, qua const& y); + + /// Returns the component-wise comparison of result x >= y. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_quaternion_relational + template + GLM_FUNC_DECL vec<4, bool, Q> greaterThanEqual(qua const& x, qua const& y); + + /// Build a look at quaternion based on the default handedness. + /// + /// @param direction Desired forward direction. Needs to be normalized. + /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). + template + GLM_FUNC_DECL qua quatLookAt( + vec<3, T, Q> const& direction, + vec<3, T, Q> const& up); + + /// Build a right-handed look at quaternion. + /// + /// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized. + /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). + template + GLM_FUNC_DECL qua quatLookAtRH( + vec<3, T, Q> const& direction, + vec<3, T, Q> const& up); + + /// Build a left-handed look at quaternion. + /// + /// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized. + /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0). + template + GLM_FUNC_DECL qua quatLookAtLH( + vec<3, T, Q> const& direction, + vec<3, T, Q> const& up); + /// @} +} //namespace glm + +#include "quaternion.inl" diff --git a/vendor/include/glm/gtc/quaternion.inl b/vendor/include/glm/gtc/quaternion.inl new file mode 100644 index 0000000..06f9f02 --- /dev/null +++ b/vendor/include/glm/gtc/quaternion.inl @@ -0,0 +1,202 @@ +#include "../trigonometric.hpp" +#include "../geometric.hpp" +#include "../exponential.hpp" +#include "epsilon.hpp" +#include + +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec<3, T, Q> eulerAngles(qua const& x) + { + return vec<3, T, Q>(pitch(x), yaw(x), roll(x)); + } + + template + GLM_FUNC_QUALIFIER T roll(qua const& q) + { + return static_cast(atan(static_cast(2) * (q.x * q.y + q.w * q.z), q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z)); + } + + template + GLM_FUNC_QUALIFIER T pitch(qua const& q) + { + //return T(atan(T(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z)); + T const y = static_cast(2) * (q.y * q.z + q.w * q.x); + T const x = q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z; + + if(all(equal(vec<2, T, Q>(x, y), vec<2, T, Q>(0), epsilon()))) //avoid atan2(0,0) - handle singularity - Matiis + return static_cast(static_cast(2) * atan(q.x, q.w)); + + return static_cast(atan(y, x)); + } + + template + GLM_FUNC_QUALIFIER T yaw(qua const& q) + { + return asin(clamp(static_cast(-2) * (q.x * q.z - q.w * q.y), static_cast(-1), static_cast(1))); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> mat3_cast(qua const& q) + { + mat<3, 3, T, Q> Result(T(1)); + T qxx(q.x * q.x); + T qyy(q.y * q.y); + T qzz(q.z * q.z); + T qxz(q.x * q.z); + T qxy(q.x * q.y); + T qyz(q.y * q.z); + T qwx(q.w * q.x); + T qwy(q.w * q.y); + T qwz(q.w * q.z); + + Result[0][0] = T(1) - T(2) * (qyy + qzz); + Result[0][1] = T(2) * (qxy + qwz); + Result[0][2] = T(2) * (qxz - qwy); + + Result[1][0] = T(2) * (qxy - qwz); + Result[1][1] = T(1) - T(2) * (qxx + qzz); + Result[1][2] = T(2) * (qyz + qwx); + + Result[2][0] = T(2) * (qxz + qwy); + Result[2][1] = T(2) * (qyz - qwx); + Result[2][2] = T(1) - T(2) * (qxx + qyy); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> mat4_cast(qua const& q) + { + return mat<4, 4, T, Q>(mat3_cast(q)); + } + + template + GLM_FUNC_QUALIFIER qua quat_cast(mat<3, 3, T, Q> const& m) + { + T fourXSquaredMinus1 = m[0][0] - m[1][1] - m[2][2]; + T fourYSquaredMinus1 = m[1][1] - m[0][0] - m[2][2]; + T fourZSquaredMinus1 = m[2][2] - m[0][0] - m[1][1]; + T fourWSquaredMinus1 = m[0][0] + m[1][1] + m[2][2]; + + int biggestIndex = 0; + T fourBiggestSquaredMinus1 = fourWSquaredMinus1; + if(fourXSquaredMinus1 > fourBiggestSquaredMinus1) + { + fourBiggestSquaredMinus1 = fourXSquaredMinus1; + biggestIndex = 1; + } + if(fourYSquaredMinus1 > fourBiggestSquaredMinus1) + { + fourBiggestSquaredMinus1 = fourYSquaredMinus1; + biggestIndex = 2; + } + if(fourZSquaredMinus1 > fourBiggestSquaredMinus1) + { + fourBiggestSquaredMinus1 = fourZSquaredMinus1; + biggestIndex = 3; + } + + T biggestVal = sqrt(fourBiggestSquaredMinus1 + static_cast(1)) * static_cast(0.5); + T mult = static_cast(0.25) / biggestVal; + + switch(biggestIndex) + { + case 0: + return qua(biggestVal, (m[1][2] - m[2][1]) * mult, (m[2][0] - m[0][2]) * mult, (m[0][1] - m[1][0]) * mult); + case 1: + return qua((m[1][2] - m[2][1]) * mult, biggestVal, (m[0][1] + m[1][0]) * mult, (m[2][0] + m[0][2]) * mult); + case 2: + return qua((m[2][0] - m[0][2]) * mult, (m[0][1] + m[1][0]) * mult, biggestVal, (m[1][2] + m[2][1]) * mult); + case 3: + return qua((m[0][1] - m[1][0]) * mult, (m[2][0] + m[0][2]) * mult, (m[1][2] + m[2][1]) * mult, biggestVal); + default: // Silence a -Wswitch-default warning in GCC. Should never actually get here. Assert is just for sanity. + assert(false); + return qua(1, 0, 0, 0); + } + } + + template + GLM_FUNC_QUALIFIER qua quat_cast(mat<4, 4, T, Q> const& m4) + { + return quat_cast(mat<3, 3, T, Q>(m4)); + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> lessThan(qua const& x, qua const& y) + { + vec<4, bool, Q> Result; + for(length_t i = 0; i < x.length(); ++i) + Result[i] = x[i] < y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> lessThanEqual(qua const& x, qua const& y) + { + vec<4, bool, Q> Result; + for(length_t i = 0; i < x.length(); ++i) + Result[i] = x[i] <= y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> greaterThan(qua const& x, qua const& y) + { + vec<4, bool, Q> Result; + for(length_t i = 0; i < x.length(); ++i) + Result[i] = x[i] > y[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> greaterThanEqual(qua const& x, qua const& y) + { + vec<4, bool, Q> Result; + for(length_t i = 0; i < x.length(); ++i) + Result[i] = x[i] >= y[i]; + return Result; + } + + + template + GLM_FUNC_QUALIFIER qua quatLookAt(vec<3, T, Q> const& direction, vec<3, T, Q> const& up) + { +# if GLM_CONFIG_CLIP_CONTROL & GLM_CLIP_CONTROL_LH_BIT + return quatLookAtLH(direction, up); +# else + return quatLookAtRH(direction, up); +# endif + } + + template + GLM_FUNC_QUALIFIER qua quatLookAtRH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up) + { + mat<3, 3, T, Q> Result; + + Result[2] = -direction; + vec<3, T, Q> const& Right = cross(up, Result[2]); + Result[0] = Right * inversesqrt(max(static_cast(0.00001), dot(Right, Right))); + Result[1] = cross(Result[2], Result[0]); + + return quat_cast(Result); + } + + template + GLM_FUNC_QUALIFIER qua quatLookAtLH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up) + { + mat<3, 3, T, Q> Result; + + Result[2] = direction; + vec<3, T, Q> const& Right = cross(up, Result[2]); + Result[0] = Right * inversesqrt(max(static_cast(0.00001), dot(Right, Right))); + Result[1] = cross(Result[2], Result[0]); + + return quat_cast(Result); + } +}//namespace glm + +#if GLM_CONFIG_SIMD == GLM_ENABLE +# include "quaternion_simd.inl" +#endif + diff --git a/vendor/include/glm/gtc/quaternion_simd.inl b/vendor/include/glm/gtc/quaternion_simd.inl new file mode 100644 index 0000000..e69de29 diff --git a/vendor/include/glm/gtc/random.hpp b/vendor/include/glm/gtc/random.hpp new file mode 100644 index 0000000..9a85958 --- /dev/null +++ b/vendor/include/glm/gtc/random.hpp @@ -0,0 +1,82 @@ +/// @ref gtc_random +/// @file glm/gtc/random.hpp +/// +/// @see core (dependence) +/// @see gtx_random (extended) +/// +/// @defgroup gtc_random GLM_GTC_random +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Generate random number from various distribution methods. + +#pragma once + +// Dependency: +#include "../ext/scalar_int_sized.hpp" +#include "../ext/scalar_uint_sized.hpp" +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_random extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_random + /// @{ + + /// Generate random numbers in the interval [Min, Max], according a linear distribution + /// + /// @param Min Minimum value included in the sampling + /// @param Max Maximum value included in the sampling + /// @tparam genType Value type. Currently supported: float or double scalars. + /// @see gtc_random + template + GLM_FUNC_DECL genType linearRand(genType Min, genType Max); + + /// Generate random numbers in the interval [Min, Max], according a linear distribution + /// + /// @param Min Minimum value included in the sampling + /// @param Max Maximum value included in the sampling + /// @tparam T Value type. Currently supported: float or double. + /// + /// @see gtc_random + template + GLM_FUNC_DECL vec linearRand(vec const& Min, vec const& Max); + + /// Generate random numbers in the interval [Min, Max], according a gaussian distribution + /// + /// @see gtc_random + template + GLM_FUNC_DECL genType gaussRand(genType Mean, genType Deviation); + + /// Generate a random 2D vector which coordinates are regulary distributed on a circle of a given radius + /// + /// @see gtc_random + template + GLM_FUNC_DECL vec<2, T, defaultp> circularRand(T Radius); + + /// Generate a random 3D vector which coordinates are regulary distributed on a sphere of a given radius + /// + /// @see gtc_random + template + GLM_FUNC_DECL vec<3, T, defaultp> sphericalRand(T Radius); + + /// Generate a random 2D vector which coordinates are regulary distributed within the area of a disk of a given radius + /// + /// @see gtc_random + template + GLM_FUNC_DECL vec<2, T, defaultp> diskRand(T Radius); + + /// Generate a random 3D vector which coordinates are regulary distributed within the volume of a ball of a given radius + /// + /// @see gtc_random + template + GLM_FUNC_DECL vec<3, T, defaultp> ballRand(T Radius); + + /// @} +}//namespace glm + +#include "random.inl" diff --git a/vendor/include/glm/gtc/random.inl b/vendor/include/glm/gtc/random.inl new file mode 100644 index 0000000..7048509 --- /dev/null +++ b/vendor/include/glm/gtc/random.inl @@ -0,0 +1,303 @@ +#include "../geometric.hpp" +#include "../exponential.hpp" +#include "../trigonometric.hpp" +#include "../detail/type_vec1.hpp" +#include +#include +#include +#include + +namespace glm{ +namespace detail +{ + template + struct compute_rand + { + GLM_FUNC_QUALIFIER static vec call(); + }; + + template + struct compute_rand<1, uint8, P> + { + GLM_FUNC_QUALIFIER static vec<1, uint8, P> call() + { + return vec<1, uint8, P>( + std::rand() % std::numeric_limits::max()); + } + }; + + template + struct compute_rand<2, uint8, P> + { + GLM_FUNC_QUALIFIER static vec<2, uint8, P> call() + { + return vec<2, uint8, P>( + std::rand() % std::numeric_limits::max(), + std::rand() % std::numeric_limits::max()); + } + }; + + template + struct compute_rand<3, uint8, P> + { + GLM_FUNC_QUALIFIER static vec<3, uint8, P> call() + { + return vec<3, uint8, P>( + std::rand() % std::numeric_limits::max(), + std::rand() % std::numeric_limits::max(), + std::rand() % std::numeric_limits::max()); + } + }; + + template + struct compute_rand<4, uint8, P> + { + GLM_FUNC_QUALIFIER static vec<4, uint8, P> call() + { + return vec<4, uint8, P>( + std::rand() % std::numeric_limits::max(), + std::rand() % std::numeric_limits::max(), + std::rand() % std::numeric_limits::max(), + std::rand() % std::numeric_limits::max()); + } + }; + + template + struct compute_rand + { + GLM_FUNC_QUALIFIER static vec call() + { + return + (vec(compute_rand::call()) << static_cast(8)) | + (vec(compute_rand::call()) << static_cast(0)); + } + }; + + template + struct compute_rand + { + GLM_FUNC_QUALIFIER static vec call() + { + return + (vec(compute_rand::call()) << static_cast(16)) | + (vec(compute_rand::call()) << static_cast(0)); + } + }; + + template + struct compute_rand + { + GLM_FUNC_QUALIFIER static vec call() + { + return + (vec(compute_rand::call()) << static_cast(32)) | + (vec(compute_rand::call()) << static_cast(0)); + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max); + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return (vec(compute_rand::call() % vec(Max + static_cast(1) - Min))) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return (compute_rand::call() % (Max + static_cast(1) - Min)) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return (vec(compute_rand::call() % vec(Max + static_cast(1) - Min))) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return (compute_rand::call() % (Max + static_cast(1) - Min)) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return (vec(compute_rand::call() % vec(Max + static_cast(1) - Min))) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return (compute_rand::call() % (Max + static_cast(1) - Min)) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return (vec(compute_rand::call() % vec(Max + static_cast(1) - Min))) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return (compute_rand::call() % (Max + static_cast(1) - Min)) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return vec(compute_rand::call()) / static_cast(std::numeric_limits::max()) * (Max - Min) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return vec(compute_rand::call()) / static_cast(std::numeric_limits::max()) * (Max - Min) + Min; + } + }; + + template + struct compute_linearRand + { + GLM_FUNC_QUALIFIER static vec call(vec const& Min, vec const& Max) + { + return vec(compute_rand::call()) / static_cast(std::numeric_limits::max()) * (Max - Min) + Min; + } + }; +}//namespace detail + + template + GLM_FUNC_QUALIFIER genType linearRand(genType Min, genType Max) + { + return detail::compute_linearRand<1, genType, highp>::call( + vec<1, genType, highp>(Min), + vec<1, genType, highp>(Max)).x; + } + + template + GLM_FUNC_QUALIFIER vec linearRand(vec const& Min, vec const& Max) + { + return detail::compute_linearRand::call(Min, Max); + } + + template + GLM_FUNC_QUALIFIER genType gaussRand(genType Mean, genType Deviation) + { + genType w, x1, x2; + + do + { + x1 = linearRand(genType(-1), genType(1)); + x2 = linearRand(genType(-1), genType(1)); + + w = x1 * x1 + x2 * x2; + } while(w > genType(1)); + + return static_cast(x2 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean); + } + + template + GLM_FUNC_QUALIFIER vec gaussRand(vec const& Mean, vec const& Deviation) + { + return detail::functor2::call(gaussRand, Mean, Deviation); + } + + template + GLM_FUNC_QUALIFIER vec<2, T, defaultp> diskRand(T Radius) + { + assert(Radius > static_cast(0)); + + vec<2, T, defaultp> Result(T(0)); + T LenRadius(T(0)); + + do + { + Result = linearRand( + vec<2, T, defaultp>(-Radius), + vec<2, T, defaultp>(Radius)); + LenRadius = length(Result); + } + while(LenRadius > Radius); + + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, defaultp> ballRand(T Radius) + { + assert(Radius > static_cast(0)); + + vec<3, T, defaultp> Result(T(0)); + T LenRadius(T(0)); + + do + { + Result = linearRand( + vec<3, T, defaultp>(-Radius), + vec<3, T, defaultp>(Radius)); + LenRadius = length(Result); + } + while(LenRadius > Radius); + + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<2, T, defaultp> circularRand(T Radius) + { + assert(Radius > static_cast(0)); + + T a = linearRand(T(0), static_cast(6.283185307179586476925286766559)); + return vec<2, T, defaultp>(glm::cos(a), glm::sin(a)) * Radius; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, defaultp> sphericalRand(T Radius) + { + assert(Radius > static_cast(0)); + + T theta = linearRand(T(0), T(6.283185307179586476925286766559f)); + T phi = std::acos(linearRand(T(-1.0f), T(1.0f))); + + T x = std::sin(phi) * std::cos(theta); + T y = std::sin(phi) * std::sin(theta); + T z = std::cos(phi); + + return vec<3, T, defaultp>(x, y, z) * Radius; + } +}//namespace glm diff --git a/vendor/include/glm/gtc/reciprocal.hpp b/vendor/include/glm/gtc/reciprocal.hpp new file mode 100644 index 0000000..c7d1330 --- /dev/null +++ b/vendor/include/glm/gtc/reciprocal.hpp @@ -0,0 +1,135 @@ +/// @ref gtc_reciprocal +/// @file glm/gtc/reciprocal.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_reciprocal GLM_GTC_reciprocal +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Define secant, cosecant and cotangent functions. + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_reciprocal extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_reciprocal + /// @{ + + /// Secant function. + /// hypotenuse / adjacent or 1 / cos(x) + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType sec(genType angle); + + /// Cosecant function. + /// hypotenuse / opposite or 1 / sin(x) + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType csc(genType angle); + + /// Cotangent function. + /// adjacent / opposite or 1 / tan(x) + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType cot(genType angle); + + /// Inverse secant function. + /// + /// @return Return an angle expressed in radians. + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType asec(genType x); + + /// Inverse cosecant function. + /// + /// @return Return an angle expressed in radians. + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType acsc(genType x); + + /// Inverse cotangent function. + /// + /// @return Return an angle expressed in radians. + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType acot(genType x); + + /// Secant hyperbolic function. + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType sech(genType angle); + + /// Cosecant hyperbolic function. + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType csch(genType angle); + + /// Cotangent hyperbolic function. + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType coth(genType angle); + + /// Inverse secant hyperbolic function. + /// + /// @return Return an angle expressed in radians. + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType asech(genType x); + + /// Inverse cosecant hyperbolic function. + /// + /// @return Return an angle expressed in radians. + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType acsch(genType x); + + /// Inverse cotangent hyperbolic function. + /// + /// @return Return an angle expressed in radians. + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see gtc_reciprocal + template + GLM_FUNC_DECL genType acoth(genType x); + + /// @} +}//namespace glm + +#include "reciprocal.inl" diff --git a/vendor/include/glm/gtc/reciprocal.inl b/vendor/include/glm/gtc/reciprocal.inl new file mode 100644 index 0000000..d88729e --- /dev/null +++ b/vendor/include/glm/gtc/reciprocal.inl @@ -0,0 +1,191 @@ +/// @ref gtc_reciprocal + +#include "../trigonometric.hpp" +#include + +namespace glm +{ + // sec + template + GLM_FUNC_QUALIFIER genType sec(genType angle) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sec' only accept floating-point values"); + return genType(1) / glm::cos(angle); + } + + template + GLM_FUNC_QUALIFIER vec sec(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sec' only accept floating-point inputs"); + return detail::functor1::call(sec, x); + } + + // csc + template + GLM_FUNC_QUALIFIER genType csc(genType angle) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'csc' only accept floating-point values"); + return genType(1) / glm::sin(angle); + } + + template + GLM_FUNC_QUALIFIER vec csc(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'csc' only accept floating-point inputs"); + return detail::functor1::call(csc, x); + } + + // cot + template + GLM_FUNC_QUALIFIER genType cot(genType angle) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'cot' only accept floating-point values"); + + genType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0); + return glm::tan(pi_over_2 - angle); + } + + template + GLM_FUNC_QUALIFIER vec cot(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'cot' only accept floating-point inputs"); + return detail::functor1::call(cot, x); + } + + // asec + template + GLM_FUNC_QUALIFIER genType asec(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asec' only accept floating-point values"); + return acos(genType(1) / x); + } + + template + GLM_FUNC_QUALIFIER vec asec(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asec' only accept floating-point inputs"); + return detail::functor1::call(asec, x); + } + + // acsc + template + GLM_FUNC_QUALIFIER genType acsc(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acsc' only accept floating-point values"); + return asin(genType(1) / x); + } + + template + GLM_FUNC_QUALIFIER vec acsc(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acsc' only accept floating-point inputs"); + return detail::functor1::call(acsc, x); + } + + // acot + template + GLM_FUNC_QUALIFIER genType acot(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acot' only accept floating-point values"); + + genType const pi_over_2 = genType(3.1415926535897932384626433832795 / 2.0); + return pi_over_2 - atan(x); + } + + template + GLM_FUNC_QUALIFIER vec acot(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acot' only accept floating-point inputs"); + return detail::functor1::call(acot, x); + } + + // sech + template + GLM_FUNC_QUALIFIER genType sech(genType angle) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sech' only accept floating-point values"); + return genType(1) / glm::cosh(angle); + } + + template + GLM_FUNC_QUALIFIER vec sech(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'sech' only accept floating-point inputs"); + return detail::functor1::call(sech, x); + } + + // csch + template + GLM_FUNC_QUALIFIER genType csch(genType angle) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'csch' only accept floating-point values"); + return genType(1) / glm::sinh(angle); + } + + template + GLM_FUNC_QUALIFIER vec csch(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'csch' only accept floating-point inputs"); + return detail::functor1::call(csch, x); + } + + // coth + template + GLM_FUNC_QUALIFIER genType coth(genType angle) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'coth' only accept floating-point values"); + return glm::cosh(angle) / glm::sinh(angle); + } + + template + GLM_FUNC_QUALIFIER vec coth(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'coth' only accept floating-point inputs"); + return detail::functor1::call(coth, x); + } + + // asech + template + GLM_FUNC_QUALIFIER genType asech(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asech' only accept floating-point values"); + return acosh(genType(1) / x); + } + + template + GLM_FUNC_QUALIFIER vec asech(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'asech' only accept floating-point inputs"); + return detail::functor1::call(asech, x); + } + + // acsch + template + GLM_FUNC_QUALIFIER genType acsch(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acsch' only accept floating-point values"); + return asinh(genType(1) / x); + } + + template + GLM_FUNC_QUALIFIER vec acsch(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acsch' only accept floating-point inputs"); + return detail::functor1::call(acsch, x); + } + + // acoth + template + GLM_FUNC_QUALIFIER genType acoth(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acoth' only accept floating-point values"); + return atanh(genType(1) / x); + } + + template + GLM_FUNC_QUALIFIER vec acoth(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'acoth' only accept floating-point inputs"); + return detail::functor1::call(acoth, x); + } +}//namespace glm diff --git a/vendor/include/glm/gtc/round.hpp b/vendor/include/glm/gtc/round.hpp new file mode 100644 index 0000000..56edbbc --- /dev/null +++ b/vendor/include/glm/gtc/round.hpp @@ -0,0 +1,160 @@ +/// @ref gtc_round +/// @file glm/gtc/round.hpp +/// +/// @see core (dependence) +/// @see gtc_round (dependence) +/// +/// @defgroup gtc_round GLM_GTC_round +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Rounding value to specific boundings + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" +#include "../detail/_vectorize.hpp" +#include "../vector_relational.hpp" +#include "../common.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_round extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_round + /// @{ + + /// Return the power of two number which value is just higher the input value, + /// round up to a power of two. + /// + /// @see gtc_round + template + GLM_FUNC_DECL genIUType ceilPowerOfTwo(genIUType v); + + /// Return the power of two number which value is just higher the input value, + /// round up to a power of two. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_round + template + GLM_FUNC_DECL vec ceilPowerOfTwo(vec const& v); + + /// Return the power of two number which value is just lower the input value, + /// round down to a power of two. + /// + /// @see gtc_round + template + GLM_FUNC_DECL genIUType floorPowerOfTwo(genIUType v); + + /// Return the power of two number which value is just lower the input value, + /// round down to a power of two. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_round + template + GLM_FUNC_DECL vec floorPowerOfTwo(vec const& v); + + /// Return the power of two number which value is the closet to the input value. + /// + /// @see gtc_round + template + GLM_FUNC_DECL genIUType roundPowerOfTwo(genIUType v); + + /// Return the power of two number which value is the closet to the input value. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_round + template + GLM_FUNC_DECL vec roundPowerOfTwo(vec const& v); + + /// Higher multiple number of Source. + /// + /// @tparam genType Floating-point or integer scalar or vector types. + /// + /// @param v Source value to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see gtc_round + template + GLM_FUNC_DECL genType ceilMultiple(genType v, genType Multiple); + + /// Higher multiple number of Source. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @param v Source values to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see gtc_round + template + GLM_FUNC_DECL vec ceilMultiple(vec const& v, vec const& Multiple); + + /// Lower multiple number of Source. + /// + /// @tparam genType Floating-point or integer scalar or vector types. + /// + /// @param v Source value to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see gtc_round + template + GLM_FUNC_DECL genType floorMultiple(genType v, genType Multiple); + + /// Lower multiple number of Source. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @param v Source values to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see gtc_round + template + GLM_FUNC_DECL vec floorMultiple(vec const& v, vec const& Multiple); + + /// Lower multiple number of Source. + /// + /// @tparam genType Floating-point or integer scalar or vector types. + /// + /// @param v Source value to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see gtc_round + template + GLM_FUNC_DECL genType roundMultiple(genType v, genType Multiple); + + /// Lower multiple number of Source. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @param v Source values to which is applied the function + /// @param Multiple Must be a null or positive value + /// + /// @see gtc_round + template + GLM_FUNC_DECL vec roundMultiple(vec const& v, vec const& Multiple); + + /// @} +} //namespace glm + +#include "round.inl" diff --git a/vendor/include/glm/gtc/round.inl b/vendor/include/glm/gtc/round.inl new file mode 100644 index 0000000..48411e4 --- /dev/null +++ b/vendor/include/glm/gtc/round.inl @@ -0,0 +1,155 @@ +/// @ref gtc_round + +#include "../integer.hpp" +#include "../ext/vector_integer.hpp" + +namespace glm{ +namespace detail +{ + template + struct compute_roundMultiple {}; + + template<> + struct compute_roundMultiple + { + template + GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) + { + if (Source >= genType(0)) + return Source - std::fmod(Source, Multiple); + else + { + genType Tmp = Source + genType(1); + return Tmp - std::fmod(Tmp, Multiple) - Multiple; + } + } + }; + + template<> + struct compute_roundMultiple + { + template + GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) + { + if (Source >= genType(0)) + return Source - Source % Multiple; + else + { + genType Tmp = Source + genType(1); + return Tmp - Tmp % Multiple - Multiple; + } + } + }; + + template<> + struct compute_roundMultiple + { + template + GLM_FUNC_QUALIFIER static genType call(genType Source, genType Multiple) + { + if (Source >= genType(0)) + return Source - Source % Multiple; + else + { + genType Tmp = Source + genType(1); + return Tmp - Tmp % Multiple - Multiple; + } + } + }; +}//namespace detail + + ////////////////// + // ceilPowerOfTwo + + template + GLM_FUNC_QUALIFIER genType ceilPowerOfTwo(genType value) + { + return detail::compute_ceilPowerOfTwo<1, genType, defaultp, std::numeric_limits::is_signed>::call(vec<1, genType, defaultp>(value)).x; + } + + template + GLM_FUNC_QUALIFIER vec ceilPowerOfTwo(vec const& v) + { + return detail::compute_ceilPowerOfTwo::is_signed>::call(v); + } + + /////////////////// + // floorPowerOfTwo + + template + GLM_FUNC_QUALIFIER genType floorPowerOfTwo(genType value) + { + return isPowerOfTwo(value) ? value : static_cast(1) << findMSB(value); + } + + template + GLM_FUNC_QUALIFIER vec floorPowerOfTwo(vec const& v) + { + return detail::functor1::call(floorPowerOfTwo, v); + } + + /////////////////// + // roundPowerOfTwo + + template + GLM_FUNC_QUALIFIER genIUType roundPowerOfTwo(genIUType value) + { + if(isPowerOfTwo(value)) + return value; + + genIUType const prev = static_cast(1) << findMSB(value); + genIUType const next = prev << static_cast(1); + return (next - value) < (value - prev) ? next : prev; + } + + template + GLM_FUNC_QUALIFIER vec roundPowerOfTwo(vec const& v) + { + return detail::functor1::call(roundPowerOfTwo, v); + } + + ////////////////////// + // ceilMultiple + + template + GLM_FUNC_QUALIFIER genType ceilMultiple(genType Source, genType Multiple) + { + return detail::compute_ceilMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); + } + + template + GLM_FUNC_QUALIFIER vec ceilMultiple(vec const& Source, vec const& Multiple) + { + return detail::functor2::call(ceilMultiple, Source, Multiple); + } + + ////////////////////// + // floorMultiple + + template + GLM_FUNC_QUALIFIER genType floorMultiple(genType Source, genType Multiple) + { + return detail::compute_floorMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); + } + + template + GLM_FUNC_QUALIFIER vec floorMultiple(vec const& Source, vec const& Multiple) + { + return detail::functor2::call(floorMultiple, Source, Multiple); + } + + ////////////////////// + // roundMultiple + + template + GLM_FUNC_QUALIFIER genType roundMultiple(genType Source, genType Multiple) + { + return detail::compute_roundMultiple::is_iec559, std::numeric_limits::is_signed>::call(Source, Multiple); + } + + template + GLM_FUNC_QUALIFIER vec roundMultiple(vec const& Source, vec const& Multiple) + { + return detail::functor2::call(roundMultiple, Source, Multiple); + } +}//namespace glm diff --git a/vendor/include/glm/gtc/type_aligned.hpp b/vendor/include/glm/gtc/type_aligned.hpp new file mode 100644 index 0000000..5403abf --- /dev/null +++ b/vendor/include/glm/gtc/type_aligned.hpp @@ -0,0 +1,1315 @@ +/// @ref gtc_type_aligned +/// @file glm/gtc/type_aligned.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_type_aligned GLM_GTC_type_aligned +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Aligned types allowing SIMD optimizations of vectors and matrices types + +#pragma once + +#if (GLM_CONFIG_ALIGNED_GENTYPES == GLM_DISABLE) +# error "GLM: Aligned gentypes require to enable C++ language extensions. Define GLM_FORCE_ALIGNED_GENTYPES before including GLM headers to use aligned types." +#endif + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_type_aligned extension included") +#endif + +#include "../mat4x4.hpp" +#include "../mat4x3.hpp" +#include "../mat4x2.hpp" +#include "../mat3x4.hpp" +#include "../mat3x3.hpp" +#include "../mat3x2.hpp" +#include "../mat2x4.hpp" +#include "../mat2x3.hpp" +#include "../mat2x2.hpp" +#include "../gtc/vec1.hpp" +#include "../vec2.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" + +namespace glm +{ + /// @addtogroup gtc_type_aligned + /// @{ + + // -- *vec1 -- + + /// 1 component vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<1, float, aligned_highp> aligned_highp_vec1; + + /// 1 component vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<1, float, aligned_mediump> aligned_mediump_vec1; + + /// 1 component vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<1, float, aligned_lowp> aligned_lowp_vec1; + + /// 1 component vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<1, double, aligned_highp> aligned_highp_dvec1; + + /// 1 component vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<1, double, aligned_mediump> aligned_mediump_dvec1; + + /// 1 component vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<1, double, aligned_lowp> aligned_lowp_dvec1; + + /// 1 component vector aligned in memory of signed integer numbers. + typedef vec<1, int, aligned_highp> aligned_highp_ivec1; + + /// 1 component vector aligned in memory of signed integer numbers. + typedef vec<1, int, aligned_mediump> aligned_mediump_ivec1; + + /// 1 component vector aligned in memory of signed integer numbers. + typedef vec<1, int, aligned_lowp> aligned_lowp_ivec1; + + /// 1 component vector aligned in memory of unsigned integer numbers. + typedef vec<1, uint, aligned_highp> aligned_highp_uvec1; + + /// 1 component vector aligned in memory of unsigned integer numbers. + typedef vec<1, uint, aligned_mediump> aligned_mediump_uvec1; + + /// 1 component vector aligned in memory of unsigned integer numbers. + typedef vec<1, uint, aligned_lowp> aligned_lowp_uvec1; + + /// 1 component vector aligned in memory of bool values. + typedef vec<1, bool, aligned_highp> aligned_highp_bvec1; + + /// 1 component vector aligned in memory of bool values. + typedef vec<1, bool, aligned_mediump> aligned_mediump_bvec1; + + /// 1 component vector aligned in memory of bool values. + typedef vec<1, bool, aligned_lowp> aligned_lowp_bvec1; + + /// 1 component vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<1, float, packed_highp> packed_highp_vec1; + + /// 1 component vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<1, float, packed_mediump> packed_mediump_vec1; + + /// 1 component vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<1, float, packed_lowp> packed_lowp_vec1; + + /// 1 component vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<1, double, packed_highp> packed_highp_dvec1; + + /// 1 component vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<1, double, packed_mediump> packed_mediump_dvec1; + + /// 1 component vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<1, double, packed_lowp> packed_lowp_dvec1; + + /// 1 component vector tightly packed in memory of signed integer numbers. + typedef vec<1, int, packed_highp> packed_highp_ivec1; + + /// 1 component vector tightly packed in memory of signed integer numbers. + typedef vec<1, int, packed_mediump> packed_mediump_ivec1; + + /// 1 component vector tightly packed in memory of signed integer numbers. + typedef vec<1, int, packed_lowp> packed_lowp_ivec1; + + /// 1 component vector tightly packed in memory of unsigned integer numbers. + typedef vec<1, uint, packed_highp> packed_highp_uvec1; + + /// 1 component vector tightly packed in memory of unsigned integer numbers. + typedef vec<1, uint, packed_mediump> packed_mediump_uvec1; + + /// 1 component vector tightly packed in memory of unsigned integer numbers. + typedef vec<1, uint, packed_lowp> packed_lowp_uvec1; + + /// 1 component vector tightly packed in memory of bool values. + typedef vec<1, bool, packed_highp> packed_highp_bvec1; + + /// 1 component vector tightly packed in memory of bool values. + typedef vec<1, bool, packed_mediump> packed_mediump_bvec1; + + /// 1 component vector tightly packed in memory of bool values. + typedef vec<1, bool, packed_lowp> packed_lowp_bvec1; + + // -- *vec2 -- + + /// 2 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<2, float, aligned_highp> aligned_highp_vec2; + + /// 2 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<2, float, aligned_mediump> aligned_mediump_vec2; + + /// 2 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<2, float, aligned_lowp> aligned_lowp_vec2; + + /// 2 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<2, double, aligned_highp> aligned_highp_dvec2; + + /// 2 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<2, double, aligned_mediump> aligned_mediump_dvec2; + + /// 2 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<2, double, aligned_lowp> aligned_lowp_dvec2; + + /// 2 components vector aligned in memory of signed integer numbers. + typedef vec<2, int, aligned_highp> aligned_highp_ivec2; + + /// 2 components vector aligned in memory of signed integer numbers. + typedef vec<2, int, aligned_mediump> aligned_mediump_ivec2; + + /// 2 components vector aligned in memory of signed integer numbers. + typedef vec<2, int, aligned_lowp> aligned_lowp_ivec2; + + /// 2 components vector aligned in memory of unsigned integer numbers. + typedef vec<2, uint, aligned_highp> aligned_highp_uvec2; + + /// 2 components vector aligned in memory of unsigned integer numbers. + typedef vec<2, uint, aligned_mediump> aligned_mediump_uvec2; + + /// 2 components vector aligned in memory of unsigned integer numbers. + typedef vec<2, uint, aligned_lowp> aligned_lowp_uvec2; + + /// 2 components vector aligned in memory of bool values. + typedef vec<2, bool, aligned_highp> aligned_highp_bvec2; + + /// 2 components vector aligned in memory of bool values. + typedef vec<2, bool, aligned_mediump> aligned_mediump_bvec2; + + /// 2 components vector aligned in memory of bool values. + typedef vec<2, bool, aligned_lowp> aligned_lowp_bvec2; + + /// 2 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<2, float, packed_highp> packed_highp_vec2; + + /// 2 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<2, float, packed_mediump> packed_mediump_vec2; + + /// 2 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<2, float, packed_lowp> packed_lowp_vec2; + + /// 2 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<2, double, packed_highp> packed_highp_dvec2; + + /// 2 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<2, double, packed_mediump> packed_mediump_dvec2; + + /// 2 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<2, double, packed_lowp> packed_lowp_dvec2; + + /// 2 components vector tightly packed in memory of signed integer numbers. + typedef vec<2, int, packed_highp> packed_highp_ivec2; + + /// 2 components vector tightly packed in memory of signed integer numbers. + typedef vec<2, int, packed_mediump> packed_mediump_ivec2; + + /// 2 components vector tightly packed in memory of signed integer numbers. + typedef vec<2, int, packed_lowp> packed_lowp_ivec2; + + /// 2 components vector tightly packed in memory of unsigned integer numbers. + typedef vec<2, uint, packed_highp> packed_highp_uvec2; + + /// 2 components vector tightly packed in memory of unsigned integer numbers. + typedef vec<2, uint, packed_mediump> packed_mediump_uvec2; + + /// 2 components vector tightly packed in memory of unsigned integer numbers. + typedef vec<2, uint, packed_lowp> packed_lowp_uvec2; + + /// 2 components vector tightly packed in memory of bool values. + typedef vec<2, bool, packed_highp> packed_highp_bvec2; + + /// 2 components vector tightly packed in memory of bool values. + typedef vec<2, bool, packed_mediump> packed_mediump_bvec2; + + /// 2 components vector tightly packed in memory of bool values. + typedef vec<2, bool, packed_lowp> packed_lowp_bvec2; + + // -- *vec3 -- + + /// 3 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<3, float, aligned_highp> aligned_highp_vec3; + + /// 3 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<3, float, aligned_mediump> aligned_mediump_vec3; + + /// 3 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<3, float, aligned_lowp> aligned_lowp_vec3; + + /// 3 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<3, double, aligned_highp> aligned_highp_dvec3; + + /// 3 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<3, double, aligned_mediump> aligned_mediump_dvec3; + + /// 3 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<3, double, aligned_lowp> aligned_lowp_dvec3; + + /// 3 components vector aligned in memory of signed integer numbers. + typedef vec<3, int, aligned_highp> aligned_highp_ivec3; + + /// 3 components vector aligned in memory of signed integer numbers. + typedef vec<3, int, aligned_mediump> aligned_mediump_ivec3; + + /// 3 components vector aligned in memory of signed integer numbers. + typedef vec<3, int, aligned_lowp> aligned_lowp_ivec3; + + /// 3 components vector aligned in memory of unsigned integer numbers. + typedef vec<3, uint, aligned_highp> aligned_highp_uvec3; + + /// 3 components vector aligned in memory of unsigned integer numbers. + typedef vec<3, uint, aligned_mediump> aligned_mediump_uvec3; + + /// 3 components vector aligned in memory of unsigned integer numbers. + typedef vec<3, uint, aligned_lowp> aligned_lowp_uvec3; + + /// 3 components vector aligned in memory of bool values. + typedef vec<3, bool, aligned_highp> aligned_highp_bvec3; + + /// 3 components vector aligned in memory of bool values. + typedef vec<3, bool, aligned_mediump> aligned_mediump_bvec3; + + /// 3 components vector aligned in memory of bool values. + typedef vec<3, bool, aligned_lowp> aligned_lowp_bvec3; + + /// 3 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<3, float, packed_highp> packed_highp_vec3; + + /// 3 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<3, float, packed_mediump> packed_mediump_vec3; + + /// 3 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<3, float, packed_lowp> packed_lowp_vec3; + + /// 3 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<3, double, packed_highp> packed_highp_dvec3; + + /// 3 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<3, double, packed_mediump> packed_mediump_dvec3; + + /// 3 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<3, double, packed_lowp> packed_lowp_dvec3; + + /// 3 components vector tightly packed in memory of signed integer numbers. + typedef vec<3, int, packed_highp> packed_highp_ivec3; + + /// 3 components vector tightly packed in memory of signed integer numbers. + typedef vec<3, int, packed_mediump> packed_mediump_ivec3; + + /// 3 components vector tightly packed in memory of signed integer numbers. + typedef vec<3, int, packed_lowp> packed_lowp_ivec3; + + /// 3 components vector tightly packed in memory of unsigned integer numbers. + typedef vec<3, uint, packed_highp> packed_highp_uvec3; + + /// 3 components vector tightly packed in memory of unsigned integer numbers. + typedef vec<3, uint, packed_mediump> packed_mediump_uvec3; + + /// 3 components vector tightly packed in memory of unsigned integer numbers. + typedef vec<3, uint, packed_lowp> packed_lowp_uvec3; + + /// 3 components vector tightly packed in memory of bool values. + typedef vec<3, bool, packed_highp> packed_highp_bvec3; + + /// 3 components vector tightly packed in memory of bool values. + typedef vec<3, bool, packed_mediump> packed_mediump_bvec3; + + /// 3 components vector tightly packed in memory of bool values. + typedef vec<3, bool, packed_lowp> packed_lowp_bvec3; + + // -- *vec4 -- + + /// 4 components vector aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<4, float, aligned_highp> aligned_highp_vec4; + + /// 4 components vector aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<4, float, aligned_mediump> aligned_mediump_vec4; + + /// 4 components vector aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<4, float, aligned_lowp> aligned_lowp_vec4; + + /// 4 components vector aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<4, double, aligned_highp> aligned_highp_dvec4; + + /// 4 components vector aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<4, double, aligned_mediump> aligned_mediump_dvec4; + + /// 4 components vector aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<4, double, aligned_lowp> aligned_lowp_dvec4; + + /// 4 components vector aligned in memory of signed integer numbers. + typedef vec<4, int, aligned_highp> aligned_highp_ivec4; + + /// 4 components vector aligned in memory of signed integer numbers. + typedef vec<4, int, aligned_mediump> aligned_mediump_ivec4; + + /// 4 components vector aligned in memory of signed integer numbers. + typedef vec<4, int, aligned_lowp> aligned_lowp_ivec4; + + /// 4 components vector aligned in memory of unsigned integer numbers. + typedef vec<4, uint, aligned_highp> aligned_highp_uvec4; + + /// 4 components vector aligned in memory of unsigned integer numbers. + typedef vec<4, uint, aligned_mediump> aligned_mediump_uvec4; + + /// 4 components vector aligned in memory of unsigned integer numbers. + typedef vec<4, uint, aligned_lowp> aligned_lowp_uvec4; + + /// 4 components vector aligned in memory of bool values. + typedef vec<4, bool, aligned_highp> aligned_highp_bvec4; + + /// 4 components vector aligned in memory of bool values. + typedef vec<4, bool, aligned_mediump> aligned_mediump_bvec4; + + /// 4 components vector aligned in memory of bool values. + typedef vec<4, bool, aligned_lowp> aligned_lowp_bvec4; + + /// 4 components vector tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<4, float, packed_highp> packed_highp_vec4; + + /// 4 components vector tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<4, float, packed_mediump> packed_mediump_vec4; + + /// 4 components vector tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<4, float, packed_lowp> packed_lowp_vec4; + + /// 4 components vector tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef vec<4, double, packed_highp> packed_highp_dvec4; + + /// 4 components vector tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef vec<4, double, packed_mediump> packed_mediump_dvec4; + + /// 4 components vector tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef vec<4, double, packed_lowp> packed_lowp_dvec4; + + /// 4 components vector tightly packed in memory of signed integer numbers. + typedef vec<4, int, packed_highp> packed_highp_ivec4; + + /// 4 components vector tightly packed in memory of signed integer numbers. + typedef vec<4, int, packed_mediump> packed_mediump_ivec4; + + /// 4 components vector tightly packed in memory of signed integer numbers. + typedef vec<4, int, packed_lowp> packed_lowp_ivec4; + + /// 4 components vector tightly packed in memory of unsigned integer numbers. + typedef vec<4, uint, packed_highp> packed_highp_uvec4; + + /// 4 components vector tightly packed in memory of unsigned integer numbers. + typedef vec<4, uint, packed_mediump> packed_mediump_uvec4; + + /// 4 components vector tightly packed in memory of unsigned integer numbers. + typedef vec<4, uint, packed_lowp> packed_lowp_uvec4; + + /// 4 components vector tightly packed in memory of bool values. + typedef vec<4, bool, packed_highp> packed_highp_bvec4; + + /// 4 components vector tightly packed in memory of bool values. + typedef vec<4, bool, packed_mediump> packed_mediump_bvec4; + + /// 4 components vector tightly packed in memory of bool values. + typedef vec<4, bool, packed_lowp> packed_lowp_bvec4; + + // -- *mat2 -- + + /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 2, float, aligned_highp> aligned_highp_mat2; + + /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 2, float, aligned_mediump> aligned_mediump_mat2; + + /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 2, float, aligned_lowp> aligned_lowp_mat2; + + /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 2, double, aligned_highp> aligned_highp_dmat2; + + /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 2, double, aligned_mediump> aligned_mediump_dmat2; + + /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 2, double, aligned_lowp> aligned_lowp_dmat2; + + /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 2, float, packed_highp> packed_highp_mat2; + + /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 2, float, packed_mediump> packed_mediump_mat2; + + /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 2, float, packed_lowp> packed_lowp_mat2; + + /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 2, double, packed_highp> packed_highp_dmat2; + + /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 2, double, packed_mediump> packed_mediump_dmat2; + + /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 2, double, packed_lowp> packed_lowp_dmat2; + + // -- *mat3 -- + + /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 3, float, aligned_highp> aligned_highp_mat3; + + /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 3, float, aligned_mediump> aligned_mediump_mat3; + + /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 3, float, aligned_lowp> aligned_lowp_mat3; + + /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 3, double, aligned_highp> aligned_highp_dmat3; + + /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 3, double, aligned_mediump> aligned_mediump_dmat3; + + /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 3, double, aligned_lowp> aligned_lowp_dmat3; + + /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 3, float, packed_highp> packed_highp_mat3; + + /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 3, float, packed_mediump> packed_mediump_mat3; + + /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 3, float, packed_lowp> packed_lowp_mat3; + + /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 3, double, packed_highp> packed_highp_dmat3; + + /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 3, double, packed_mediump> packed_mediump_dmat3; + + /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 3, double, packed_lowp> packed_lowp_dmat3; + + // -- *mat4 -- + + /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 4, float, aligned_highp> aligned_highp_mat4; + + /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 4, float, aligned_mediump> aligned_mediump_mat4; + + /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 4, float, aligned_lowp> aligned_lowp_mat4; + + /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 4, double, aligned_highp> aligned_highp_dmat4; + + /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 4, double, aligned_mediump> aligned_mediump_dmat4; + + /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 4, double, aligned_lowp> aligned_lowp_dmat4; + + /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 4, float, packed_highp> packed_highp_mat4; + + /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 4, float, packed_mediump> packed_mediump_mat4; + + /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 4, float, packed_lowp> packed_lowp_mat4; + + /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 4, double, packed_highp> packed_highp_dmat4; + + /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 4, double, packed_mediump> packed_mediump_dmat4; + + /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 4, double, packed_lowp> packed_lowp_dmat4; + + // -- *mat2x2 -- + + /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 2, float, aligned_highp> aligned_highp_mat2x2; + + /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 2, float, aligned_mediump> aligned_mediump_mat2x2; + + /// 2 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 2, float, aligned_lowp> aligned_lowp_mat2x2; + + /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 2, double, aligned_highp> aligned_highp_dmat2x2; + + /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 2, double, aligned_mediump> aligned_mediump_dmat2x2; + + /// 2 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 2, double, aligned_lowp> aligned_lowp_dmat2x2; + + /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 2, float, packed_highp> packed_highp_mat2x2; + + /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 2, float, packed_mediump> packed_mediump_mat2x2; + + /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 2, float, packed_lowp> packed_lowp_mat2x2; + + /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 2, double, packed_highp> packed_highp_dmat2x2; + + /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 2, double, packed_mediump> packed_mediump_dmat2x2; + + /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 2, double, packed_lowp> packed_lowp_dmat2x2; + + // -- *mat2x3 -- + + /// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 3, float, aligned_highp> aligned_highp_mat2x3; + + /// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 3, float, aligned_mediump> aligned_mediump_mat2x3; + + /// 2 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 3, float, aligned_lowp> aligned_lowp_mat2x3; + + /// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 3, double, aligned_highp> aligned_highp_dmat2x3; + + /// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 3, double, aligned_mediump> aligned_mediump_dmat2x3; + + /// 2 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 3, double, aligned_lowp> aligned_lowp_dmat2x3; + + /// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 3, float, packed_highp> packed_highp_mat2x3; + + /// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 3, float, packed_mediump> packed_mediump_mat2x3; + + /// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 3, float, packed_lowp> packed_lowp_mat2x3; + + /// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 3, double, packed_highp> packed_highp_dmat2x3; + + /// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 3, double, packed_mediump> packed_mediump_dmat2x3; + + /// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 3, double, packed_lowp> packed_lowp_dmat2x3; + + // -- *mat2x4 -- + + /// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 4, float, aligned_highp> aligned_highp_mat2x4; + + /// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 4, float, aligned_mediump> aligned_mediump_mat2x4; + + /// 2 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 4, float, aligned_lowp> aligned_lowp_mat2x4; + + /// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 4, double, aligned_highp> aligned_highp_dmat2x4; + + /// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 4, double, aligned_mediump> aligned_mediump_dmat2x4; + + /// 2 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 4, double, aligned_lowp> aligned_lowp_dmat2x4; + + /// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 4, float, packed_highp> packed_highp_mat2x4; + + /// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 4, float, packed_mediump> packed_mediump_mat2x4; + + /// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 4, float, packed_lowp> packed_lowp_mat2x4; + + /// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<2, 4, double, packed_highp> packed_highp_dmat2x4; + + /// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<2, 4, double, packed_mediump> packed_mediump_dmat2x4; + + /// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<2, 4, double, packed_lowp> packed_lowp_dmat2x4; + + // -- *mat3x2 -- + + /// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 2, float, aligned_highp> aligned_highp_mat3x2; + + /// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 2, float, aligned_mediump> aligned_mediump_mat3x2; + + /// 3 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 2, float, aligned_lowp> aligned_lowp_mat3x2; + + /// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 2, double, aligned_highp> aligned_highp_dmat3x2; + + /// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 2, double, aligned_mediump> aligned_mediump_dmat3x2; + + /// 3 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 2, double, aligned_lowp> aligned_lowp_dmat3x2; + + /// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 2, float, packed_highp> packed_highp_mat3x2; + + /// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 2, float, packed_mediump> packed_mediump_mat3x2; + + /// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 2, float, packed_lowp> packed_lowp_mat3x2; + + /// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 2, double, packed_highp> packed_highp_dmat3x2; + + /// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 2, double, packed_mediump> packed_mediump_dmat3x2; + + /// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 2, double, packed_lowp> packed_lowp_dmat3x2; + + // -- *mat3x3 -- + + /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 3, float, aligned_highp> aligned_highp_mat3x3; + + /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 3, float, aligned_mediump> aligned_mediump_mat3x3; + + /// 3 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 3, float, aligned_lowp> aligned_lowp_mat3x3; + + /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 3, double, aligned_highp> aligned_highp_dmat3x3; + + /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 3, double, aligned_mediump> aligned_mediump_dmat3x3; + + /// 3 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 3, double, aligned_lowp> aligned_lowp_dmat3x3; + + /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 3, float, packed_highp> packed_highp_mat3x3; + + /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 3, float, packed_mediump> packed_mediump_mat3x3; + + /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 3, float, packed_lowp> packed_lowp_mat3x3; + + /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 3, double, packed_highp> packed_highp_dmat3x3; + + /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 3, double, packed_mediump> packed_mediump_dmat3x3; + + /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 3, double, packed_lowp> packed_lowp_dmat3x3; + + // -- *mat3x4 -- + + /// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 4, float, aligned_highp> aligned_highp_mat3x4; + + /// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 4, float, aligned_mediump> aligned_mediump_mat3x4; + + /// 3 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 4, float, aligned_lowp> aligned_lowp_mat3x4; + + /// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 4, double, aligned_highp> aligned_highp_dmat3x4; + + /// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 4, double, aligned_mediump> aligned_mediump_dmat3x4; + + /// 3 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 4, double, aligned_lowp> aligned_lowp_dmat3x4; + + /// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 4, float, packed_highp> packed_highp_mat3x4; + + /// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 4, float, packed_mediump> packed_mediump_mat3x4; + + /// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 4, float, packed_lowp> packed_lowp_mat3x4; + + /// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<3, 4, double, packed_highp> packed_highp_dmat3x4; + + /// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<3, 4, double, packed_mediump> packed_mediump_dmat3x4; + + /// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<3, 4, double, packed_lowp> packed_lowp_dmat3x4; + + // -- *mat4x2 -- + + /// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 2, float, aligned_highp> aligned_highp_mat4x2; + + /// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 2, float, aligned_mediump> aligned_mediump_mat4x2; + + /// 4 by 2 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 2, float, aligned_lowp> aligned_lowp_mat4x2; + + /// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 2, double, aligned_highp> aligned_highp_dmat4x2; + + /// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 2, double, aligned_mediump> aligned_mediump_dmat4x2; + + /// 4 by 2 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 2, double, aligned_lowp> aligned_lowp_dmat4x2; + + /// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 2, float, packed_highp> packed_highp_mat4x2; + + /// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 2, float, packed_mediump> packed_mediump_mat4x2; + + /// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 2, float, packed_lowp> packed_lowp_mat4x2; + + /// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 2, double, packed_highp> packed_highp_dmat4x2; + + /// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 2, double, packed_mediump> packed_mediump_dmat4x2; + + /// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 2, double, packed_lowp> packed_lowp_dmat4x2; + + // -- *mat4x3 -- + + /// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 3, float, aligned_highp> aligned_highp_mat4x3; + + /// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 3, float, aligned_mediump> aligned_mediump_mat4x3; + + /// 4 by 3 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 3, float, aligned_lowp> aligned_lowp_mat4x3; + + /// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 3, double, aligned_highp> aligned_highp_dmat4x3; + + /// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 3, double, aligned_mediump> aligned_mediump_dmat4x3; + + /// 4 by 3 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 3, double, aligned_lowp> aligned_lowp_dmat4x3; + + /// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 3, float, packed_highp> packed_highp_mat4x3; + + /// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 3, float, packed_mediump> packed_mediump_mat4x3; + + /// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 3, float, packed_lowp> packed_lowp_mat4x3; + + /// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 3, double, packed_highp> packed_highp_dmat4x3; + + /// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 3, double, packed_mediump> packed_mediump_dmat4x3; + + /// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 3, double, packed_lowp> packed_lowp_dmat4x3; + + // -- *mat4x4 -- + + /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 4, float, aligned_highp> aligned_highp_mat4x4; + + /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 4, float, aligned_mediump> aligned_mediump_mat4x4; + + /// 4 by 4 matrix aligned in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 4, float, aligned_lowp> aligned_lowp_mat4x4; + + /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 4, double, aligned_highp> aligned_highp_dmat4x4; + + /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 4, double, aligned_mediump> aligned_mediump_dmat4x4; + + /// 4 by 4 matrix aligned in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 4, double, aligned_lowp> aligned_lowp_dmat4x4; + + /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 4, float, packed_highp> packed_highp_mat4x4; + + /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 4, float, packed_mediump> packed_mediump_mat4x4; + + /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 4, float, packed_lowp> packed_lowp_mat4x4; + + /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using high precision arithmetic in term of ULPs. + typedef mat<4, 4, double, packed_highp> packed_highp_dmat4x4; + + /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using medium precision arithmetic in term of ULPs. + typedef mat<4, 4, double, packed_mediump> packed_mediump_dmat4x4; + + /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers using low precision arithmetic in term of ULPs. + typedef mat<4, 4, double, packed_lowp> packed_lowp_dmat4x4; + + // -- default -- + +#if(defined(GLM_PRECISION_LOWP_FLOAT)) + typedef aligned_lowp_vec1 aligned_vec1; + typedef aligned_lowp_vec2 aligned_vec2; + typedef aligned_lowp_vec3 aligned_vec3; + typedef aligned_lowp_vec4 aligned_vec4; + typedef packed_lowp_vec1 packed_vec1; + typedef packed_lowp_vec2 packed_vec2; + typedef packed_lowp_vec3 packed_vec3; + typedef packed_lowp_vec4 packed_vec4; + + typedef aligned_lowp_mat2 aligned_mat2; + typedef aligned_lowp_mat3 aligned_mat3; + typedef aligned_lowp_mat4 aligned_mat4; + typedef packed_lowp_mat2 packed_mat2; + typedef packed_lowp_mat3 packed_mat3; + typedef packed_lowp_mat4 packed_mat4; + + typedef aligned_lowp_mat2x2 aligned_mat2x2; + typedef aligned_lowp_mat2x3 aligned_mat2x3; + typedef aligned_lowp_mat2x4 aligned_mat2x4; + typedef aligned_lowp_mat3x2 aligned_mat3x2; + typedef aligned_lowp_mat3x3 aligned_mat3x3; + typedef aligned_lowp_mat3x4 aligned_mat3x4; + typedef aligned_lowp_mat4x2 aligned_mat4x2; + typedef aligned_lowp_mat4x3 aligned_mat4x3; + typedef aligned_lowp_mat4x4 aligned_mat4x4; + typedef packed_lowp_mat2x2 packed_mat2x2; + typedef packed_lowp_mat2x3 packed_mat2x3; + typedef packed_lowp_mat2x4 packed_mat2x4; + typedef packed_lowp_mat3x2 packed_mat3x2; + typedef packed_lowp_mat3x3 packed_mat3x3; + typedef packed_lowp_mat3x4 packed_mat3x4; + typedef packed_lowp_mat4x2 packed_mat4x2; + typedef packed_lowp_mat4x3 packed_mat4x3; + typedef packed_lowp_mat4x4 packed_mat4x4; +#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT)) + typedef aligned_mediump_vec1 aligned_vec1; + typedef aligned_mediump_vec2 aligned_vec2; + typedef aligned_mediump_vec3 aligned_vec3; + typedef aligned_mediump_vec4 aligned_vec4; + typedef packed_mediump_vec1 packed_vec1; + typedef packed_mediump_vec2 packed_vec2; + typedef packed_mediump_vec3 packed_vec3; + typedef packed_mediump_vec4 packed_vec4; + + typedef aligned_mediump_mat2 aligned_mat2; + typedef aligned_mediump_mat3 aligned_mat3; + typedef aligned_mediump_mat4 aligned_mat4; + typedef packed_mediump_mat2 packed_mat2; + typedef packed_mediump_mat3 packed_mat3; + typedef packed_mediump_mat4 packed_mat4; + + typedef aligned_mediump_mat2x2 aligned_mat2x2; + typedef aligned_mediump_mat2x3 aligned_mat2x3; + typedef aligned_mediump_mat2x4 aligned_mat2x4; + typedef aligned_mediump_mat3x2 aligned_mat3x2; + typedef aligned_mediump_mat3x3 aligned_mat3x3; + typedef aligned_mediump_mat3x4 aligned_mat3x4; + typedef aligned_mediump_mat4x2 aligned_mat4x2; + typedef aligned_mediump_mat4x3 aligned_mat4x3; + typedef aligned_mediump_mat4x4 aligned_mat4x4; + typedef packed_mediump_mat2x2 packed_mat2x2; + typedef packed_mediump_mat2x3 packed_mat2x3; + typedef packed_mediump_mat2x4 packed_mat2x4; + typedef packed_mediump_mat3x2 packed_mat3x2; + typedef packed_mediump_mat3x3 packed_mat3x3; + typedef packed_mediump_mat3x4 packed_mat3x4; + typedef packed_mediump_mat4x2 packed_mat4x2; + typedef packed_mediump_mat4x3 packed_mat4x3; + typedef packed_mediump_mat4x4 packed_mat4x4; +#else //defined(GLM_PRECISION_HIGHP_FLOAT) + /// 1 component vector aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_vec1 aligned_vec1; + + /// 2 components vector aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_vec2 aligned_vec2; + + /// 3 components vector aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_vec3 aligned_vec3; + + /// 4 components vector aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_vec4 aligned_vec4; + + /// 1 component vector tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_vec1 packed_vec1; + + /// 2 components vector tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_vec2 packed_vec2; + + /// 3 components vector tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_vec3 packed_vec3; + + /// 4 components vector tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_vec4 packed_vec4; + + /// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat2 aligned_mat2; + + /// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat3 aligned_mat3; + + /// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat4 aligned_mat4; + + /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat2 packed_mat2; + + /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat3 packed_mat3; + + /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat4 packed_mat4; + + /// 2 by 2 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat2x2 aligned_mat2x2; + + /// 2 by 3 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat2x3 aligned_mat2x3; + + /// 2 by 4 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat2x4 aligned_mat2x4; + + /// 3 by 2 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat3x2 aligned_mat3x2; + + /// 3 by 3 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat3x3 aligned_mat3x3; + + /// 3 by 4 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat3x4 aligned_mat3x4; + + /// 4 by 2 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat4x2 aligned_mat4x2; + + /// 4 by 3 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat4x3 aligned_mat4x3; + + /// 4 by 4 matrix tightly aligned in memory of single-precision floating-point numbers. + typedef aligned_highp_mat4x4 aligned_mat4x4; + + /// 2 by 2 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat2x2 packed_mat2x2; + + /// 2 by 3 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat2x3 packed_mat2x3; + + /// 2 by 4 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat2x4 packed_mat2x4; + + /// 3 by 2 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat3x2 packed_mat3x2; + + /// 3 by 3 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat3x3 packed_mat3x3; + + /// 3 by 4 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat3x4 packed_mat3x4; + + /// 4 by 2 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat4x2 packed_mat4x2; + + /// 4 by 3 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat4x3 packed_mat4x3; + + /// 4 by 4 matrix tightly packed in memory of single-precision floating-point numbers. + typedef packed_highp_mat4x4 packed_mat4x4; +#endif//GLM_PRECISION + +#if(defined(GLM_PRECISION_LOWP_DOUBLE)) + typedef aligned_lowp_dvec1 aligned_dvec1; + typedef aligned_lowp_dvec2 aligned_dvec2; + typedef aligned_lowp_dvec3 aligned_dvec3; + typedef aligned_lowp_dvec4 aligned_dvec4; + typedef packed_lowp_dvec1 packed_dvec1; + typedef packed_lowp_dvec2 packed_dvec2; + typedef packed_lowp_dvec3 packed_dvec3; + typedef packed_lowp_dvec4 packed_dvec4; + + typedef aligned_lowp_dmat2 aligned_dmat2; + typedef aligned_lowp_dmat3 aligned_dmat3; + typedef aligned_lowp_dmat4 aligned_dmat4; + typedef packed_lowp_dmat2 packed_dmat2; + typedef packed_lowp_dmat3 packed_dmat3; + typedef packed_lowp_dmat4 packed_dmat4; + + typedef aligned_lowp_dmat2x2 aligned_dmat2x2; + typedef aligned_lowp_dmat2x3 aligned_dmat2x3; + typedef aligned_lowp_dmat2x4 aligned_dmat2x4; + typedef aligned_lowp_dmat3x2 aligned_dmat3x2; + typedef aligned_lowp_dmat3x3 aligned_dmat3x3; + typedef aligned_lowp_dmat3x4 aligned_dmat3x4; + typedef aligned_lowp_dmat4x2 aligned_dmat4x2; + typedef aligned_lowp_dmat4x3 aligned_dmat4x3; + typedef aligned_lowp_dmat4x4 aligned_dmat4x4; + typedef packed_lowp_dmat2x2 packed_dmat2x2; + typedef packed_lowp_dmat2x3 packed_dmat2x3; + typedef packed_lowp_dmat2x4 packed_dmat2x4; + typedef packed_lowp_dmat3x2 packed_dmat3x2; + typedef packed_lowp_dmat3x3 packed_dmat3x3; + typedef packed_lowp_dmat3x4 packed_dmat3x4; + typedef packed_lowp_dmat4x2 packed_dmat4x2; + typedef packed_lowp_dmat4x3 packed_dmat4x3; + typedef packed_lowp_dmat4x4 packed_dmat4x4; +#elif(defined(GLM_PRECISION_MEDIUMP_DOUBLE)) + typedef aligned_mediump_dvec1 aligned_dvec1; + typedef aligned_mediump_dvec2 aligned_dvec2; + typedef aligned_mediump_dvec3 aligned_dvec3; + typedef aligned_mediump_dvec4 aligned_dvec4; + typedef packed_mediump_dvec1 packed_dvec1; + typedef packed_mediump_dvec2 packed_dvec2; + typedef packed_mediump_dvec3 packed_dvec3; + typedef packed_mediump_dvec4 packed_dvec4; + + typedef aligned_mediump_dmat2 aligned_dmat2; + typedef aligned_mediump_dmat3 aligned_dmat3; + typedef aligned_mediump_dmat4 aligned_dmat4; + typedef packed_mediump_dmat2 packed_dmat2; + typedef packed_mediump_dmat3 packed_dmat3; + typedef packed_mediump_dmat4 packed_dmat4; + + typedef aligned_mediump_dmat2x2 aligned_dmat2x2; + typedef aligned_mediump_dmat2x3 aligned_dmat2x3; + typedef aligned_mediump_dmat2x4 aligned_dmat2x4; + typedef aligned_mediump_dmat3x2 aligned_dmat3x2; + typedef aligned_mediump_dmat3x3 aligned_dmat3x3; + typedef aligned_mediump_dmat3x4 aligned_dmat3x4; + typedef aligned_mediump_dmat4x2 aligned_dmat4x2; + typedef aligned_mediump_dmat4x3 aligned_dmat4x3; + typedef aligned_mediump_dmat4x4 aligned_dmat4x4; + typedef packed_mediump_dmat2x2 packed_dmat2x2; + typedef packed_mediump_dmat2x3 packed_dmat2x3; + typedef packed_mediump_dmat2x4 packed_dmat2x4; + typedef packed_mediump_dmat3x2 packed_dmat3x2; + typedef packed_mediump_dmat3x3 packed_dmat3x3; + typedef packed_mediump_dmat3x4 packed_dmat3x4; + typedef packed_mediump_dmat4x2 packed_dmat4x2; + typedef packed_mediump_dmat4x3 packed_dmat4x3; + typedef packed_mediump_dmat4x4 packed_dmat4x4; +#else //defined(GLM_PRECISION_HIGHP_DOUBLE) + /// 1 component vector aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dvec1 aligned_dvec1; + + /// 2 components vector aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dvec2 aligned_dvec2; + + /// 3 components vector aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dvec3 aligned_dvec3; + + /// 4 components vector aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dvec4 aligned_dvec4; + + /// 1 component vector tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dvec1 packed_dvec1; + + /// 2 components vector tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dvec2 packed_dvec2; + + /// 3 components vector tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dvec3 packed_dvec3; + + /// 4 components vector tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dvec4 packed_dvec4; + + /// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat2 aligned_dmat2; + + /// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat3 aligned_dmat3; + + /// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat4 aligned_dmat4; + + /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat2 packed_dmat2; + + /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat3 packed_dmat3; + + /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat4 packed_dmat4; + + /// 2 by 2 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat2x2 aligned_dmat2x2; + + /// 2 by 3 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat2x3 aligned_dmat2x3; + + /// 2 by 4 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat2x4 aligned_dmat2x4; + + /// 3 by 2 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat3x2 aligned_dmat3x2; + + /// 3 by 3 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat3x3 aligned_dmat3x3; + + /// 3 by 4 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat3x4 aligned_dmat3x4; + + /// 4 by 2 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat4x2 aligned_dmat4x2; + + /// 4 by 3 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat4x3 aligned_dmat4x3; + + /// 4 by 4 matrix tightly aligned in memory of double-precision floating-point numbers. + typedef aligned_highp_dmat4x4 aligned_dmat4x4; + + /// 2 by 2 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat2x2 packed_dmat2x2; + + /// 2 by 3 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat2x3 packed_dmat2x3; + + /// 2 by 4 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat2x4 packed_dmat2x4; + + /// 3 by 2 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat3x2 packed_dmat3x2; + + /// 3 by 3 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat3x3 packed_dmat3x3; + + /// 3 by 4 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat3x4 packed_dmat3x4; + + /// 4 by 2 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat4x2 packed_dmat4x2; + + /// 4 by 3 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat4x3 packed_dmat4x3; + + /// 4 by 4 matrix tightly packed in memory of double-precision floating-point numbers. + typedef packed_highp_dmat4x4 packed_dmat4x4; +#endif//GLM_PRECISION + +#if(defined(GLM_PRECISION_LOWP_INT)) + typedef aligned_lowp_ivec1 aligned_ivec1; + typedef aligned_lowp_ivec2 aligned_ivec2; + typedef aligned_lowp_ivec3 aligned_ivec3; + typedef aligned_lowp_ivec4 aligned_ivec4; +#elif(defined(GLM_PRECISION_MEDIUMP_INT)) + typedef aligned_mediump_ivec1 aligned_ivec1; + typedef aligned_mediump_ivec2 aligned_ivec2; + typedef aligned_mediump_ivec3 aligned_ivec3; + typedef aligned_mediump_ivec4 aligned_ivec4; +#else //defined(GLM_PRECISION_HIGHP_INT) + /// 1 component vector aligned in memory of signed integer numbers. + typedef aligned_highp_ivec1 aligned_ivec1; + + /// 2 components vector aligned in memory of signed integer numbers. + typedef aligned_highp_ivec2 aligned_ivec2; + + /// 3 components vector aligned in memory of signed integer numbers. + typedef aligned_highp_ivec3 aligned_ivec3; + + /// 4 components vector aligned in memory of signed integer numbers. + typedef aligned_highp_ivec4 aligned_ivec4; + + /// 1 component vector tightly packed in memory of signed integer numbers. + typedef packed_highp_ivec1 packed_ivec1; + + /// 2 components vector tightly packed in memory of signed integer numbers. + typedef packed_highp_ivec2 packed_ivec2; + + /// 3 components vector tightly packed in memory of signed integer numbers. + typedef packed_highp_ivec3 packed_ivec3; + + /// 4 components vector tightly packed in memory of signed integer numbers. + typedef packed_highp_ivec4 packed_ivec4; +#endif//GLM_PRECISION + + // -- Unsigned integer definition -- + +#if(defined(GLM_PRECISION_LOWP_UINT)) + typedef aligned_lowp_uvec1 aligned_uvec1; + typedef aligned_lowp_uvec2 aligned_uvec2; + typedef aligned_lowp_uvec3 aligned_uvec3; + typedef aligned_lowp_uvec4 aligned_uvec4; +#elif(defined(GLM_PRECISION_MEDIUMP_UINT)) + typedef aligned_mediump_uvec1 aligned_uvec1; + typedef aligned_mediump_uvec2 aligned_uvec2; + typedef aligned_mediump_uvec3 aligned_uvec3; + typedef aligned_mediump_uvec4 aligned_uvec4; +#else //defined(GLM_PRECISION_HIGHP_UINT) + /// 1 component vector aligned in memory of unsigned integer numbers. + typedef aligned_highp_uvec1 aligned_uvec1; + + /// 2 components vector aligned in memory of unsigned integer numbers. + typedef aligned_highp_uvec2 aligned_uvec2; + + /// 3 components vector aligned in memory of unsigned integer numbers. + typedef aligned_highp_uvec3 aligned_uvec3; + + /// 4 components vector aligned in memory of unsigned integer numbers. + typedef aligned_highp_uvec4 aligned_uvec4; + + /// 1 component vector tightly packed in memory of unsigned integer numbers. + typedef packed_highp_uvec1 packed_uvec1; + + /// 2 components vector tightly packed in memory of unsigned integer numbers. + typedef packed_highp_uvec2 packed_uvec2; + + /// 3 components vector tightly packed in memory of unsigned integer numbers. + typedef packed_highp_uvec3 packed_uvec3; + + /// 4 components vector tightly packed in memory of unsigned integer numbers. + typedef packed_highp_uvec4 packed_uvec4; +#endif//GLM_PRECISION + +#if(defined(GLM_PRECISION_LOWP_BOOL)) + typedef aligned_lowp_bvec1 aligned_bvec1; + typedef aligned_lowp_bvec2 aligned_bvec2; + typedef aligned_lowp_bvec3 aligned_bvec3; + typedef aligned_lowp_bvec4 aligned_bvec4; +#elif(defined(GLM_PRECISION_MEDIUMP_BOOL)) + typedef aligned_mediump_bvec1 aligned_bvec1; + typedef aligned_mediump_bvec2 aligned_bvec2; + typedef aligned_mediump_bvec3 aligned_bvec3; + typedef aligned_mediump_bvec4 aligned_bvec4; +#else //defined(GLM_PRECISION_HIGHP_BOOL) + /// 1 component vector aligned in memory of bool values. + typedef aligned_highp_bvec1 aligned_bvec1; + + /// 2 components vector aligned in memory of bool values. + typedef aligned_highp_bvec2 aligned_bvec2; + + /// 3 components vector aligned in memory of bool values. + typedef aligned_highp_bvec3 aligned_bvec3; + + /// 4 components vector aligned in memory of bool values. + typedef aligned_highp_bvec4 aligned_bvec4; + + /// 1 components vector tightly packed in memory of bool values. + typedef packed_highp_bvec1 packed_bvec1; + + /// 2 components vector tightly packed in memory of bool values. + typedef packed_highp_bvec2 packed_bvec2; + + /// 3 components vector tightly packed in memory of bool values. + typedef packed_highp_bvec3 packed_bvec3; + + /// 4 components vector tightly packed in memory of bool values. + typedef packed_highp_bvec4 packed_bvec4; +#endif//GLM_PRECISION + + /// @} +}//namespace glm diff --git a/vendor/include/glm/gtc/type_precision.hpp b/vendor/include/glm/gtc/type_precision.hpp new file mode 100644 index 0000000..775e2f4 --- /dev/null +++ b/vendor/include/glm/gtc/type_precision.hpp @@ -0,0 +1,2094 @@ +/// @ref gtc_type_precision +/// @file glm/gtc/type_precision.hpp +/// +/// @see core (dependence) +/// @see gtc_quaternion (dependence) +/// +/// @defgroup gtc_type_precision GLM_GTC_type_precision +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Defines specific C++-based qualifier types. + +#pragma once + +// Dependency: +#include "../gtc/quaternion.hpp" +#include "../gtc/vec1.hpp" +#include "../ext/vector_int1_sized.hpp" +#include "../ext/vector_int2_sized.hpp" +#include "../ext/vector_int3_sized.hpp" +#include "../ext/vector_int4_sized.hpp" +#include "../ext/scalar_int_sized.hpp" +#include "../ext/vector_uint1_sized.hpp" +#include "../ext/vector_uint2_sized.hpp" +#include "../ext/vector_uint3_sized.hpp" +#include "../ext/vector_uint4_sized.hpp" +#include "../ext/scalar_uint_sized.hpp" +#include "../detail/type_vec2.hpp" +#include "../detail/type_vec3.hpp" +#include "../detail/type_vec4.hpp" +#include "../detail/type_mat2x2.hpp" +#include "../detail/type_mat2x3.hpp" +#include "../detail/type_mat2x4.hpp" +#include "../detail/type_mat3x2.hpp" +#include "../detail/type_mat3x3.hpp" +#include "../detail/type_mat3x4.hpp" +#include "../detail/type_mat4x2.hpp" +#include "../detail/type_mat4x3.hpp" +#include "../detail/type_mat4x4.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_type_precision extension included") +#endif + +namespace glm +{ + /////////////////////////// + // Signed int vector types + + /// @addtogroup gtc_type_precision + /// @{ + + /// Low qualifier 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 lowp_int8; + + /// Low qualifier 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 lowp_int16; + + /// Low qualifier 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 lowp_int32; + + /// Low qualifier 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 lowp_int64; + + /// Low qualifier 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 lowp_int8_t; + + /// Low qualifier 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 lowp_int16_t; + + /// Low qualifier 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 lowp_int32_t; + + /// Low qualifier 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 lowp_int64_t; + + /// Low qualifier 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 lowp_i8; + + /// Low qualifier 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 lowp_i16; + + /// Low qualifier 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 lowp_i32; + + /// Low qualifier 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 lowp_i64; + + /// Medium qualifier 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 mediump_int8; + + /// Medium qualifier 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 mediump_int16; + + /// Medium qualifier 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 mediump_int32; + + /// Medium qualifier 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 mediump_int64; + + /// Medium qualifier 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 mediump_int8_t; + + /// Medium qualifier 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 mediump_int16_t; + + /// Medium qualifier 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 mediump_int32_t; + + /// Medium qualifier 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 mediump_int64_t; + + /// Medium qualifier 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 mediump_i8; + + /// Medium qualifier 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 mediump_i16; + + /// Medium qualifier 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 mediump_i32; + + /// Medium qualifier 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 mediump_i64; + + /// High qualifier 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 highp_int8; + + /// High qualifier 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 highp_int16; + + /// High qualifier 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 highp_int32; + + /// High qualifier 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 highp_int64; + + /// High qualifier 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 highp_int8_t; + + /// High qualifier 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 highp_int16_t; + + /// 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 highp_int32_t; + + /// High qualifier 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 highp_int64_t; + + /// High qualifier 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 highp_i8; + + /// High qualifier 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 highp_i16; + + /// High qualifier 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 highp_i32; + + /// High qualifier 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 highp_i64; + + +#if GLM_HAS_EXTENDED_INTEGER_TYPE + using std::int8_t; + using std::int16_t; + using std::int32_t; + using std::int64_t; +#else + /// 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 int8_t; + + /// 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 int16_t; + + /// 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 int32_t; + + /// 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 int64_t; +#endif + + /// 8 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int8 i8; + + /// 16 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int16 i16; + + /// 32 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int32 i32; + + /// 64 bit signed integer type. + /// @see gtc_type_precision + typedef detail::int64 i64; + + ///////////////////////////// + // Unsigned int vector types + + /// Low qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 lowp_uint8; + + /// Low qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 lowp_uint16; + + /// Low qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 lowp_uint32; + + /// Low qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 lowp_uint64; + + /// Low qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 lowp_uint8_t; + + /// Low qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 lowp_uint16_t; + + /// Low qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 lowp_uint32_t; + + /// Low qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 lowp_uint64_t; + + /// Low qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 lowp_u8; + + /// Low qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 lowp_u16; + + /// Low qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 lowp_u32; + + /// Low qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 lowp_u64; + + /// Medium qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 mediump_uint8; + + /// Medium qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 mediump_uint16; + + /// Medium qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 mediump_uint32; + + /// Medium qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 mediump_uint64; + + /// Medium qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 mediump_uint8_t; + + /// Medium qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 mediump_uint16_t; + + /// Medium qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 mediump_uint32_t; + + /// Medium qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 mediump_uint64_t; + + /// Medium qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 mediump_u8; + + /// Medium qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 mediump_u16; + + /// Medium qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 mediump_u32; + + /// Medium qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 mediump_u64; + + /// High qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 highp_uint8; + + /// High qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 highp_uint16; + + /// High qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 highp_uint32; + + /// High qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 highp_uint64; + + /// High qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 highp_uint8_t; + + /// High qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 highp_uint16_t; + + /// High qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 highp_uint32_t; + + /// High qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 highp_uint64_t; + + /// High qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 highp_u8; + + /// High qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 highp_u16; + + /// High qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 highp_u32; + + /// High qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 highp_u64; + +#if GLM_HAS_EXTENDED_INTEGER_TYPE + using std::uint8_t; + using std::uint16_t; + using std::uint32_t; + using std::uint64_t; +#else + /// Default qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 uint8_t; + + /// Default qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 uint16_t; + + /// Default qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 uint32_t; + + /// Default qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 uint64_t; +#endif + + /// Default qualifier 8 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint8 u8; + + /// Default qualifier 16 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint16 u16; + + /// Default qualifier 32 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint32 u32; + + /// Default qualifier 64 bit unsigned integer type. + /// @see gtc_type_precision + typedef detail::uint64 u64; + + + + + + ////////////////////// + // Float vector types + + /// Single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float float32; + + /// Double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef double float64; + + /// Low 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 lowp_float32; + + /// Low 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 lowp_float64; + + /// Low 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 lowp_float32_t; + + /// Low 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 lowp_float64_t; + + /// Low 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 lowp_f32; + + /// Low 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 lowp_f64; + + /// Low 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 lowp_float32; + + /// Low 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 lowp_float64; + + /// Low 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 lowp_float32_t; + + /// Low 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 lowp_float64_t; + + /// Low 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 lowp_f32; + + /// Low 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 lowp_f64; + + + /// Low 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 lowp_float32; + + /// Low 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 lowp_float64; + + /// Low 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 lowp_float32_t; + + /// Low 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 lowp_float64_t; + + /// Low 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 lowp_f32; + + /// Low 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 lowp_f64; + + + /// Medium 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 mediump_float32; + + /// Medium 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 mediump_float64; + + /// Medium 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 mediump_float32_t; + + /// Medium 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 mediump_float64_t; + + /// Medium 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 mediump_f32; + + /// Medium 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 mediump_f64; + + + /// High 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 highp_float32; + + /// High 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 highp_float64; + + /// High 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 highp_float32_t; + + /// High 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 highp_float64_t; + + /// High 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 highp_f32; + + /// High 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 highp_f64; + + +#if(defined(GLM_PRECISION_LOWP_FLOAT)) + /// Default 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef lowp_float32_t float32_t; + + /// Default 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef lowp_float64_t float64_t; + + /// Default 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef lowp_f32 f32; + + /// Default 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef lowp_f64 f64; + +#elif(defined(GLM_PRECISION_MEDIUMP_FLOAT)) + /// Default 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef mediump_float32 float32_t; + + /// Default 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef mediump_float64 float64_t; + + /// Default 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef mediump_float32 f32; + + /// Default 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef mediump_float64 f64; + +#else//(defined(GLM_PRECISION_HIGHP_FLOAT)) + + /// Default 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef highp_float32_t float32_t; + + /// Default 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef highp_float64_t float64_t; + + /// Default 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef highp_float32_t f32; + + /// Default 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef highp_float64_t f64; +#endif + + + /// Low single-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, float, lowp> lowp_fvec1; + + /// Low single-qualifier floating-point vector of 2 components. + /// @see gtc_type_precision + typedef vec<2, float, lowp> lowp_fvec2; + + /// Low single-qualifier floating-point vector of 3 components. + /// @see gtc_type_precision + typedef vec<3, float, lowp> lowp_fvec3; + + /// Low single-qualifier floating-point vector of 4 components. + /// @see gtc_type_precision + typedef vec<4, float, lowp> lowp_fvec4; + + + /// Medium single-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, float, mediump> mediump_fvec1; + + /// Medium Single-qualifier floating-point vector of 2 components. + /// @see gtc_type_precision + typedef vec<2, float, mediump> mediump_fvec2; + + /// Medium Single-qualifier floating-point vector of 3 components. + /// @see gtc_type_precision + typedef vec<3, float, mediump> mediump_fvec3; + + /// Medium Single-qualifier floating-point vector of 4 components. + /// @see gtc_type_precision + typedef vec<4, float, mediump> mediump_fvec4; + + + /// High single-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, float, highp> highp_fvec1; + + /// High Single-qualifier floating-point vector of 2 components. + /// @see core_precision + typedef vec<2, float, highp> highp_fvec2; + + /// High Single-qualifier floating-point vector of 3 components. + /// @see core_precision + typedef vec<3, float, highp> highp_fvec3; + + /// High Single-qualifier floating-point vector of 4 components. + /// @see core_precision + typedef vec<4, float, highp> highp_fvec4; + + + /// Low single-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, f32, lowp> lowp_f32vec1; + + /// Low single-qualifier floating-point vector of 2 components. + /// @see core_precision + typedef vec<2, f32, lowp> lowp_f32vec2; + + /// Low single-qualifier floating-point vector of 3 components. + /// @see core_precision + typedef vec<3, f32, lowp> lowp_f32vec3; + + /// Low single-qualifier floating-point vector of 4 components. + /// @see core_precision + typedef vec<4, f32, lowp> lowp_f32vec4; + + /// Medium single-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, f32, mediump> mediump_f32vec1; + + /// Medium single-qualifier floating-point vector of 2 components. + /// @see core_precision + typedef vec<2, f32, mediump> mediump_f32vec2; + + /// Medium single-qualifier floating-point vector of 3 components. + /// @see core_precision + typedef vec<3, f32, mediump> mediump_f32vec3; + + /// Medium single-qualifier floating-point vector of 4 components. + /// @see core_precision + typedef vec<4, f32, mediump> mediump_f32vec4; + + /// High single-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, f32, highp> highp_f32vec1; + + /// High single-qualifier floating-point vector of 2 components. + /// @see gtc_type_precision + typedef vec<2, f32, highp> highp_f32vec2; + + /// High single-qualifier floating-point vector of 3 components. + /// @see gtc_type_precision + typedef vec<3, f32, highp> highp_f32vec3; + + /// High single-qualifier floating-point vector of 4 components. + /// @see gtc_type_precision + typedef vec<4, f32, highp> highp_f32vec4; + + + /// Low double-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, f64, lowp> lowp_f64vec1; + + /// Low double-qualifier floating-point vector of 2 components. + /// @see gtc_type_precision + typedef vec<2, f64, lowp> lowp_f64vec2; + + /// Low double-qualifier floating-point vector of 3 components. + /// @see gtc_type_precision + typedef vec<3, f64, lowp> lowp_f64vec3; + + /// Low double-qualifier floating-point vector of 4 components. + /// @see gtc_type_precision + typedef vec<4, f64, lowp> lowp_f64vec4; + + /// Medium double-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, f64, mediump> mediump_f64vec1; + + /// Medium double-qualifier floating-point vector of 2 components. + /// @see gtc_type_precision + typedef vec<2, f64, mediump> mediump_f64vec2; + + /// Medium double-qualifier floating-point vector of 3 components. + /// @see gtc_type_precision + typedef vec<3, f64, mediump> mediump_f64vec3; + + /// Medium double-qualifier floating-point vector of 4 components. + /// @see gtc_type_precision + typedef vec<4, f64, mediump> mediump_f64vec4; + + /// High double-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, f64, highp> highp_f64vec1; + + /// High double-qualifier floating-point vector of 2 components. + /// @see gtc_type_precision + typedef vec<2, f64, highp> highp_f64vec2; + + /// High double-qualifier floating-point vector of 3 components. + /// @see gtc_type_precision + typedef vec<3, f64, highp> highp_f64vec3; + + /// High double-qualifier floating-point vector of 4 components. + /// @see gtc_type_precision + typedef vec<4, f64, highp> highp_f64vec4; + + + + ////////////////////// + // Float matrix types + + /// Low single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef lowp_f32 lowp_fmat1x1; + + /// Low single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, lowp> lowp_fmat2x2; + + /// Low single-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f32, lowp> lowp_fmat2x3; + + /// Low single-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f32, lowp> lowp_fmat2x4; + + /// Low single-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f32, lowp> lowp_fmat3x2; + + /// Low single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, lowp> lowp_fmat3x3; + + /// Low single-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f32, lowp> lowp_fmat3x4; + + /// Low single-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f32, lowp> lowp_fmat4x2; + + /// Low single-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f32, lowp> lowp_fmat4x3; + + /// Low single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, lowp> lowp_fmat4x4; + + /// Low single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef lowp_fmat1x1 lowp_fmat1; + + /// Low single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef lowp_fmat2x2 lowp_fmat2; + + /// Low single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef lowp_fmat3x3 lowp_fmat3; + + /// Low single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef lowp_fmat4x4 lowp_fmat4; + + + /// Medium single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef mediump_f32 mediump_fmat1x1; + + /// Medium single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, mediump> mediump_fmat2x2; + + /// Medium single-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f32, mediump> mediump_fmat2x3; + + /// Medium single-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f32, mediump> mediump_fmat2x4; + + /// Medium single-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f32, mediump> mediump_fmat3x2; + + /// Medium single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, mediump> mediump_fmat3x3; + + /// Medium single-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f32, mediump> mediump_fmat3x4; + + /// Medium single-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f32, mediump> mediump_fmat4x2; + + /// Medium single-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f32, mediump> mediump_fmat4x3; + + /// Medium single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, mediump> mediump_fmat4x4; + + /// Medium single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef mediump_fmat1x1 mediump_fmat1; + + /// Medium single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mediump_fmat2x2 mediump_fmat2; + + /// Medium single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mediump_fmat3x3 mediump_fmat3; + + /// Medium single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mediump_fmat4x4 mediump_fmat4; + + + /// High single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef highp_f32 highp_fmat1x1; + + /// High single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, highp> highp_fmat2x2; + + /// High single-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f32, highp> highp_fmat2x3; + + /// High single-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f32, highp> highp_fmat2x4; + + /// High single-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f32, highp> highp_fmat3x2; + + /// High single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, highp> highp_fmat3x3; + + /// High single-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f32, highp> highp_fmat3x4; + + /// High single-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f32, highp> highp_fmat4x2; + + /// High single-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f32, highp> highp_fmat4x3; + + /// High single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, highp> highp_fmat4x4; + + /// High single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef highp_fmat1x1 highp_fmat1; + + /// High single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef highp_fmat2x2 highp_fmat2; + + /// High single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef highp_fmat3x3 highp_fmat3; + + /// High single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef highp_fmat4x4 highp_fmat4; + + + /// Low single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef f32 lowp_f32mat1x1; + + /// Low single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, lowp> lowp_f32mat2x2; + + /// Low single-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f32, lowp> lowp_f32mat2x3; + + /// Low single-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f32, lowp> lowp_f32mat2x4; + + /// Low single-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f32, lowp> lowp_f32mat3x2; + + /// Low single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, lowp> lowp_f32mat3x3; + + /// Low single-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f32, lowp> lowp_f32mat3x4; + + /// Low single-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f32, lowp> lowp_f32mat4x2; + + /// Low single-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f32, lowp> lowp_f32mat4x3; + + /// Low single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, lowp> lowp_f32mat4x4; + + /// Low single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef detail::tmat1x1 lowp_f32mat1; + + /// Low single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef lowp_f32mat2x2 lowp_f32mat2; + + /// Low single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef lowp_f32mat3x3 lowp_f32mat3; + + /// Low single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef lowp_f32mat4x4 lowp_f32mat4; + + + /// High single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef f32 mediump_f32mat1x1; + + /// Low single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, mediump> mediump_f32mat2x2; + + /// Medium single-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f32, mediump> mediump_f32mat2x3; + + /// Medium single-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f32, mediump> mediump_f32mat2x4; + + /// Medium single-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f32, mediump> mediump_f32mat3x2; + + /// Medium single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, mediump> mediump_f32mat3x3; + + /// Medium single-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f32, mediump> mediump_f32mat3x4; + + /// Medium single-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f32, mediump> mediump_f32mat4x2; + + /// Medium single-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f32, mediump> mediump_f32mat4x3; + + /// Medium single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, mediump> mediump_f32mat4x4; + + /// Medium single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef detail::tmat1x1 f32mat1; + + /// Medium single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mediump_f32mat2x2 mediump_f32mat2; + + /// Medium single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mediump_f32mat3x3 mediump_f32mat3; + + /// Medium single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mediump_f32mat4x4 mediump_f32mat4; + + + /// High single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef f32 highp_f32mat1x1; + + /// High single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, highp> highp_f32mat2x2; + + /// High single-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f32, highp> highp_f32mat2x3; + + /// High single-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f32, highp> highp_f32mat2x4; + + /// High single-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f32, highp> highp_f32mat3x2; + + /// High single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, highp> highp_f32mat3x3; + + /// High single-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f32, highp> highp_f32mat3x4; + + /// High single-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f32, highp> highp_f32mat4x2; + + /// High single-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f32, highp> highp_f32mat4x3; + + /// High single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, highp> highp_f32mat4x4; + + /// High single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef detail::tmat1x1 f32mat1; + + /// High single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef highp_f32mat2x2 highp_f32mat2; + + /// High single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef highp_f32mat3x3 highp_f32mat3; + + /// High single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef highp_f32mat4x4 highp_f32mat4; + + + /// Low double-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef f64 lowp_f64mat1x1; + + /// Low double-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f64, lowp> lowp_f64mat2x2; + + /// Low double-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f64, lowp> lowp_f64mat2x3; + + /// Low double-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f64, lowp> lowp_f64mat2x4; + + /// Low double-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f64, lowp> lowp_f64mat3x2; + + /// Low double-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f64, lowp> lowp_f64mat3x3; + + /// Low double-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f64, lowp> lowp_f64mat3x4; + + /// Low double-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f64, lowp> lowp_f64mat4x2; + + /// Low double-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f64, lowp> lowp_f64mat4x3; + + /// Low double-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f64, lowp> lowp_f64mat4x4; + + /// Low double-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef lowp_f64mat1x1 lowp_f64mat1; + + /// Low double-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef lowp_f64mat2x2 lowp_f64mat2; + + /// Low double-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef lowp_f64mat3x3 lowp_f64mat3; + + /// Low double-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef lowp_f64mat4x4 lowp_f64mat4; + + + /// Medium double-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef f64 Highp_f64mat1x1; + + /// Medium double-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f64, mediump> mediump_f64mat2x2; + + /// Medium double-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f64, mediump> mediump_f64mat2x3; + + /// Medium double-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f64, mediump> mediump_f64mat2x4; + + /// Medium double-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f64, mediump> mediump_f64mat3x2; + + /// Medium double-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f64, mediump> mediump_f64mat3x3; + + /// Medium double-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f64, mediump> mediump_f64mat3x4; + + /// Medium double-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f64, mediump> mediump_f64mat4x2; + + /// Medium double-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f64, mediump> mediump_f64mat4x3; + + /// Medium double-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f64, mediump> mediump_f64mat4x4; + + /// Medium double-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef mediump_f64mat1x1 mediump_f64mat1; + + /// Medium double-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mediump_f64mat2x2 mediump_f64mat2; + + /// Medium double-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mediump_f64mat3x3 mediump_f64mat3; + + /// Medium double-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mediump_f64mat4x4 mediump_f64mat4; + + /// High double-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef f64 highp_f64mat1x1; + + /// High double-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f64, highp> highp_f64mat2x2; + + /// High double-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f64, highp> highp_f64mat2x3; + + /// High double-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f64, highp> highp_f64mat2x4; + + /// High double-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f64, highp> highp_f64mat3x2; + + /// High double-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f64, highp> highp_f64mat3x3; + + /// High double-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f64, highp> highp_f64mat3x4; + + /// High double-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f64, highp> highp_f64mat4x2; + + /// High double-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f64, highp> highp_f64mat4x3; + + /// High double-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f64, highp> highp_f64mat4x4; + + /// High double-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef highp_f64mat1x1 highp_f64mat1; + + /// High double-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef highp_f64mat2x2 highp_f64mat2; + + /// High double-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef highp_f64mat3x3 highp_f64mat3; + + /// High double-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef highp_f64mat4x4 highp_f64mat4; + + + ///////////////////////////// + // Signed int vector types + + /// Low qualifier signed integer vector of 1 component type. + /// @see gtc_type_precision + typedef vec<1, int, lowp> lowp_ivec1; + + /// Low qualifier signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, int, lowp> lowp_ivec2; + + /// Low qualifier signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, int, lowp> lowp_ivec3; + + /// Low qualifier signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, int, lowp> lowp_ivec4; + + + /// Medium qualifier signed integer vector of 1 component type. + /// @see gtc_type_precision + typedef vec<1, int, mediump> mediump_ivec1; + + /// Medium qualifier signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, int, mediump> mediump_ivec2; + + /// Medium qualifier signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, int, mediump> mediump_ivec3; + + /// Medium qualifier signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, int, mediump> mediump_ivec4; + + + /// High qualifier signed integer vector of 1 component type. + /// @see gtc_type_precision + typedef vec<1, int, highp> highp_ivec1; + + /// High qualifier signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, int, highp> highp_ivec2; + + /// High qualifier signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, int, highp> highp_ivec3; + + /// High qualifier signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, int, highp> highp_ivec4; + + + /// Low qualifier 8 bit signed integer vector of 1 component type. + /// @see gtc_type_precision + typedef vec<1, i8, lowp> lowp_i8vec1; + + /// Low qualifier 8 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i8, lowp> lowp_i8vec2; + + /// Low qualifier 8 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i8, lowp> lowp_i8vec3; + + /// Low qualifier 8 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i8, lowp> lowp_i8vec4; + + + /// Medium qualifier 8 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i8, mediump> mediump_i8vec1; + + /// Medium qualifier 8 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i8, mediump> mediump_i8vec2; + + /// Medium qualifier 8 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i8, mediump> mediump_i8vec3; + + /// Medium qualifier 8 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i8, mediump> mediump_i8vec4; + + + /// High qualifier 8 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i8, highp> highp_i8vec1; + + /// High qualifier 8 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i8, highp> highp_i8vec2; + + /// High qualifier 8 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i8, highp> highp_i8vec3; + + /// High qualifier 8 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i8, highp> highp_i8vec4; + + + /// Low qualifier 16 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i16, lowp> lowp_i16vec1; + + /// Low qualifier 16 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i16, lowp> lowp_i16vec2; + + /// Low qualifier 16 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i16, lowp> lowp_i16vec3; + + /// Low qualifier 16 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i16, lowp> lowp_i16vec4; + + + /// Medium qualifier 16 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i16, mediump> mediump_i16vec1; + + /// Medium qualifier 16 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i16, mediump> mediump_i16vec2; + + /// Medium qualifier 16 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i16, mediump> mediump_i16vec3; + + /// Medium qualifier 16 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i16, mediump> mediump_i16vec4; + + + /// High qualifier 16 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i16, highp> highp_i16vec1; + + /// High qualifier 16 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i16, highp> highp_i16vec2; + + /// High qualifier 16 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i16, highp> highp_i16vec3; + + /// High qualifier 16 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i16, highp> highp_i16vec4; + + + /// Low qualifier 32 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i32, lowp> lowp_i32vec1; + + /// Low qualifier 32 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i32, lowp> lowp_i32vec2; + + /// Low qualifier 32 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i32, lowp> lowp_i32vec3; + + /// Low qualifier 32 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i32, lowp> lowp_i32vec4; + + + /// Medium qualifier 32 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i32, mediump> mediump_i32vec1; + + /// Medium qualifier 32 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i32, mediump> mediump_i32vec2; + + /// Medium qualifier 32 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i32, mediump> mediump_i32vec3; + + /// Medium qualifier 32 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i32, mediump> mediump_i32vec4; + + + /// High qualifier 32 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i32, highp> highp_i32vec1; + + /// High qualifier 32 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i32, highp> highp_i32vec2; + + /// High qualifier 32 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i32, highp> highp_i32vec3; + + /// High qualifier 32 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i32, highp> highp_i32vec4; + + + /// Low qualifier 64 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i64, lowp> lowp_i64vec1; + + /// Low qualifier 64 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i64, lowp> lowp_i64vec2; + + /// Low qualifier 64 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i64, lowp> lowp_i64vec3; + + /// Low qualifier 64 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i64, lowp> lowp_i64vec4; + + + /// Medium qualifier 64 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i64, mediump> mediump_i64vec1; + + /// Medium qualifier 64 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i64, mediump> mediump_i64vec2; + + /// Medium qualifier 64 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i64, mediump> mediump_i64vec3; + + /// Medium qualifier 64 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i64, mediump> mediump_i64vec4; + + + /// High qualifier 64 bit signed integer scalar type. + /// @see gtc_type_precision + typedef vec<1, i64, highp> highp_i64vec1; + + /// High qualifier 64 bit signed integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, i64, highp> highp_i64vec2; + + /// High qualifier 64 bit signed integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, i64, highp> highp_i64vec3; + + /// High qualifier 64 bit signed integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, i64, highp> highp_i64vec4; + + + ///////////////////////////// + // Unsigned int vector types + + /// Low qualifier unsigned integer vector of 1 component type. + /// @see gtc_type_precision + typedef vec<1, uint, lowp> lowp_uvec1; + + /// Low qualifier unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, uint, lowp> lowp_uvec2; + + /// Low qualifier unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, uint, lowp> lowp_uvec3; + + /// Low qualifier unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, uint, lowp> lowp_uvec4; + + + /// Medium qualifier unsigned integer vector of 1 component type. + /// @see gtc_type_precision + typedef vec<1, uint, mediump> mediump_uvec1; + + /// Medium qualifier unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, uint, mediump> mediump_uvec2; + + /// Medium qualifier unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, uint, mediump> mediump_uvec3; + + /// Medium qualifier unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, uint, mediump> mediump_uvec4; + + + /// High qualifier unsigned integer vector of 1 component type. + /// @see gtc_type_precision + typedef vec<1, uint, highp> highp_uvec1; + + /// High qualifier unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, uint, highp> highp_uvec2; + + /// High qualifier unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, uint, highp> highp_uvec3; + + /// High qualifier unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, uint, highp> highp_uvec4; + + + /// Low qualifier 8 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u8, lowp> lowp_u8vec1; + + /// Low qualifier 8 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u8, lowp> lowp_u8vec2; + + /// Low qualifier 8 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u8, lowp> lowp_u8vec3; + + /// Low qualifier 8 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u8, lowp> lowp_u8vec4; + + + /// Medium qualifier 8 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u8, mediump> mediump_u8vec1; + + /// Medium qualifier 8 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u8, mediump> mediump_u8vec2; + + /// Medium qualifier 8 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u8, mediump> mediump_u8vec3; + + /// Medium qualifier 8 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u8, mediump> mediump_u8vec4; + + + /// High qualifier 8 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u8, highp> highp_u8vec1; + + /// High qualifier 8 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u8, highp> highp_u8vec2; + + /// High qualifier 8 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u8, highp> highp_u8vec3; + + /// High qualifier 8 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u8, highp> highp_u8vec4; + + + /// Low qualifier 16 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u16, lowp> lowp_u16vec1; + + /// Low qualifier 16 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u16, lowp> lowp_u16vec2; + + /// Low qualifier 16 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u16, lowp> lowp_u16vec3; + + /// Low qualifier 16 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u16, lowp> lowp_u16vec4; + + + /// Medium qualifier 16 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u16, mediump> mediump_u16vec1; + + /// Medium qualifier 16 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u16, mediump> mediump_u16vec2; + + /// Medium qualifier 16 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u16, mediump> mediump_u16vec3; + + /// Medium qualifier 16 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u16, mediump> mediump_u16vec4; + + + /// High qualifier 16 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u16, highp> highp_u16vec1; + + /// High qualifier 16 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u16, highp> highp_u16vec2; + + /// High qualifier 16 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u16, highp> highp_u16vec3; + + /// High qualifier 16 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u16, highp> highp_u16vec4; + + + /// Low qualifier 32 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u32, lowp> lowp_u32vec1; + + /// Low qualifier 32 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u32, lowp> lowp_u32vec2; + + /// Low qualifier 32 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u32, lowp> lowp_u32vec3; + + /// Low qualifier 32 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u32, lowp> lowp_u32vec4; + + + /// Medium qualifier 32 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u32, mediump> mediump_u32vec1; + + /// Medium qualifier 32 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u32, mediump> mediump_u32vec2; + + /// Medium qualifier 32 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u32, mediump> mediump_u32vec3; + + /// Medium qualifier 32 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u32, mediump> mediump_u32vec4; + + + /// High qualifier 32 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u32, highp> highp_u32vec1; + + /// High qualifier 32 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u32, highp> highp_u32vec2; + + /// High qualifier 32 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u32, highp> highp_u32vec3; + + /// High qualifier 32 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u32, highp> highp_u32vec4; + + + /// Low qualifier 64 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u64, lowp> lowp_u64vec1; + + /// Low qualifier 64 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u64, lowp> lowp_u64vec2; + + /// Low qualifier 64 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u64, lowp> lowp_u64vec3; + + /// Low qualifier 64 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u64, lowp> lowp_u64vec4; + + + /// Medium qualifier 64 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u64, mediump> mediump_u64vec1; + + /// Medium qualifier 64 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u64, mediump> mediump_u64vec2; + + /// Medium qualifier 64 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u64, mediump> mediump_u64vec3; + + /// Medium qualifier 64 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u64, mediump> mediump_u64vec4; + + + /// High qualifier 64 bit unsigned integer scalar type. + /// @see gtc_type_precision + typedef vec<1, u64, highp> highp_u64vec1; + + /// High qualifier 64 bit unsigned integer vector of 2 components type. + /// @see gtc_type_precision + typedef vec<2, u64, highp> highp_u64vec2; + + /// High qualifier 64 bit unsigned integer vector of 3 components type. + /// @see gtc_type_precision + typedef vec<3, u64, highp> highp_u64vec3; + + /// High qualifier 64 bit unsigned integer vector of 4 components type. + /// @see gtc_type_precision + typedef vec<4, u64, highp> highp_u64vec4; + + + ////////////////////// + // Float vector types + + /// 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 float32_t; + + /// 32 bit single-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float32 f32; + +# ifndef GLM_FORCE_SINGLE_ONLY + + /// 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 float64_t; + + /// 64 bit double-qualifier floating-point scalar. + /// @see gtc_type_precision + typedef float64 f64; +# endif//GLM_FORCE_SINGLE_ONLY + + /// Single-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, float, defaultp> fvec1; + + /// Single-qualifier floating-point vector of 2 components. + /// @see gtc_type_precision + typedef vec<2, float, defaultp> fvec2; + + /// Single-qualifier floating-point vector of 3 components. + /// @see gtc_type_precision + typedef vec<3, float, defaultp> fvec3; + + /// Single-qualifier floating-point vector of 4 components. + /// @see gtc_type_precision + typedef vec<4, float, defaultp> fvec4; + + + /// Single-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, f32, defaultp> f32vec1; + + /// Single-qualifier floating-point vector of 2 components. + /// @see gtc_type_precision + typedef vec<2, f32, defaultp> f32vec2; + + /// Single-qualifier floating-point vector of 3 components. + /// @see gtc_type_precision + typedef vec<3, f32, defaultp> f32vec3; + + /// Single-qualifier floating-point vector of 4 components. + /// @see gtc_type_precision + typedef vec<4, f32, defaultp> f32vec4; + +# ifndef GLM_FORCE_SINGLE_ONLY + /// Double-qualifier floating-point vector of 1 component. + /// @see gtc_type_precision + typedef vec<1, f64, defaultp> f64vec1; + + /// Double-qualifier floating-point vector of 2 components. + /// @see gtc_type_precision + typedef vec<2, f64, defaultp> f64vec2; + + /// Double-qualifier floating-point vector of 3 components. + /// @see gtc_type_precision + typedef vec<3, f64, defaultp> f64vec3; + + /// Double-qualifier floating-point vector of 4 components. + /// @see gtc_type_precision + typedef vec<4, f64, defaultp> f64vec4; +# endif//GLM_FORCE_SINGLE_ONLY + + + ////////////////////// + // Float matrix types + + /// Single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef detail::tmat1x1 fmat1; + + /// Single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, defaultp> fmat2; + + /// Single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, defaultp> fmat3; + + /// Single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, defaultp> fmat4; + + + /// Single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef f32 fmat1x1; + + /// Single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, defaultp> fmat2x2; + + /// Single-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f32, defaultp> fmat2x3; + + /// Single-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f32, defaultp> fmat2x4; + + /// Single-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f32, defaultp> fmat3x2; + + /// Single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, defaultp> fmat3x3; + + /// Single-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f32, defaultp> fmat3x4; + + /// Single-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f32, defaultp> fmat4x2; + + /// Single-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f32, defaultp> fmat4x3; + + /// Single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, defaultp> fmat4x4; + + + /// Single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef detail::tmat1x1 f32mat1; + + /// Single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, defaultp> f32mat2; + + /// Single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, defaultp> f32mat3; + + /// Single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, defaultp> f32mat4; + + + /// Single-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef f32 f32mat1x1; + + /// Single-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f32, defaultp> f32mat2x2; + + /// Single-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f32, defaultp> f32mat2x3; + + /// Single-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f32, defaultp> f32mat2x4; + + /// Single-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f32, defaultp> f32mat3x2; + + /// Single-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f32, defaultp> f32mat3x3; + + /// Single-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f32, defaultp> f32mat3x4; + + /// Single-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f32, defaultp> f32mat4x2; + + /// Single-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f32, defaultp> f32mat4x3; + + /// Single-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f32, defaultp> f32mat4x4; + + +# ifndef GLM_FORCE_SINGLE_ONLY + + /// Double-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef detail::tmat1x1 f64mat1; + + /// Double-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f64, defaultp> f64mat2; + + /// Double-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f64, defaultp> f64mat3; + + /// Double-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f64, defaultp> f64mat4; + + + /// Double-qualifier floating-point 1x1 matrix. + /// @see gtc_type_precision + //typedef f64 f64mat1x1; + + /// Double-qualifier floating-point 2x2 matrix. + /// @see gtc_type_precision + typedef mat<2, 2, f64, defaultp> f64mat2x2; + + /// Double-qualifier floating-point 2x3 matrix. + /// @see gtc_type_precision + typedef mat<2, 3, f64, defaultp> f64mat2x3; + + /// Double-qualifier floating-point 2x4 matrix. + /// @see gtc_type_precision + typedef mat<2, 4, f64, defaultp> f64mat2x4; + + /// Double-qualifier floating-point 3x2 matrix. + /// @see gtc_type_precision + typedef mat<3, 2, f64, defaultp> f64mat3x2; + + /// Double-qualifier floating-point 3x3 matrix. + /// @see gtc_type_precision + typedef mat<3, 3, f64, defaultp> f64mat3x3; + + /// Double-qualifier floating-point 3x4 matrix. + /// @see gtc_type_precision + typedef mat<3, 4, f64, defaultp> f64mat3x4; + + /// Double-qualifier floating-point 4x2 matrix. + /// @see gtc_type_precision + typedef mat<4, 2, f64, defaultp> f64mat4x2; + + /// Double-qualifier floating-point 4x3 matrix. + /// @see gtc_type_precision + typedef mat<4, 3, f64, defaultp> f64mat4x3; + + /// Double-qualifier floating-point 4x4 matrix. + /// @see gtc_type_precision + typedef mat<4, 4, f64, defaultp> f64mat4x4; + +# endif//GLM_FORCE_SINGLE_ONLY + + ////////////////////////// + // Quaternion types + + /// Single-qualifier floating-point quaternion. + /// @see gtc_type_precision + typedef qua f32quat; + + /// Low single-qualifier floating-point quaternion. + /// @see gtc_type_precision + typedef qua lowp_f32quat; + + /// Low double-qualifier floating-point quaternion. + /// @see gtc_type_precision + typedef qua lowp_f64quat; + + /// Medium single-qualifier floating-point quaternion. + /// @see gtc_type_precision + typedef qua mediump_f32quat; + +# ifndef GLM_FORCE_SINGLE_ONLY + + /// Medium double-qualifier floating-point quaternion. + /// @see gtc_type_precision + typedef qua mediump_f64quat; + + /// High single-qualifier floating-point quaternion. + /// @see gtc_type_precision + typedef qua highp_f32quat; + + /// High double-qualifier floating-point quaternion. + /// @see gtc_type_precision + typedef qua highp_f64quat; + + /// Double-qualifier floating-point quaternion. + /// @see gtc_type_precision + typedef qua f64quat; + +# endif//GLM_FORCE_SINGLE_ONLY + + /// @} +}//namespace glm + +#include "type_precision.inl" diff --git a/vendor/include/glm/gtc/type_precision.inl b/vendor/include/glm/gtc/type_precision.inl new file mode 100644 index 0000000..ae80912 --- /dev/null +++ b/vendor/include/glm/gtc/type_precision.inl @@ -0,0 +1,6 @@ +/// @ref gtc_precision + +namespace glm +{ + +} diff --git a/vendor/include/glm/gtc/type_ptr.hpp b/vendor/include/glm/gtc/type_ptr.hpp new file mode 100644 index 0000000..d7e625a --- /dev/null +++ b/vendor/include/glm/gtc/type_ptr.hpp @@ -0,0 +1,230 @@ +/// @ref gtc_type_ptr +/// @file glm/gtc/type_ptr.hpp +/// +/// @see core (dependence) +/// @see gtc_quaternion (dependence) +/// +/// @defgroup gtc_type_ptr GLM_GTC_type_ptr +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Handles the interaction between pointers and vector, matrix types. +/// +/// This extension defines an overloaded function, glm::value_ptr. It returns +/// a pointer to the memory layout of the object. Matrix types store their values +/// in column-major order. +/// +/// This is useful for uploading data to matrices or copying data to buffer objects. +/// +/// Example: +/// @code +/// #include +/// #include +/// +/// glm::vec3 aVector(3); +/// glm::mat4 someMatrix(1.0); +/// +/// glUniform3fv(uniformLoc, 1, glm::value_ptr(aVector)); +/// glUniformMatrix4fv(uniformMatrixLoc, 1, GL_FALSE, glm::value_ptr(someMatrix)); +/// @endcode +/// +/// need to be included to use the features of this extension. + +#pragma once + +// Dependency: +#include "../gtc/quaternion.hpp" +#include "../gtc/vec1.hpp" +#include "../vec2.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" +#include "../mat2x2.hpp" +#include "../mat2x3.hpp" +#include "../mat2x4.hpp" +#include "../mat3x2.hpp" +#include "../mat3x3.hpp" +#include "../mat3x4.hpp" +#include "../mat4x2.hpp" +#include "../mat4x3.hpp" +#include "../mat4x4.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_type_ptr extension included") +#endif + +namespace glm +{ + /// @addtogroup gtc_type_ptr + /// @{ + + /// Return the constant address to the data of the input parameter. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL typename genType::value_type const * value_ptr(genType const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<1, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<2, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<3, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<1, T, Q> make_vec1(vec<4, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<1, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<2, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<3, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<2, T, Q> make_vec2(vec<4, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<1, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<2, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<3, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<3, T, Q> make_vec3(vec<4, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<1, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<2, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<3, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<4, T, Q> make_vec4(vec<4, T, Q> const& v); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<2, T, defaultp> make_vec2(T const * const ptr); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<3, T, defaultp> make_vec3(T const * const ptr); + + /// Build a vector from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL vec<4, T, defaultp> make_vec4(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2x2(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<2, 3, T, defaultp> make_mat2x3(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<2, 4, T, defaultp> make_mat2x4(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<3, 2, T, defaultp> make_mat3x2(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3x3(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<3, 4, T, defaultp> make_mat3x4(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<4, 2, T, defaultp> make_mat4x2(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<4, 3, T, defaultp> make_mat4x3(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4x4(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<2, 2, T, defaultp> make_mat2(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<3, 3, T, defaultp> make_mat3(T const * const ptr); + + /// Build a matrix from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> make_mat4(T const * const ptr); + + /// Build a quaternion from a pointer. + /// @see gtc_type_ptr + template + GLM_FUNC_DECL qua make_quat(T const * const ptr); + + /// @} +}//namespace glm + +#include "type_ptr.inl" diff --git a/vendor/include/glm/gtc/type_ptr.inl b/vendor/include/glm/gtc/type_ptr.inl new file mode 100644 index 0000000..71df4d3 --- /dev/null +++ b/vendor/include/glm/gtc/type_ptr.inl @@ -0,0 +1,386 @@ +/// @ref gtc_type_ptr + +#include + +namespace glm +{ + /// @addtogroup gtc_type_ptr + /// @{ + + template + GLM_FUNC_QUALIFIER T const* value_ptr(vec<2, T, Q> const& v) + { + return &(v.x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(vec<2, T, Q>& v) + { + return &(v.x); + } + + template + GLM_FUNC_QUALIFIER T const * value_ptr(vec<3, T, Q> const& v) + { + return &(v.x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(vec<3, T, Q>& v) + { + return &(v.x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(vec<4, T, Q> const& v) + { + return &(v.x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(vec<4, T, Q>& v) + { + return &(v.x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 2, T, Q> const& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(mat<2, 2, T, Q>& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 3, T, Q> const& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(mat<3, 3, T, Q>& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 4, T, Q> const& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(mat<4, 4, T, Q>& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 3, T, Q> const& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(mat<2, 3, T, Q>& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 2, T, Q> const& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(mat<3, 2, T, Q>& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(mat<2, 4, T, Q> const& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(mat<2, 4, T, Q>& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 2, T, Q> const& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(mat<4, 2, T, Q>& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(mat<3, 4, T, Q> const& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(mat<3, 4, T, Q>& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T const* value_ptr(mat<4, 3, T, Q> const& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T * value_ptr(mat<4, 3, T, Q>& m) + { + return &(m[0].x); + } + + template + GLM_FUNC_QUALIFIER T const * value_ptr(qua const& q) + { + return &(q[0]); + } + + template + GLM_FUNC_QUALIFIER T* value_ptr(qua& q) + { + return &(q[0]); + } + + template + inline vec<1, T, Q> make_vec1(vec<1, T, Q> const& v) + { + return v; + } + + template + inline vec<1, T, Q> make_vec1(vec<2, T, Q> const& v) + { + return vec<1, T, Q>(v); + } + + template + inline vec<1, T, Q> make_vec1(vec<3, T, Q> const& v) + { + return vec<1, T, Q>(v); + } + + template + inline vec<1, T, Q> make_vec1(vec<4, T, Q> const& v) + { + return vec<1, T, Q>(v); + } + + template + inline vec<2, T, Q> make_vec2(vec<1, T, Q> const& v) + { + return vec<2, T, Q>(v.x, static_cast(0)); + } + + template + inline vec<2, T, Q> make_vec2(vec<2, T, Q> const& v) + { + return v; + } + + template + inline vec<2, T, Q> make_vec2(vec<3, T, Q> const& v) + { + return vec<2, T, Q>(v); + } + + template + inline vec<2, T, Q> make_vec2(vec<4, T, Q> const& v) + { + return vec<2, T, Q>(v); + } + + template + inline vec<3, T, Q> make_vec3(vec<1, T, Q> const& v) + { + return vec<3, T, Q>(v.x, static_cast(0), static_cast(0)); + } + + template + inline vec<3, T, Q> make_vec3(vec<2, T, Q> const& v) + { + return vec<3, T, Q>(v.x, v.y, static_cast(0)); + } + + template + inline vec<3, T, Q> make_vec3(vec<3, T, Q> const& v) + { + return v; + } + + template + inline vec<3, T, Q> make_vec3(vec<4, T, Q> const& v) + { + return vec<3, T, Q>(v); + } + + template + inline vec<4, T, Q> make_vec4(vec<1, T, Q> const& v) + { + return vec<4, T, Q>(v.x, static_cast(0), static_cast(0), static_cast(1)); + } + + template + inline vec<4, T, Q> make_vec4(vec<2, T, Q> const& v) + { + return vec<4, T, Q>(v.x, v.y, static_cast(0), static_cast(1)); + } + + template + inline vec<4, T, Q> make_vec4(vec<3, T, Q> const& v) + { + return vec<4, T, Q>(v.x, v.y, v.z, static_cast(1)); + } + + template + inline vec<4, T, Q> make_vec4(vec<4, T, Q> const& v) + { + return v; + } + + template + GLM_FUNC_QUALIFIER vec<2, T, defaultp> make_vec2(T const *const ptr) + { + vec<2, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(vec<2, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, defaultp> make_vec3(T const *const ptr) + { + vec<3, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(vec<3, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<4, T, defaultp> make_vec4(T const *const ptr) + { + vec<4, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(vec<4, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2x2(T const *const ptr) + { + mat<2, 2, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(mat<2, 2, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, defaultp> make_mat2x3(T const *const ptr) + { + mat<2, 3, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(mat<2, 3, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, defaultp> make_mat2x4(T const *const ptr) + { + mat<2, 4, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(mat<2, 4, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, defaultp> make_mat3x2(T const *const ptr) + { + mat<3, 2, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(mat<3, 2, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3x3(T const *const ptr) + { + mat<3, 3, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(mat<3, 3, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, defaultp> make_mat3x4(T const *const ptr) + { + mat<3, 4, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(mat<3, 4, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, defaultp> make_mat4x2(T const *const ptr) + { + mat<4, 2, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(mat<4, 2, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, defaultp> make_mat4x3(T const *const ptr) + { + mat<4, 3, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(mat<4, 3, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4x4(T const *const ptr) + { + mat<4, 4, T, defaultp> Result; + memcpy(value_ptr(Result), ptr, sizeof(mat<4, 4, T, defaultp>)); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> make_mat2(T const *const ptr) + { + return make_mat2x2(ptr); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> make_mat3(T const *const ptr) + { + return make_mat3x3(ptr); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> make_mat4(T const *const ptr) + { + return make_mat4x4(ptr); + } + + template + GLM_FUNC_QUALIFIER qua make_quat(T const *const ptr) + { + qua Result; + memcpy(value_ptr(Result), ptr, sizeof(qua)); + return Result; + } + + /// @} +}//namespace glm + diff --git a/vendor/include/glm/gtc/ulp.hpp b/vendor/include/glm/gtc/ulp.hpp new file mode 100644 index 0000000..0d80a75 --- /dev/null +++ b/vendor/include/glm/gtc/ulp.hpp @@ -0,0 +1,152 @@ +/// @ref gtc_ulp +/// @file glm/gtc/ulp.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_ulp GLM_GTC_ulp +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Allow the measurement of the accuracy of a function against a reference +/// implementation. This extension works on floating-point data and provide results +/// in ULP. + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" +#include "../detail/_vectorize.hpp" +#include "../ext/scalar_int_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_ulp extension included") +#endif + +namespace glm +{ + /// Return the next ULP value(s) after the input value(s). + /// + /// @tparam genType A floating-point scalar type. + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL genType next_float(genType x); + + /// Return the previous ULP value(s) before the input value(s). + /// + /// @tparam genType A floating-point scalar type. + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL genType prev_float(genType x); + + /// Return the value(s) ULP distance after the input value(s). + /// + /// @tparam genType A floating-point scalar type. + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL genType next_float(genType x, int ULPs); + + /// Return the value(s) ULP distance before the input value(s). + /// + /// @tparam genType A floating-point scalar type. + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL genType prev_float(genType x, int ULPs); + + /// Return the distance in the number of ULP between 2 single-precision floating-point scalars. + /// + /// @see gtc_ulp + GLM_FUNC_DECL int float_distance(float x, float y); + + /// Return the distance in the number of ULP between 2 double-precision floating-point scalars. + /// + /// @see gtc_ulp + GLM_FUNC_DECL int64 float_distance(double x, double y); + + /// Return the next ULP value(s) after the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL vec next_float(vec const& x); + + /// Return the value(s) ULP distance after the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL vec next_float(vec const& x, int ULPs); + + /// Return the value(s) ULP distance after the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL vec next_float(vec const& x, vec const& ULPs); + + /// Return the previous ULP value(s) before the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL vec prev_float(vec const& x); + + /// Return the value(s) ULP distance before the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL vec prev_float(vec const& x, int ULPs); + + /// Return the value(s) ULP distance before the input value(s). + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL vec prev_float(vec const& x, vec const& ULPs); + + /// Return the distance in the number of ULP between 2 single-precision floating-point scalars. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL vec float_distance(vec const& x, vec const& y); + + /// Return the distance in the number of ULP between 2 double-precision floating-point scalars. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam Q Value from qualifier enum + /// + /// @see gtc_ulp + template + GLM_FUNC_DECL vec float_distance(vec const& x, vec const& y); + + /// @} +}//namespace glm + +#include "ulp.inl" diff --git a/vendor/include/glm/gtc/ulp.inl b/vendor/include/glm/gtc/ulp.inl new file mode 100644 index 0000000..4ecbd3f --- /dev/null +++ b/vendor/include/glm/gtc/ulp.inl @@ -0,0 +1,173 @@ +/// @ref gtc_ulp + +#include "../ext/scalar_ulp.hpp" + +namespace glm +{ + template<> + GLM_FUNC_QUALIFIER float next_float(float x) + { +# if GLM_HAS_CXX11_STL + return std::nextafter(x, std::numeric_limits::max()); +# elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) + return detail::nextafterf(x, FLT_MAX); +# elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) + return __builtin_nextafterf(x, FLT_MAX); +# else + return nextafterf(x, FLT_MAX); +# endif + } + + template<> + GLM_FUNC_QUALIFIER double next_float(double x) + { +# if GLM_HAS_CXX11_STL + return std::nextafter(x, std::numeric_limits::max()); +# elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) + return detail::nextafter(x, std::numeric_limits::max()); +# elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) + return __builtin_nextafter(x, DBL_MAX); +# else + return nextafter(x, DBL_MAX); +# endif + } + + template + GLM_FUNC_QUALIFIER T next_float(T x, int ULPs) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'next_float' only accept floating-point input"); + assert(ULPs >= 0); + + T temp = x; + for (int i = 0; i < ULPs; ++i) + temp = next_float(temp); + return temp; + } + + GLM_FUNC_QUALIFIER float prev_float(float x) + { +# if GLM_HAS_CXX11_STL + return std::nextafter(x, std::numeric_limits::min()); +# elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) + return detail::nextafterf(x, FLT_MIN); +# elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) + return __builtin_nextafterf(x, FLT_MIN); +# else + return nextafterf(x, FLT_MIN); +# endif + } + + GLM_FUNC_QUALIFIER double prev_float(double x) + { +# if GLM_HAS_CXX11_STL + return std::nextafter(x, std::numeric_limits::min()); +# elif((GLM_COMPILER & GLM_COMPILER_VC) || ((GLM_COMPILER & GLM_COMPILER_INTEL) && (GLM_PLATFORM & GLM_PLATFORM_WINDOWS))) + return _nextafter(x, DBL_MIN); +# elif(GLM_PLATFORM & GLM_PLATFORM_ANDROID) + return __builtin_nextafter(x, DBL_MIN); +# else + return nextafter(x, DBL_MIN); +# endif + } + + template + GLM_FUNC_QUALIFIER T prev_float(T x, int ULPs) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'prev_float' only accept floating-point input"); + assert(ULPs >= 0); + + T temp = x; + for (int i = 0; i < ULPs; ++i) + temp = prev_float(temp); + return temp; + } + + GLM_FUNC_QUALIFIER int float_distance(float x, float y) + { + detail::float_t const a(x); + detail::float_t const b(y); + + return abs(a.i - b.i); + } + + GLM_FUNC_QUALIFIER int64 float_distance(double x, double y) + { + detail::float_t const a(x); + detail::float_t const b(y); + + return abs(a.i - b.i); + } + + template + GLM_FUNC_QUALIFIER vec next_float(vec const& x) + { + vec Result; + for (length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = next_float(x[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec next_float(vec const& x, int ULPs) + { + vec Result; + for (length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = next_float(x[i], ULPs); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec next_float(vec const& x, vec const& ULPs) + { + vec Result; + for (length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = next_float(x[i], ULPs[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec prev_float(vec const& x) + { + vec Result; + for (length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = prev_float(x[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec prev_float(vec const& x, int ULPs) + { + vec Result; + for (length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = prev_float(x[i], ULPs); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec prev_float(vec const& x, vec const& ULPs) + { + vec Result; + for (length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = prev_float(x[i], ULPs[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec float_distance(vec const& x, vec const& y) + { + vec Result; + for (length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = float_distance(x[i], y[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER vec float_distance(vec const& x, vec const& y) + { + vec Result; + for (length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = float_distance(x[i], y[i]); + return Result; + } +}//namespace glm + diff --git a/vendor/include/glm/gtc/vec1.hpp b/vendor/include/glm/gtc/vec1.hpp new file mode 100644 index 0000000..63697a2 --- /dev/null +++ b/vendor/include/glm/gtc/vec1.hpp @@ -0,0 +1,30 @@ +/// @ref gtc_vec1 +/// @file glm/gtc/vec1.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtc_vec1 GLM_GTC_vec1 +/// @ingroup gtc +/// +/// Include to use the features of this extension. +/// +/// Add vec1, ivec1, uvec1 and bvec1 types. + +#pragma once + +// Dependency: +#include "../ext/vector_bool1.hpp" +#include "../ext/vector_bool1_precision.hpp" +#include "../ext/vector_float1.hpp" +#include "../ext/vector_float1_precision.hpp" +#include "../ext/vector_double1.hpp" +#include "../ext/vector_double1_precision.hpp" +#include "../ext/vector_int1.hpp" +#include "../ext/vector_int1_sized.hpp" +#include "../ext/vector_uint1.hpp" +#include "../ext/vector_uint1_sized.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# pragma message("GLM: GLM_GTC_vec1 extension included") +#endif + diff --git a/vendor/include/glm/gtx/associated_min_max.hpp b/vendor/include/glm/gtx/associated_min_max.hpp new file mode 100644 index 0000000..d1a41c0 --- /dev/null +++ b/vendor/include/glm/gtx/associated_min_max.hpp @@ -0,0 +1,207 @@ +/// @ref gtx_associated_min_max +/// @file glm/gtx/associated_min_max.hpp +/// +/// @see core (dependence) +/// @see gtx_extented_min_max (dependence) +/// +/// @defgroup gtx_associated_min_max GLM_GTX_associated_min_max +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// @brief Min and max functions that return associated values not the compared onces. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_associated_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_associated_min_max extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_associated_min_max + /// @{ + + /// Minimum comparison between 2 variables and returns 2 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL U associatedMin(T x, U a, T y, U b); + + /// Minimum comparison between 2 variables and returns 2 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec<2, U, Q> associatedMin( + vec const& x, vec const& a, + vec const& y, vec const& b); + + /// Minimum comparison between 2 variables and returns 2 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMin( + T x, const vec& a, + T y, const vec& b); + + /// Minimum comparison between 2 variables and returns 2 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMin( + vec const& x, U a, + vec const& y, U b); + + /// Minimum comparison between 3 variables and returns 3 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL U associatedMin( + T x, U a, + T y, U b, + T z, U c); + + /// Minimum comparison between 3 variables and returns 3 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMin( + vec const& x, vec const& a, + vec const& y, vec const& b, + vec const& z, vec const& c); + + /// Minimum comparison between 4 variables and returns 4 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL U associatedMin( + T x, U a, + T y, U b, + T z, U c, + T w, U d); + + /// Minimum comparison between 4 variables and returns 4 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMin( + vec const& x, vec const& a, + vec const& y, vec const& b, + vec const& z, vec const& c, + vec const& w, vec const& d); + + /// Minimum comparison between 4 variables and returns 4 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMin( + T x, vec const& a, + T y, vec const& b, + T z, vec const& c, + T w, vec const& d); + + /// Minimum comparison between 4 variables and returns 4 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMin( + vec const& x, U a, + vec const& y, U b, + vec const& z, U c, + vec const& w, U d); + + /// Maximum comparison between 2 variables and returns 2 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL U associatedMax(T x, U a, T y, U b); + + /// Maximum comparison between 2 variables and returns 2 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec<2, U, Q> associatedMax( + vec const& x, vec const& a, + vec const& y, vec const& b); + + /// Maximum comparison between 2 variables and returns 2 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMax( + T x, vec const& a, + T y, vec const& b); + + /// Maximum comparison between 2 variables and returns 2 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMax( + vec const& x, U a, + vec const& y, U b); + + /// Maximum comparison between 3 variables and returns 3 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL U associatedMax( + T x, U a, + T y, U b, + T z, U c); + + /// Maximum comparison between 3 variables and returns 3 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMax( + vec const& x, vec const& a, + vec const& y, vec const& b, + vec const& z, vec const& c); + + /// Maximum comparison between 3 variables and returns 3 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMax( + T x, vec const& a, + T y, vec const& b, + T z, vec const& c); + + /// Maximum comparison between 3 variables and returns 3 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMax( + vec const& x, U a, + vec const& y, U b, + vec const& z, U c); + + /// Maximum comparison between 4 variables and returns 4 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL U associatedMax( + T x, U a, + T y, U b, + T z, U c, + T w, U d); + + /// Maximum comparison between 4 variables and returns 4 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMax( + vec const& x, vec const& a, + vec const& y, vec const& b, + vec const& z, vec const& c, + vec const& w, vec const& d); + + /// Maximum comparison between 4 variables and returns 4 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMax( + T x, vec const& a, + T y, vec const& b, + T z, vec const& c, + T w, vec const& d); + + /// Maximum comparison between 4 variables and returns 4 associated variable values + /// @see gtx_associated_min_max + template + GLM_FUNC_DECL vec associatedMax( + vec const& x, U a, + vec const& y, U b, + vec const& z, U c, + vec const& w, U d); + + /// @} +} //namespace glm + +#include "associated_min_max.inl" diff --git a/vendor/include/glm/gtx/associated_min_max.inl b/vendor/include/glm/gtx/associated_min_max.inl new file mode 100644 index 0000000..5186c47 --- /dev/null +++ b/vendor/include/glm/gtx/associated_min_max.inl @@ -0,0 +1,354 @@ +/// @ref gtx_associated_min_max + +namespace glm{ + +// Min comparison between 2 variables +template +GLM_FUNC_QUALIFIER U associatedMin(T x, U a, T y, U b) +{ + return x < y ? a : b; +} + +template +GLM_FUNC_QUALIFIER vec<2, U, Q> associatedMin +( + vec const& x, vec const& a, + vec const& y, vec const& b +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x[i] < y[i] ? a[i] : b[i]; + return Result; +} + +template +GLM_FUNC_QUALIFIER vec associatedMin +( + T x, const vec& a, + T y, const vec& b +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x < y ? a[i] : b[i]; + return Result; +} + +template +GLM_FUNC_QUALIFIER vec associatedMin +( + vec const& x, U a, + vec const& y, U b +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x[i] < y[i] ? a : b; + return Result; +} + +// Min comparison between 3 variables +template +GLM_FUNC_QUALIFIER U associatedMin +( + T x, U a, + T y, U b, + T z, U c +) +{ + U Result = x < y ? (x < z ? a : c) : (y < z ? b : c); + return Result; +} + +template +GLM_FUNC_QUALIFIER vec associatedMin +( + vec const& x, vec const& a, + vec const& y, vec const& b, + vec const& z, vec const& c +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x[i] < y[i] ? (x[i] < z[i] ? a[i] : c[i]) : (y[i] < z[i] ? b[i] : c[i]); + return Result; +} + +// Min comparison between 4 variables +template +GLM_FUNC_QUALIFIER U associatedMin +( + T x, U a, + T y, U b, + T z, U c, + T w, U d +) +{ + T Test1 = min(x, y); + T Test2 = min(z, w); + U Result1 = x < y ? a : b; + U Result2 = z < w ? c : d; + U Result = Test1 < Test2 ? Result1 : Result2; + return Result; +} + +// Min comparison between 4 variables +template +GLM_FUNC_QUALIFIER vec associatedMin +( + vec const& x, vec const& a, + vec const& y, vec const& b, + vec const& z, vec const& c, + vec const& w, vec const& d +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + { + T Test1 = min(x[i], y[i]); + T Test2 = min(z[i], w[i]); + U Result1 = x[i] < y[i] ? a[i] : b[i]; + U Result2 = z[i] < w[i] ? c[i] : d[i]; + Result[i] = Test1 < Test2 ? Result1 : Result2; + } + return Result; +} + +// Min comparison between 4 variables +template +GLM_FUNC_QUALIFIER vec associatedMin +( + T x, vec const& a, + T y, vec const& b, + T z, vec const& c, + T w, vec const& d +) +{ + T Test1 = min(x, y); + T Test2 = min(z, w); + + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + { + U Result1 = x < y ? a[i] : b[i]; + U Result2 = z < w ? c[i] : d[i]; + Result[i] = Test1 < Test2 ? Result1 : Result2; + } + return Result; +} + +// Min comparison between 4 variables +template +GLM_FUNC_QUALIFIER vec associatedMin +( + vec const& x, U a, + vec const& y, U b, + vec const& z, U c, + vec const& w, U d +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + { + T Test1 = min(x[i], y[i]); + T Test2 = min(z[i], w[i]); + U Result1 = x[i] < y[i] ? a : b; + U Result2 = z[i] < w[i] ? c : d; + Result[i] = Test1 < Test2 ? Result1 : Result2; + } + return Result; +} + +// Max comparison between 2 variables +template +GLM_FUNC_QUALIFIER U associatedMax(T x, U a, T y, U b) +{ + return x > y ? a : b; +} + +// Max comparison between 2 variables +template +GLM_FUNC_QUALIFIER vec<2, U, Q> associatedMax +( + vec const& x, vec const& a, + vec const& y, vec const& b +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x[i] > y[i] ? a[i] : b[i]; + return Result; +} + +// Max comparison between 2 variables +template +GLM_FUNC_QUALIFIER vec associatedMax +( + T x, vec const& a, + T y, vec const& b +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x > y ? a[i] : b[i]; + return Result; +} + +// Max comparison between 2 variables +template +GLM_FUNC_QUALIFIER vec associatedMax +( + vec const& x, U a, + vec const& y, U b +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x[i] > y[i] ? a : b; + return Result; +} + +// Max comparison between 3 variables +template +GLM_FUNC_QUALIFIER U associatedMax +( + T x, U a, + T y, U b, + T z, U c +) +{ + U Result = x > y ? (x > z ? a : c) : (y > z ? b : c); + return Result; +} + +// Max comparison between 3 variables +template +GLM_FUNC_QUALIFIER vec associatedMax +( + vec const& x, vec const& a, + vec const& y, vec const& b, + vec const& z, vec const& c +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x[i] > y[i] ? (x[i] > z[i] ? a[i] : c[i]) : (y[i] > z[i] ? b[i] : c[i]); + return Result; +} + +// Max comparison between 3 variables +template +GLM_FUNC_QUALIFIER vec associatedMax +( + T x, vec const& a, + T y, vec const& b, + T z, vec const& c +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x > y ? (x > z ? a[i] : c[i]) : (y > z ? b[i] : c[i]); + return Result; +} + +// Max comparison between 3 variables +template +GLM_FUNC_QUALIFIER vec associatedMax +( + vec const& x, U a, + vec const& y, U b, + vec const& z, U c +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + Result[i] = x[i] > y[i] ? (x[i] > z[i] ? a : c) : (y[i] > z[i] ? b : c); + return Result; +} + +// Max comparison between 4 variables +template +GLM_FUNC_QUALIFIER U associatedMax +( + T x, U a, + T y, U b, + T z, U c, + T w, U d +) +{ + T Test1 = max(x, y); + T Test2 = max(z, w); + U Result1 = x > y ? a : b; + U Result2 = z > w ? c : d; + U Result = Test1 > Test2 ? Result1 : Result2; + return Result; +} + +// Max comparison between 4 variables +template +GLM_FUNC_QUALIFIER vec associatedMax +( + vec const& x, vec const& a, + vec const& y, vec const& b, + vec const& z, vec const& c, + vec const& w, vec const& d +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + { + T Test1 = max(x[i], y[i]); + T Test2 = max(z[i], w[i]); + U Result1 = x[i] > y[i] ? a[i] : b[i]; + U Result2 = z[i] > w[i] ? c[i] : d[i]; + Result[i] = Test1 > Test2 ? Result1 : Result2; + } + return Result; +} + +// Max comparison between 4 variables +template +GLM_FUNC_QUALIFIER vec associatedMax +( + T x, vec const& a, + T y, vec const& b, + T z, vec const& c, + T w, vec const& d +) +{ + T Test1 = max(x, y); + T Test2 = max(z, w); + + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + { + U Result1 = x > y ? a[i] : b[i]; + U Result2 = z > w ? c[i] : d[i]; + Result[i] = Test1 > Test2 ? Result1 : Result2; + } + return Result; +} + +// Max comparison between 4 variables +template +GLM_FUNC_QUALIFIER vec associatedMax +( + vec const& x, U a, + vec const& y, U b, + vec const& z, U c, + vec const& w, U d +) +{ + vec Result; + for(length_t i = 0, n = Result.length(); i < n; ++i) + { + T Test1 = max(x[i], y[i]); + T Test2 = max(z[i], w[i]); + U Result1 = x[i] > y[i] ? a : b; + U Result2 = z[i] > w[i] ? c : d; + Result[i] = Test1 > Test2 ? Result1 : Result2; + } + return Result; +} +}//namespace glm diff --git a/vendor/include/glm/gtx/bit.hpp b/vendor/include/glm/gtx/bit.hpp new file mode 100644 index 0000000..60a7aef --- /dev/null +++ b/vendor/include/glm/gtx/bit.hpp @@ -0,0 +1,98 @@ +/// @ref gtx_bit +/// @file glm/gtx/bit.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_bit GLM_GTX_bit +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Allow to perform bit operations on integer values + +#pragma once + +// Dependencies +#include "../gtc/bitfield.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_bit is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_bit extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_bit + /// @{ + + /// @see gtx_bit + template + GLM_FUNC_DECL genIUType highestBitValue(genIUType Value); + + /// @see gtx_bit + template + GLM_FUNC_DECL genIUType lowestBitValue(genIUType Value); + + /// Find the highest bit set to 1 in a integer variable and return its value. + /// + /// @see gtx_bit + template + GLM_FUNC_DECL vec highestBitValue(vec const& value); + + /// Return the power of two number which value is just higher the input value. + /// Deprecated, use ceilPowerOfTwo from GTC_round instead + /// + /// @see gtc_round + /// @see gtx_bit + template + GLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoAbove(genIUType Value); + + /// Return the power of two number which value is just higher the input value. + /// Deprecated, use ceilPowerOfTwo from GTC_round instead + /// + /// @see gtc_round + /// @see gtx_bit + template + GLM_DEPRECATED GLM_FUNC_DECL vec powerOfTwoAbove(vec const& value); + + /// Return the power of two number which value is just lower the input value. + /// Deprecated, use floorPowerOfTwo from GTC_round instead + /// + /// @see gtc_round + /// @see gtx_bit + template + GLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoBelow(genIUType Value); + + /// Return the power of two number which value is just lower the input value. + /// Deprecated, use floorPowerOfTwo from GTC_round instead + /// + /// @see gtc_round + /// @see gtx_bit + template + GLM_DEPRECATED GLM_FUNC_DECL vec powerOfTwoBelow(vec const& value); + + /// Return the power of two number which value is the closet to the input value. + /// Deprecated, use roundPowerOfTwo from GTC_round instead + /// + /// @see gtc_round + /// @see gtx_bit + template + GLM_DEPRECATED GLM_FUNC_DECL genIUType powerOfTwoNearest(genIUType Value); + + /// Return the power of two number which value is the closet to the input value. + /// Deprecated, use roundPowerOfTwo from GTC_round instead + /// + /// @see gtc_round + /// @see gtx_bit + template + GLM_DEPRECATED GLM_FUNC_DECL vec powerOfTwoNearest(vec const& value); + + /// @} +} //namespace glm + + +#include "bit.inl" + diff --git a/vendor/include/glm/gtx/bit.inl b/vendor/include/glm/gtx/bit.inl new file mode 100644 index 0000000..621b626 --- /dev/null +++ b/vendor/include/glm/gtx/bit.inl @@ -0,0 +1,92 @@ +/// @ref gtx_bit + +namespace glm +{ + /////////////////// + // highestBitValue + + template + GLM_FUNC_QUALIFIER genIUType highestBitValue(genIUType Value) + { + genIUType tmp = Value; + genIUType result = genIUType(0); + while(tmp) + { + result = (tmp & (~tmp + 1)); // grab lowest bit + tmp &= ~result; // clear lowest bit + } + return result; + } + + template + GLM_FUNC_QUALIFIER vec highestBitValue(vec const& v) + { + return detail::functor1::call(highestBitValue, v); + } + + /////////////////// + // lowestBitValue + + template + GLM_FUNC_QUALIFIER genIUType lowestBitValue(genIUType Value) + { + return (Value & (~Value + 1)); + } + + template + GLM_FUNC_QUALIFIER vec lowestBitValue(vec const& v) + { + return detail::functor1::call(lowestBitValue, v); + } + + /////////////////// + // powerOfTwoAbove + + template + GLM_FUNC_QUALIFIER genType powerOfTwoAbove(genType value) + { + return isPowerOfTwo(value) ? value : highestBitValue(value) << 1; + } + + template + GLM_FUNC_QUALIFIER vec powerOfTwoAbove(vec const& v) + { + return detail::functor1::call(powerOfTwoAbove, v); + } + + /////////////////// + // powerOfTwoBelow + + template + GLM_FUNC_QUALIFIER genType powerOfTwoBelow(genType value) + { + return isPowerOfTwo(value) ? value : highestBitValue(value); + } + + template + GLM_FUNC_QUALIFIER vec powerOfTwoBelow(vec const& v) + { + return detail::functor1::call(powerOfTwoBelow, v); + } + + ///////////////////// + // powerOfTwoNearest + + template + GLM_FUNC_QUALIFIER genType powerOfTwoNearest(genType value) + { + if(isPowerOfTwo(value)) + return value; + + genType const prev = highestBitValue(value); + genType const next = prev << 1; + return (next - value) < (value - prev) ? next : prev; + } + + template + GLM_FUNC_QUALIFIER vec powerOfTwoNearest(vec const& v) + { + return detail::functor1::call(powerOfTwoNearest, v); + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/closest_point.hpp b/vendor/include/glm/gtx/closest_point.hpp new file mode 100644 index 0000000..de6dbbf --- /dev/null +++ b/vendor/include/glm/gtx/closest_point.hpp @@ -0,0 +1,49 @@ +/// @ref gtx_closest_point +/// @file glm/gtx/closest_point.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_closest_point GLM_GTX_closest_point +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Find the point on a straight line which is the closet of a point. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_closest_point extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_closest_point + /// @{ + + /// Find the point on a straight line which is the closet of a point. + /// @see gtx_closest_point + template + GLM_FUNC_DECL vec<3, T, Q> closestPointOnLine( + vec<3, T, Q> const& point, + vec<3, T, Q> const& a, + vec<3, T, Q> const& b); + + /// 2d lines work as well + template + GLM_FUNC_DECL vec<2, T, Q> closestPointOnLine( + vec<2, T, Q> const& point, + vec<2, T, Q> const& a, + vec<2, T, Q> const& b); + + /// @} +}// namespace glm + +#include "closest_point.inl" diff --git a/vendor/include/glm/gtx/closest_point.inl b/vendor/include/glm/gtx/closest_point.inl new file mode 100644 index 0000000..0a39b04 --- /dev/null +++ b/vendor/include/glm/gtx/closest_point.inl @@ -0,0 +1,45 @@ +/// @ref gtx_closest_point + +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec<3, T, Q> closestPointOnLine + ( + vec<3, T, Q> const& point, + vec<3, T, Q> const& a, + vec<3, T, Q> const& b + ) + { + T LineLength = distance(a, b); + vec<3, T, Q> Vector = point - a; + vec<3, T, Q> LineDirection = (b - a) / LineLength; + + // Project Vector to LineDirection to get the distance of point from a + T Distance = dot(Vector, LineDirection); + + if(Distance <= T(0)) return a; + if(Distance >= LineLength) return b; + return a + LineDirection * Distance; + } + + template + GLM_FUNC_QUALIFIER vec<2, T, Q> closestPointOnLine + ( + vec<2, T, Q> const& point, + vec<2, T, Q> const& a, + vec<2, T, Q> const& b + ) + { + T LineLength = distance(a, b); + vec<2, T, Q> Vector = point - a; + vec<2, T, Q> LineDirection = (b - a) / LineLength; + + // Project Vector to LineDirection to get the distance of point from a + T Distance = dot(Vector, LineDirection); + + if(Distance <= T(0)) return a; + if(Distance >= LineLength) return b; + return a + LineDirection * Distance; + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/color_encoding.hpp b/vendor/include/glm/gtx/color_encoding.hpp new file mode 100644 index 0000000..96ded2a --- /dev/null +++ b/vendor/include/glm/gtx/color_encoding.hpp @@ -0,0 +1,54 @@ +/// @ref gtx_color_encoding +/// @file glm/gtx/color_encoding.hpp +/// +/// @see core (dependence) +/// @see gtx_color_encoding (dependence) +/// +/// @defgroup gtx_color_encoding GLM_GTX_color_encoding +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// @brief Allow to perform bit operations on integer values + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" +#include "../vec3.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTC_color_encoding is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTC_color_encoding extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_color_encoding + /// @{ + + /// Convert a linear sRGB color to D65 YUV. + template + GLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB); + + /// Convert a linear sRGB color to D50 YUV. + template + GLM_FUNC_DECL vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB); + + /// Convert a D65 YUV color to linear sRGB. + template + GLM_FUNC_DECL vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ); + + /// Convert a D65 YUV color to D50 YUV. + template + GLM_FUNC_DECL vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ); + + /// @} +} //namespace glm + +#include "color_encoding.inl" diff --git a/vendor/include/glm/gtx/color_encoding.inl b/vendor/include/glm/gtx/color_encoding.inl new file mode 100644 index 0000000..e50fa3e --- /dev/null +++ b/vendor/include/glm/gtx/color_encoding.inl @@ -0,0 +1,45 @@ +/// @ref gtx_color_encoding + +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD65XYZ(vec<3, T, Q> const& ColorLinearSRGB) + { + vec<3, T, Q> const M(0.490f, 0.17697f, 0.2f); + vec<3, T, Q> const N(0.31f, 0.8124f, 0.01063f); + vec<3, T, Q> const O(0.490f, 0.01f, 0.99f); + + return (M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB) * static_cast(5.650675255693055f); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> convertLinearSRGBToD50XYZ(vec<3, T, Q> const& ColorLinearSRGB) + { + vec<3, T, Q> const M(0.436030342570117f, 0.222438466210245f, 0.013897440074263f); + vec<3, T, Q> const N(0.385101860087134f, 0.716942745571917f, 0.097076381494207f); + vec<3, T, Q> const O(0.143067806654203f, 0.060618777416563f, 0.713926257896652f); + + return M * ColorLinearSRGB + N * ColorLinearSRGB + O * ColorLinearSRGB; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToLinearSRGB(vec<3, T, Q> const& ColorD65XYZ) + { + vec<3, T, Q> const M(0.41847f, -0.091169f, 0.0009209f); + vec<3, T, Q> const N(-0.15866f, 0.25243f, 0.015708f); + vec<3, T, Q> const O(0.0009209f, -0.0025498f, 0.1786f); + + return M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> convertD65XYZToD50XYZ(vec<3, T, Q> const& ColorD65XYZ) + { + vec<3, T, Q> const M(+1.047844353856414f, +0.029549007606644f, -0.009250984365223f); + vec<3, T, Q> const N(+0.022898981050086f, +0.990508028941971f, +0.015072338237051f); + vec<3, T, Q> const O(-0.050206647741605f, -0.017074711360960f, +0.751717835079977f); + + return M * ColorD65XYZ + N * ColorD65XYZ + O * ColorD65XYZ; + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/color_space.hpp b/vendor/include/glm/gtx/color_space.hpp new file mode 100644 index 0000000..a634392 --- /dev/null +++ b/vendor/include/glm/gtx/color_space.hpp @@ -0,0 +1,72 @@ +/// @ref gtx_color_space +/// @file glm/gtx/color_space.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_color_space GLM_GTX_color_space +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Related to RGB to HSV conversions and operations. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_color_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_color_space extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_color_space + /// @{ + + /// Converts a color from HSV color space to its color in RGB color space. + /// @see gtx_color_space + template + 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 + GLM_FUNC_DECL vec<3, T, Q> hsvColor( + vec<3, T, Q> const& rgbValue); + + /// Build a saturation matrix. + /// @see gtx_color_space + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> saturation( + T const s); + + /// Modify the saturation of a color. + /// @see gtx_color_space + template + 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 + 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 + GLM_FUNC_DECL T luminosity( + vec<3, T, Q> const& color); + + /// @} +}//namespace glm + +#include "color_space.inl" diff --git a/vendor/include/glm/gtx/color_space.inl b/vendor/include/glm/gtx/color_space.inl new file mode 100644 index 0000000..f698afe --- /dev/null +++ b/vendor/include/glm/gtx/color_space.inl @@ -0,0 +1,141 @@ +/// @ref gtx_color_space + +namespace glm +{ + template + 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(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 + 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(0)) + { + hsv.y = Delta / hsv.z; + T h = static_cast(0); + + if(rgbColor.r == Max) + // between yellow & magenta + h = static_cast(0) + T(60) * (rgbColor.g - rgbColor.b) / Delta; + else if(rgbColor.g == Max) + // between cyan & yellow + h = static_cast(120) + T(60) * (rgbColor.b - rgbColor.r) / Delta; + else + // between magenta & cyan + h = static_cast(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(0); + hsv.x = static_cast(0); + } + + return hsv; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> saturation(T const s) + { + vec<3, T, defaultp> 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 + 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 + GLM_FUNC_QUALIFIER vec<4, T, Q> saturation(const T s, const vec<4, T, Q>& color) + { + return saturation(s) * color; + } + + template + GLM_FUNC_QUALIFIER T luminosity(const vec<3, T, Q>& color) + { + const vec<3, T, Q> tmp = vec<3, T, Q>(0.33, 0.59, 0.11); + return dot(color, tmp); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/color_space_YCoCg.hpp b/vendor/include/glm/gtx/color_space_YCoCg.hpp new file mode 100644 index 0000000..dd2b771 --- /dev/null +++ b/vendor/include/glm/gtx/color_space_YCoCg.hpp @@ -0,0 +1,60 @@ +/// @ref gtx_color_space_YCoCg +/// @file glm/gtx/color_space_YCoCg.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_color_space_YCoCg GLM_GTX_color_space_YCoCg +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// RGB to YCoCg conversions and operations + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_color_space_YCoCg is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_color_space_YCoCg extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_color_space_YCoCg + /// @{ + + /// Convert a color from RGB color space to YCoCg color space. + /// @see gtx_color_space_YCoCg + template + 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 + 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 + 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 + GLM_FUNC_DECL vec<3, T, Q> YCoCgR2rgb( + vec<3, T, Q> const& YCoCgColor); + + /// @} +}//namespace glm + +#include "color_space_YCoCg.inl" diff --git a/vendor/include/glm/gtx/color_space_YCoCg.inl b/vendor/include/glm/gtx/color_space_YCoCg.inl new file mode 100644 index 0000000..83ba857 --- /dev/null +++ b/vendor/include/glm/gtx/color_space_YCoCg.inl @@ -0,0 +1,107 @@ +/// @ref gtx_color_space_YCoCg + +namespace glm +{ + template + 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 + 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 + 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(0.5) + (rgbColor.r + rgbColor.b) * static_cast(0.25); + result.y/*Co*/ = rgbColor.r - rgbColor.b; + result.z/*Cg*/ = rgbColor.g - (rgbColor.r + rgbColor.b) * static_cast(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(0.5)); + result.g = YCoCgRColor.z + tmp; + result.b = tmp - (YCoCgRColor.y * static_cast(0.5)); + result.r = result.b + YCoCgRColor.y; + return result; + } + }; + + template + 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.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; + } + }; + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> rgb2YCoCgR + ( + vec<3, T, Q> const& rgbColor + ) + { + return compute_YCoCgR::is_integer>::rgb2YCoCgR(rgbColor); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> YCoCgR2rgb + ( + vec<3, T, Q> const& YCoCgRColor + ) + { + return compute_YCoCgR::is_integer>::YCoCgR2rgb(YCoCgRColor); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/common.hpp b/vendor/include/glm/gtx/common.hpp new file mode 100644 index 0000000..254ada2 --- /dev/null +++ b/vendor/include/glm/gtx/common.hpp @@ -0,0 +1,76 @@ +/// @ref gtx_common +/// @file glm/gtx/common.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_common GLM_GTX_common +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// @brief Provide functions to increase the compatibility with Cg and HLSL languages + +#pragma once + +// Dependencies: +#include "../vec2.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" +#include "../gtc/vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_common is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_common extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_common + /// @{ + + /// Returns true if x is a denormalized number + /// Numbers whose absolute value is too small to be represented in the normal format are represented in an alternate, denormalized format. + /// This format is less precise but can represent values closer to zero. + /// + /// @tparam genType Floating-point scalar or vector types. + /// + /// @see GLSL isnan man page + /// @see GLSL 4.20.8 specification, section 8.3 Common Functions + template + GLM_FUNC_DECL typename genType::bool_type isdenormal(genType const& x); + + /// Similar to 'mod' but with a different rounding and integer support. + /// Returns 'x - y * trunc(x/y)' instead of 'x - y * floor(x/y)' + /// + /// @see GLSL mod vs HLSL fmod + /// @see GLSL mod man page + template + GLM_FUNC_DECL vec fmod(vec const& v); + + /// Returns whether vector components values are within an interval. A open interval excludes its endpoints, and is denoted with square brackets. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_relational + template + GLM_FUNC_DECL vec openBounded(vec const& Value, vec const& Min, vec const& Max); + + /// Returns whether vector components values are within an interval. A closed interval includes its endpoints, and is denoted with square brackets. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see ext_vector_relational + template + GLM_FUNC_DECL vec closeBounded(vec const& Value, vec const& Min, vec const& Max); + + /// @} +}//namespace glm + +#include "common.inl" diff --git a/vendor/include/glm/gtx/common.inl b/vendor/include/glm/gtx/common.inl new file mode 100644 index 0000000..4ad2126 --- /dev/null +++ b/vendor/include/glm/gtx/common.inl @@ -0,0 +1,125 @@ +/// @ref gtx_common + +#include +#include "../gtc/epsilon.hpp" +#include "../gtc/constants.hpp" + +namespace glm{ +namespace detail +{ + template + struct compute_fmod + { + GLM_FUNC_QUALIFIER static vec call(vec const& a, vec const& b) + { + return detail::functor2::call(std::fmod, a, b); + } + }; + + template + struct compute_fmod + { + GLM_FUNC_QUALIFIER static vec call(vec const& a, vec const& b) + { + return a % b; + } + }; +}//namespace detail + + template + GLM_FUNC_QUALIFIER bool isdenormal(T const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); + +# if GLM_HAS_CXX11_STL + return std::fpclassify(x) == FP_SUBNORMAL; +# else + return epsilonNotEqual(x, static_cast(0), epsilon()) && std::fabs(x) < std::numeric_limits::min(); +# endif + } + + template + GLM_FUNC_QUALIFIER typename vec<1, T, Q>::bool_type isdenormal + ( + vec<1, T, Q> const& x + ) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); + + return typename vec<1, T, Q>::bool_type( + isdenormal(x.x)); + } + + template + GLM_FUNC_QUALIFIER typename vec<2, T, Q>::bool_type isdenormal + ( + vec<2, T, Q> const& x + ) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); + + return typename vec<2, T, Q>::bool_type( + isdenormal(x.x), + isdenormal(x.y)); + } + + template + GLM_FUNC_QUALIFIER typename vec<3, T, Q>::bool_type isdenormal + ( + vec<3, T, Q> const& x + ) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); + + return typename vec<3, T, Q>::bool_type( + isdenormal(x.x), + isdenormal(x.y), + isdenormal(x.z)); + } + + template + GLM_FUNC_QUALIFIER typename vec<4, T, Q>::bool_type isdenormal + ( + vec<4, T, Q> const& x + ) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isdenormal' only accept floating-point inputs"); + + return typename vec<4, T, Q>::bool_type( + isdenormal(x.x), + isdenormal(x.y), + isdenormal(x.z), + isdenormal(x.w)); + } + + // fmod + template + GLM_FUNC_QUALIFIER genType fmod(genType x, genType y) + { + return fmod(vec<1, genType>(x), y).x; + } + + template + GLM_FUNC_QUALIFIER vec fmod(vec const& x, T y) + { + return detail::compute_fmod::is_iec559>::call(x, vec(y)); + } + + template + GLM_FUNC_QUALIFIER vec fmod(vec const& x, vec const& y) + { + return detail::compute_fmod::is_iec559>::call(x, y); + } + + template + GLM_FUNC_QUALIFIER vec openBounded(vec const& Value, vec const& Min, vec const& Max) + { + return greaterThan(Value, Min) && lessThan(Value, Max); + } + + template + GLM_FUNC_QUALIFIER vec closeBounded(vec const& Value, vec const& Min, vec const& Max) + { + return greaterThanEqual(Value, Min) && lessThanEqual(Value, Max); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/compatibility.hpp b/vendor/include/glm/gtx/compatibility.hpp new file mode 100644 index 0000000..f1b00a6 --- /dev/null +++ b/vendor/include/glm/gtx/compatibility.hpp @@ -0,0 +1,133 @@ +/// @ref gtx_compatibility +/// @file glm/gtx/compatibility.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_compatibility GLM_GTX_compatibility +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Provide functions to increase the compatibility with Cg and HLSL languages + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/quaternion.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_compatibility is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_compatibility extension included") +# endif +#endif + +#if GLM_COMPILER & GLM_COMPILER_VC +# include +#elif GLM_COMPILER & GLM_COMPILER_GCC +# include +# if(GLM_PLATFORM & GLM_PLATFORM_ANDROID) +# undef isfinite +# endif +#endif//GLM_COMPILER + +namespace glm +{ + /// @addtogroup gtx_compatibility + /// @{ + + template GLM_FUNC_QUALIFIER T lerp(T x, T y, T a){return mix(x, y, a);} //!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, T a){return mix(x, y, a);} //!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) + + template GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, T a){return mix(x, y, a);} //!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, T a){return mix(x, y, a);} //!< \brief Returns x * (1.0 - a) + y * a, i.e., the linear blend of x and y using the floating-point value a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<2, T, Q> lerp(const vec<2, T, Q>& x, const vec<2, T, Q>& y, const vec<2, T, Q>& a){return mix(x, y, a);} //!< \brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<3, T, Q> lerp(const vec<3, T, Q>& x, const vec<3, T, Q>& y, const vec<3, T, Q>& a){return mix(x, y, a);} //!< \brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<4, T, Q> lerp(const vec<4, T, Q>& x, const vec<4, T, Q>& y, const vec<4, T, Q>& a){return mix(x, y, a);} //!< \brief Returns the component-wise result of x * (1.0 - a) + y * a, i.e., the linear blend of x and y using vector a. The value for a is not restricted to the range [0, 1]. (From GLM_GTX_compatibility) + + template GLM_FUNC_QUALIFIER T saturate(T x){return clamp(x, T(0), T(1));} //!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<2, T, Q> saturate(const vec<2, T, Q>& x){return clamp(x, T(0), T(1));} //!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<3, T, Q> saturate(const vec<3, T, Q>& x){return clamp(x, T(0), T(1));} //!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<4, T, Q> saturate(const vec<4, T, Q>& x){return clamp(x, T(0), T(1));} //!< \brief Returns clamp(x, 0, 1) for each component in x. (From GLM_GTX_compatibility) + + template GLM_FUNC_QUALIFIER T atan2(T x, T y){return atan(x, y);} //!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<2, T, Q> atan2(const vec<2, T, Q>& x, const vec<2, T, Q>& y){return atan(x, y);} //!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<3, T, Q> atan2(const vec<3, T, Q>& x, const vec<3, T, Q>& y){return atan(x, y);} //!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility) + template GLM_FUNC_QUALIFIER vec<4, T, Q> atan2(const vec<4, T, Q>& x, const vec<4, T, Q>& y){return atan(x, y);} //!< \brief Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-PI, PI]. Results are undefined if x and y are both 0. (From GLM_GTX_compatibility) + + template GLM_FUNC_DECL bool isfinite(genType const& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) + template GLM_FUNC_DECL vec<1, bool, Q> isfinite(const vec<1, T, Q>& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) + template GLM_FUNC_DECL vec<2, bool, Q> isfinite(const vec<2, T, Q>& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) + template GLM_FUNC_DECL vec<3, bool, Q> isfinite(const vec<3, T, Q>& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) + template GLM_FUNC_DECL vec<4, bool, Q> isfinite(const vec<4, T, Q>& x); //!< \brief Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility) + + typedef bool bool1; //!< \brief boolean type with 1 component. (From GLM_GTX_compatibility extension) + typedef vec<2, bool, highp> bool2; //!< \brief boolean type with 2 components. (From GLM_GTX_compatibility extension) + typedef vec<3, bool, highp> bool3; //!< \brief boolean type with 3 components. (From GLM_GTX_compatibility extension) + typedef vec<4, bool, highp> bool4; //!< \brief boolean type with 4 components. (From GLM_GTX_compatibility extension) + + typedef bool bool1x1; //!< \brief boolean matrix with 1 x 1 component. (From GLM_GTX_compatibility extension) + typedef mat<2, 2, bool, highp> bool2x2; //!< \brief boolean matrix with 2 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<2, 3, bool, highp> bool2x3; //!< \brief boolean matrix with 2 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<2, 4, bool, highp> bool2x4; //!< \brief boolean matrix with 2 x 4 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 2, bool, highp> bool3x2; //!< \brief boolean matrix with 3 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 3, bool, highp> bool3x3; //!< \brief boolean matrix with 3 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 4, bool, highp> bool3x4; //!< \brief boolean matrix with 3 x 4 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 2, bool, highp> bool4x2; //!< \brief boolean matrix with 4 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 3, bool, highp> bool4x3; //!< \brief boolean matrix with 4 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 4, bool, highp> bool4x4; //!< \brief boolean matrix with 4 x 4 components. (From GLM_GTX_compatibility extension) + + typedef int int1; //!< \brief integer vector with 1 component. (From GLM_GTX_compatibility extension) + typedef vec<2, int, highp> int2; //!< \brief integer vector with 2 components. (From GLM_GTX_compatibility extension) + typedef vec<3, int, highp> int3; //!< \brief integer vector with 3 components. (From GLM_GTX_compatibility extension) + typedef vec<4, int, highp> int4; //!< \brief integer vector with 4 components. (From GLM_GTX_compatibility extension) + + typedef int int1x1; //!< \brief integer matrix with 1 component. (From GLM_GTX_compatibility extension) + typedef mat<2, 2, int, highp> int2x2; //!< \brief integer matrix with 2 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<2, 3, int, highp> int2x3; //!< \brief integer matrix with 2 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<2, 4, int, highp> int2x4; //!< \brief integer matrix with 2 x 4 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 2, int, highp> int3x2; //!< \brief integer matrix with 3 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 3, int, highp> int3x3; //!< \brief integer matrix with 3 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 4, int, highp> int3x4; //!< \brief integer matrix with 3 x 4 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 2, int, highp> int4x2; //!< \brief integer matrix with 4 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 3, int, highp> int4x3; //!< \brief integer matrix with 4 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 4, int, highp> int4x4; //!< \brief integer matrix with 4 x 4 components. (From GLM_GTX_compatibility extension) + + typedef float float1; //!< \brief single-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension) + typedef vec<2, float, highp> float2; //!< \brief single-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension) + typedef vec<3, float, highp> float3; //!< \brief single-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension) + typedef vec<4, float, highp> float4; //!< \brief single-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension) + + typedef float float1x1; //!< \brief single-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension) + typedef mat<2, 2, float, highp> float2x2; //!< \brief single-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<2, 3, float, highp> float2x3; //!< \brief single-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<2, 4, float, highp> float2x4; //!< \brief single-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 2, float, highp> float3x2; //!< \brief single-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 3, float, highp> float3x3; //!< \brief single-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 4, float, highp> float3x4; //!< \brief single-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 2, float, highp> float4x2; //!< \brief single-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 3, float, highp> float4x3; //!< \brief single-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 4, float, highp> float4x4; //!< \brief single-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension) + + typedef double double1; //!< \brief double-qualifier floating-point vector with 1 component. (From GLM_GTX_compatibility extension) + typedef vec<2, double, highp> double2; //!< \brief double-qualifier floating-point vector with 2 components. (From GLM_GTX_compatibility extension) + typedef vec<3, double, highp> double3; //!< \brief double-qualifier floating-point vector with 3 components. (From GLM_GTX_compatibility extension) + typedef vec<4, double, highp> double4; //!< \brief double-qualifier floating-point vector with 4 components. (From GLM_GTX_compatibility extension) + + typedef double double1x1; //!< \brief double-qualifier floating-point matrix with 1 component. (From GLM_GTX_compatibility extension) + typedef mat<2, 2, double, highp> double2x2; //!< \brief double-qualifier floating-point matrix with 2 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<2, 3, double, highp> double2x3; //!< \brief double-qualifier floating-point matrix with 2 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<2, 4, double, highp> double2x4; //!< \brief double-qualifier floating-point matrix with 2 x 4 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 2, double, highp> double3x2; //!< \brief double-qualifier floating-point matrix with 3 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 3, double, highp> double3x3; //!< \brief double-qualifier floating-point matrix with 3 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<3, 4, double, highp> double3x4; //!< \brief double-qualifier floating-point matrix with 3 x 4 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 2, double, highp> double4x2; //!< \brief double-qualifier floating-point matrix with 4 x 2 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 3, double, highp> double4x3; //!< \brief double-qualifier floating-point matrix with 4 x 3 components. (From GLM_GTX_compatibility extension) + typedef mat<4, 4, double, highp> double4x4; //!< \brief double-qualifier floating-point matrix with 4 x 4 components. (From GLM_GTX_compatibility extension) + + /// @} +}//namespace glm + +#include "compatibility.inl" diff --git a/vendor/include/glm/gtx/compatibility.inl b/vendor/include/glm/gtx/compatibility.inl new file mode 100644 index 0000000..1d49496 --- /dev/null +++ b/vendor/include/glm/gtx/compatibility.inl @@ -0,0 +1,62 @@ +#include + +namespace glm +{ + // isfinite + template + GLM_FUNC_QUALIFIER bool isfinite( + genType const& x) + { +# if GLM_HAS_CXX11_STL + return std::isfinite(x) != 0; +# elif GLM_COMPILER & GLM_COMPILER_VC + return _finite(x) != 0; +# elif GLM_COMPILER & GLM_COMPILER_GCC && GLM_PLATFORM & GLM_PLATFORM_ANDROID + return _isfinite(x) != 0; +# else + if (std::numeric_limits::is_integer || std::denorm_absent == std::numeric_limits::has_denorm) + return std::numeric_limits::min() <= x && std::numeric_limits::max() >= x; + else + return -std::numeric_limits::max() <= x && std::numeric_limits::max() >= x; +# endif + } + + template + GLM_FUNC_QUALIFIER vec<1, bool, Q> isfinite( + vec<1, T, Q> const& x) + { + return vec<1, bool, Q>( + isfinite(x.x)); + } + + template + GLM_FUNC_QUALIFIER vec<2, bool, Q> isfinite( + vec<2, T, Q> const& x) + { + return vec<2, bool, Q>( + isfinite(x.x), + isfinite(x.y)); + } + + template + GLM_FUNC_QUALIFIER vec<3, bool, Q> isfinite( + vec<3, T, Q> const& x) + { + return vec<3, bool, Q>( + isfinite(x.x), + isfinite(x.y), + isfinite(x.z)); + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> isfinite( + vec<4, T, Q> const& x) + { + return vec<4, bool, Q>( + isfinite(x.x), + isfinite(x.y), + isfinite(x.z), + isfinite(x.w)); + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/component_wise.hpp b/vendor/include/glm/gtx/component_wise.hpp new file mode 100644 index 0000000..34a2b0a --- /dev/null +++ b/vendor/include/glm/gtx/component_wise.hpp @@ -0,0 +1,69 @@ +/// @ref gtx_component_wise +/// @file glm/gtx/component_wise.hpp +/// @date 2007-05-21 / 2011-06-07 +/// @author Christophe Riccio +/// +/// @see core (dependence) +/// +/// @defgroup gtx_component_wise GLM_GTX_component_wise +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Operations between components of a type + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_component_wise is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_component_wise extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_component_wise + /// @{ + + /// Convert an integer vector to a normalized float vector. + /// If the parameter value type is already a floating qualifier type, the value is passed through. + /// @see gtx_component_wise + template + GLM_FUNC_DECL vec compNormalize(vec const& v); + + /// Convert a normalized float vector to an integer vector. + /// If the parameter value type is already a floating qualifier type, the value is passed through. + /// @see gtx_component_wise + template + GLM_FUNC_DECL vec compScale(vec const& v); + + /// Add all vector components together. + /// @see gtx_component_wise + template + GLM_FUNC_DECL typename genType::value_type compAdd(genType const& v); + + /// Multiply all vector components together. + /// @see gtx_component_wise + template + GLM_FUNC_DECL typename genType::value_type compMul(genType const& v); + + /// Find the minimum value between single vector components. + /// @see gtx_component_wise + template + GLM_FUNC_DECL typename genType::value_type compMin(genType const& v); + + /// Find the maximum value between single vector components. + /// @see gtx_component_wise + template + GLM_FUNC_DECL typename genType::value_type compMax(genType const& v); + + /// @} +}//namespace glm + +#include "component_wise.inl" diff --git a/vendor/include/glm/gtx/component_wise.inl b/vendor/include/glm/gtx/component_wise.inl new file mode 100644 index 0000000..cbbc7d4 --- /dev/null +++ b/vendor/include/glm/gtx/component_wise.inl @@ -0,0 +1,127 @@ +/// @ref gtx_component_wise + +#include + +namespace glm{ +namespace detail +{ + template + struct compute_compNormalize + {}; + + template + struct compute_compNormalize + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + floatType const Min = static_cast(std::numeric_limits::min()); + floatType const Max = static_cast(std::numeric_limits::max()); + return (vec(v) - Min) / (Max - Min) * static_cast(2) - static_cast(1); + } + }; + + template + struct compute_compNormalize + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + return vec(v) / static_cast(std::numeric_limits::max()); + } + }; + + template + struct compute_compNormalize + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + return v; + } + }; + + template + struct compute_compScale + {}; + + template + struct compute_compScale + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + floatType const Max = static_cast(std::numeric_limits::max()) + static_cast(0.5); + vec const Scaled(v * Max); + vec const Result(Scaled - static_cast(0.5)); + return Result; + } + }; + + template + struct compute_compScale + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + return vec(vec(v) * static_cast(std::numeric_limits::max())); + } + }; + + template + struct compute_compScale + { + GLM_FUNC_QUALIFIER static vec call(vec const& v) + { + return v; + } + }; +}//namespace detail + + template + GLM_FUNC_QUALIFIER vec compNormalize(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'compNormalize' accepts only floating-point types for 'floatType' template parameter"); + + return detail::compute_compNormalize::is_integer, std::numeric_limits::is_signed>::call(v); + } + + template + GLM_FUNC_QUALIFIER vec compScale(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'compScale' accepts only floating-point types for 'floatType' template parameter"); + + return detail::compute_compScale::is_integer, std::numeric_limits::is_signed>::call(v); + } + + template + GLM_FUNC_QUALIFIER T compAdd(vec const& v) + { + T Result(0); + for(length_t i = 0, n = v.length(); i < n; ++i) + Result += v[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER T compMul(vec const& v) + { + T Result(1); + for(length_t i = 0, n = v.length(); i < n; ++i) + Result *= v[i]; + return Result; + } + + template + GLM_FUNC_QUALIFIER T compMin(vec const& v) + { + T Result(v[0]); + for(length_t i = 1, n = v.length(); i < n; ++i) + Result = min(Result, v[i]); + return Result; + } + + template + GLM_FUNC_QUALIFIER T compMax(vec const& v) + { + T Result(v[0]); + for(length_t i = 1, n = v.length(); i < n; ++i) + Result = max(Result, v[i]); + return Result; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/dual_quaternion.hpp b/vendor/include/glm/gtx/dual_quaternion.hpp new file mode 100644 index 0000000..6a51ab7 --- /dev/null +++ b/vendor/include/glm/gtx/dual_quaternion.hpp @@ -0,0 +1,274 @@ +/// @ref gtx_dual_quaternion +/// @file glm/gtx/dual_quaternion.hpp +/// @author Maksim Vorobiev (msomeone@gmail.com) +/// +/// @see core (dependence) +/// @see gtc_constants (dependence) +/// @see gtc_quaternion (dependence) +/// +/// @defgroup gtx_dual_quaternion GLM_GTX_dual_quaternion +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Defines a templated dual-quaternion type and several dual-quaternion operations. + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/constants.hpp" +#include "../gtc/quaternion.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_dual_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_dual_quaternion extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_dual_quaternion + /// @{ + + template + struct tdualquat + { + // -- Implementation detail -- + + typedef T value_type; + typedef qua part_type; + + // -- Data -- + + qua real, dual; + + // -- Component accesses -- + + typedef length_t length_type; + /// Return the count of components of a dual quaternion + GLM_FUNC_DECL static GLM_CONSTEXPR length_type length(){return 2;} + + GLM_FUNC_DECL part_type & operator[](length_type i); + GLM_FUNC_DECL part_type const& operator[](length_type i) const; + + // -- Implicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR tdualquat() GLM_DEFAULT; + GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(tdualquat const& d) GLM_DEFAULT; + template + GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(tdualquat const& d); + + // -- Explicit basic constructors -- + + GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua const& real); + GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua const& orientation, vec<3, T, Q> const& translation); + GLM_FUNC_DECL GLM_CONSTEXPR tdualquat(qua const& real, qua const& dual); + + // -- Conversion constructors -- + + template + GLM_FUNC_DECL GLM_CONSTEXPR GLM_EXPLICIT tdualquat(tdualquat const& q); + + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR tdualquat(mat<2, 4, T, Q> const& holder_mat); + GLM_FUNC_DECL GLM_EXPLICIT GLM_CONSTEXPR tdualquat(mat<3, 4, T, Q> const& aug_mat); + + // -- Unary arithmetic operators -- + + GLM_FUNC_DECL tdualquat & operator=(tdualquat const& m) GLM_DEFAULT; + + template + GLM_FUNC_DECL tdualquat & operator=(tdualquat const& m); + template + GLM_FUNC_DECL tdualquat & operator*=(U s); + template + GLM_FUNC_DECL tdualquat & operator/=(U s); + }; + + // -- Unary bit operators -- + + template + GLM_FUNC_DECL tdualquat operator+(tdualquat const& q); + + template + GLM_FUNC_DECL tdualquat operator-(tdualquat const& q); + + // -- Binary operators -- + + template + GLM_FUNC_DECL tdualquat operator+(tdualquat const& q, tdualquat const& p); + + template + GLM_FUNC_DECL tdualquat operator*(tdualquat const& q, tdualquat const& p); + + template + GLM_FUNC_DECL vec<3, T, Q> operator*(tdualquat const& q, vec<3, T, Q> const& v); + + template + GLM_FUNC_DECL vec<3, T, Q> operator*(vec<3, T, Q> const& v, tdualquat const& q); + + template + GLM_FUNC_DECL vec<4, T, Q> operator*(tdualquat const& q, vec<4, T, Q> const& v); + + template + GLM_FUNC_DECL vec<4, T, Q> operator*(vec<4, T, Q> const& v, tdualquat const& q); + + template + GLM_FUNC_DECL tdualquat operator*(tdualquat const& q, T const& s); + + template + GLM_FUNC_DECL tdualquat operator*(T const& s, tdualquat const& q); + + template + GLM_FUNC_DECL tdualquat operator/(tdualquat const& q, T const& s); + + // -- Boolean operators -- + + template + GLM_FUNC_DECL bool operator==(tdualquat const& q1, tdualquat const& q2); + + template + GLM_FUNC_DECL bool operator!=(tdualquat const& q1, tdualquat const& q2); + + /// Creates an identity dual quaternion. + /// + /// @see gtx_dual_quaternion + template + GLM_FUNC_DECL tdualquat dual_quat_identity(); + + /// Returns the normalized quaternion. + /// + /// @see gtx_dual_quaternion + template + GLM_FUNC_DECL tdualquat normalize(tdualquat const& q); + + /// Returns the linear interpolation of two dual quaternion. + /// + /// @see gtc_dual_quaternion + template + GLM_FUNC_DECL tdualquat lerp(tdualquat const& x, tdualquat const& y, T const& a); + + /// Returns the q inverse. + /// + /// @see gtx_dual_quaternion + template + GLM_FUNC_DECL tdualquat inverse(tdualquat const& q); + + /// Converts a quaternion to a 2 * 4 matrix. + /// + /// @see gtx_dual_quaternion + template + GLM_FUNC_DECL mat<2, 4, T, Q> mat2x4_cast(tdualquat const& x); + + /// Converts a quaternion to a 3 * 4 matrix. + /// + /// @see gtx_dual_quaternion + template + GLM_FUNC_DECL mat<3, 4, T, Q> mat3x4_cast(tdualquat const& x); + + /// Converts a 2 * 4 matrix (matrix which holds real and dual parts) to a quaternion. + /// + /// @see gtx_dual_quaternion + template + GLM_FUNC_DECL tdualquat dualquat_cast(mat<2, 4, T, Q> const& x); + + /// Converts a 3 * 4 matrix (augmented matrix rotation + translation) to a quaternion. + /// + /// @see gtx_dual_quaternion + template + GLM_FUNC_DECL tdualquat dualquat_cast(mat<3, 4, T, Q> const& x); + + + /// Dual-quaternion of low single-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef tdualquat lowp_dualquat; + + /// Dual-quaternion of medium single-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef tdualquat mediump_dualquat; + + /// Dual-quaternion of high single-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef tdualquat highp_dualquat; + + + /// Dual-quaternion of low single-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef tdualquat lowp_fdualquat; + + /// Dual-quaternion of medium single-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef tdualquat mediump_fdualquat; + + /// Dual-quaternion of high single-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef tdualquat highp_fdualquat; + + + /// Dual-quaternion of low double-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef tdualquat lowp_ddualquat; + + /// Dual-quaternion of medium double-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef tdualquat mediump_ddualquat; + + /// Dual-quaternion of high double-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef tdualquat highp_ddualquat; + + +#if(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT)) + /// Dual-quaternion of floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef highp_fdualquat dualquat; + + /// Dual-quaternion of single-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef highp_fdualquat fdualquat; +#elif(defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT)) + typedef highp_fdualquat dualquat; + typedef highp_fdualquat fdualquat; +#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && defined(GLM_PRECISION_MEDIUMP_FLOAT) && !defined(GLM_PRECISION_LOWP_FLOAT)) + typedef mediump_fdualquat dualquat; + typedef mediump_fdualquat fdualquat; +#elif(!defined(GLM_PRECISION_HIGHP_FLOAT) && !defined(GLM_PRECISION_MEDIUMP_FLOAT) && defined(GLM_PRECISION_LOWP_FLOAT)) + typedef lowp_fdualquat dualquat; + typedef lowp_fdualquat fdualquat; +#else +# error "GLM error: multiple default precision requested for single-precision floating-point types" +#endif + + +#if(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE)) + /// Dual-quaternion of default double-qualifier floating-point numbers. + /// + /// @see gtx_dual_quaternion + typedef highp_ddualquat ddualquat; +#elif(defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE)) + typedef highp_ddualquat ddualquat; +#elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && defined(GLM_PRECISION_MEDIUMP_DOUBLE) && !defined(GLM_PRECISION_LOWP_DOUBLE)) + typedef mediump_ddualquat ddualquat; +#elif(!defined(GLM_PRECISION_HIGHP_DOUBLE) && !defined(GLM_PRECISION_MEDIUMP_DOUBLE) && defined(GLM_PRECISION_LOWP_DOUBLE)) + typedef lowp_ddualquat ddualquat; +#else +# error "GLM error: Multiple default precision requested for double-precision floating-point types" +#endif + + /// @} +} //namespace glm + +#include "dual_quaternion.inl" diff --git a/vendor/include/glm/gtx/dual_quaternion.inl b/vendor/include/glm/gtx/dual_quaternion.inl new file mode 100644 index 0000000..fad07ea --- /dev/null +++ b/vendor/include/glm/gtx/dual_quaternion.inl @@ -0,0 +1,352 @@ +/// @ref gtx_dual_quaternion + +#include "../geometric.hpp" +#include + +namespace glm +{ + // -- Component accesses -- + + template + GLM_FUNC_QUALIFIER typename tdualquat::part_type & tdualquat::operator[](typename tdualquat::length_type i) + { + assert(i >= 0 && i < this->length()); + return (&real)[i]; + } + + template + GLM_FUNC_QUALIFIER typename tdualquat::part_type const& tdualquat::operator[](typename tdualquat::length_type i) const + { + assert(i >= 0 && i < this->length()); + return (&real)[i]; + } + + // -- Implicit basic constructors -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat() +# if GLM_CONFIG_DEFAULTED_FUNCTIONS != GLM_DISABLE + : real(qua()) + , dual(qua(0, 0, 0, 0)) +# endif + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(tdualquat const& d) + : real(d.real) + , dual(d.dual) + {} +# endif + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(tdualquat const& d) + : real(d.real) + , dual(d.dual) + {} + + // -- Explicit basic constructors -- + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(qua const& r) + : real(r), dual(qua(0, 0, 0, 0)) + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(qua const& q, vec<3, T, Q> const& p) + : real(q), dual( + T(-0.5) * ( p.x*q.x + p.y*q.y + p.z*q.z), + T(+0.5) * ( p.x*q.w + p.y*q.z - p.z*q.y), + T(+0.5) * (-p.x*q.z + p.y*q.w + p.z*q.x), + T(+0.5) * ( p.x*q.y - p.y*q.x + p.z*q.w)) + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(qua const& r, qua const& d) + : real(r), dual(d) + {} + + // -- Conversion constructors -- + + template + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(tdualquat const& q) + : real(q.real) + , dual(q.dual) + {} + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(mat<2, 4, T, Q> const& m) + { + *this = dualquat_cast(m); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR tdualquat::tdualquat(mat<3, 4, T, Q> const& m) + { + *this = dualquat_cast(m); + } + + // -- Unary arithmetic operators -- + +# if GLM_CONFIG_DEFAULTED_FUNCTIONS == GLM_DISABLE + template + GLM_FUNC_QUALIFIER tdualquat & tdualquat::operator=(tdualquat const& q) + { + this->real = q.real; + this->dual = q.dual; + return *this; + } +# endif + + template + template + GLM_FUNC_QUALIFIER tdualquat & tdualquat::operator=(tdualquat const& q) + { + this->real = q.real; + this->dual = q.dual; + return *this; + } + + template + template + GLM_FUNC_QUALIFIER tdualquat & tdualquat::operator*=(U s) + { + this->real *= static_cast(s); + this->dual *= static_cast(s); + return *this; + } + + template + template + GLM_FUNC_QUALIFIER tdualquat & tdualquat::operator/=(U s) + { + this->real /= static_cast(s); + this->dual /= static_cast(s); + return *this; + } + + // -- Unary bit operators -- + + template + GLM_FUNC_QUALIFIER tdualquat operator+(tdualquat const& q) + { + return q; + } + + template + GLM_FUNC_QUALIFIER tdualquat operator-(tdualquat const& q) + { + return tdualquat(-q.real, -q.dual); + } + + // -- Binary operators -- + + template + GLM_FUNC_QUALIFIER tdualquat operator+(tdualquat const& q, tdualquat const& p) + { + return tdualquat(q.real + p.real,q.dual + p.dual); + } + + template + GLM_FUNC_QUALIFIER tdualquat operator*(tdualquat const& p, tdualquat const& o) + { + return tdualquat(p.real * o.real,p.real * o.dual + p.dual * o.real); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> operator*(tdualquat const& q, vec<3, T, Q> const& v) + { + vec<3, T, Q> const real_v3(q.real.x,q.real.y,q.real.z); + vec<3, T, Q> const dual_v3(q.dual.x,q.dual.y,q.dual.z); + return (cross(real_v3, cross(real_v3,v) + v * q.real.w + dual_v3) + dual_v3 * q.real.w - real_v3 * q.dual.w) * T(2) + v; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> operator*(vec<3, T, Q> const& v, tdualquat const& q) + { + return glm::inverse(q) * v; + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> operator*(tdualquat const& q, vec<4, T, Q> const& v) + { + return vec<4, T, Q>(q * vec<3, T, Q>(v), v.w); + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> operator*(vec<4, T, Q> const& v, tdualquat const& q) + { + return glm::inverse(q) * v; + } + + template + GLM_FUNC_QUALIFIER tdualquat operator*(tdualquat const& q, T const& s) + { + return tdualquat(q.real * s, q.dual * s); + } + + template + GLM_FUNC_QUALIFIER tdualquat operator*(T const& s, tdualquat const& q) + { + return q * s; + } + + template + GLM_FUNC_QUALIFIER tdualquat operator/(tdualquat const& q, T const& s) + { + return tdualquat(q.real / s, q.dual / s); + } + + // -- Boolean operators -- + + template + GLM_FUNC_QUALIFIER bool operator==(tdualquat const& q1, tdualquat const& q2) + { + return (q1.real == q2.real) && (q1.dual == q2.dual); + } + + template + GLM_FUNC_QUALIFIER bool operator!=(tdualquat const& q1, tdualquat const& q2) + { + return (q1.real != q2.real) || (q1.dual != q2.dual); + } + + // -- Operations -- + + template + GLM_FUNC_QUALIFIER tdualquat dual_quat_identity() + { + return tdualquat( + qua(static_cast(1), static_cast(0), static_cast(0), static_cast(0)), + qua(static_cast(0), static_cast(0), static_cast(0), static_cast(0))); + } + + template + GLM_FUNC_QUALIFIER tdualquat normalize(tdualquat const& q) + { + return q / length(q.real); + } + + template + GLM_FUNC_QUALIFIER tdualquat lerp(tdualquat const& x, tdualquat const& y, T const& a) + { + // Dual Quaternion Linear blend aka DLB: + // Lerp is only defined in [0, 1] + assert(a >= static_cast(0)); + assert(a <= static_cast(1)); + T const k = dot(x.real,y.real) < static_cast(0) ? -a : a; + T const one(1); + return tdualquat(x * (one - a) + y * k); + } + + template + GLM_FUNC_QUALIFIER tdualquat inverse(tdualquat const& q) + { + const glm::qua real = conjugate(q.real); + const glm::qua dual = conjugate(q.dual); + return tdualquat(real, dual + (real * (-2.0f * dot(real,dual)))); + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> mat2x4_cast(tdualquat const& x) + { + return mat<2, 4, T, Q>( x[0].x, x[0].y, x[0].z, x[0].w, x[1].x, x[1].y, x[1].z, x[1].w ); + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> mat3x4_cast(tdualquat const& x) + { + qua r = x.real / length2(x.real); + + qua const rr(r.w * x.real.w, r.x * x.real.x, r.y * x.real.y, r.z * x.real.z); + r *= static_cast(2); + + T const xy = r.x * x.real.y; + T const xz = r.x * x.real.z; + T const yz = r.y * x.real.z; + T const wx = r.w * x.real.x; + T const wy = r.w * x.real.y; + T const wz = r.w * x.real.z; + + vec<4, T, Q> const a( + rr.w + rr.x - rr.y - rr.z, + xy - wz, + xz + wy, + -(x.dual.w * r.x - x.dual.x * r.w + x.dual.y * r.z - x.dual.z * r.y)); + + vec<4, T, Q> const b( + xy + wz, + rr.w + rr.y - rr.x - rr.z, + yz - wx, + -(x.dual.w * r.y - x.dual.x * r.z - x.dual.y * r.w + x.dual.z * r.x)); + + vec<4, T, Q> const c( + xz - wy, + yz + wx, + rr.w + rr.z - rr.x - rr.y, + -(x.dual.w * r.z + x.dual.x * r.y - x.dual.y * r.x - x.dual.z * r.w)); + + return mat<3, 4, T, Q>(a, b, c); + } + + template + GLM_FUNC_QUALIFIER tdualquat dualquat_cast(mat<2, 4, T, Q> const& x) + { + return tdualquat( + qua( x[0].w, x[0].x, x[0].y, x[0].z ), + qua( x[1].w, x[1].x, x[1].y, x[1].z )); + } + + template + GLM_FUNC_QUALIFIER tdualquat dualquat_cast(mat<3, 4, T, Q> const& x) + { + qua real; + + T const trace = x[0].x + x[1].y + x[2].z; + if(trace > static_cast(0)) + { + T const r = sqrt(T(1) + trace); + T const invr = static_cast(0.5) / r; + real.w = static_cast(0.5) * r; + real.x = (x[2].y - x[1].z) * invr; + real.y = (x[0].z - x[2].x) * invr; + real.z = (x[1].x - x[0].y) * invr; + } + else if(x[0].x > x[1].y && x[0].x > x[2].z) + { + T const r = sqrt(T(1) + x[0].x - x[1].y - x[2].z); + T const invr = static_cast(0.5) / r; + real.x = static_cast(0.5)*r; + real.y = (x[1].x + x[0].y) * invr; + real.z = (x[0].z + x[2].x) * invr; + real.w = (x[2].y - x[1].z) * invr; + } + else if(x[1].y > x[2].z) + { + T const r = sqrt(T(1) + x[1].y - x[0].x - x[2].z); + T const invr = static_cast(0.5) / r; + real.x = (x[1].x + x[0].y) * invr; + real.y = static_cast(0.5) * r; + real.z = (x[2].y + x[1].z) * invr; + real.w = (x[0].z - x[2].x) * invr; + } + else + { + T const r = sqrt(T(1) + x[2].z - x[0].x - x[1].y); + T const invr = static_cast(0.5) / r; + real.x = (x[0].z + x[2].x) * invr; + real.y = (x[2].y + x[1].z) * invr; + real.z = static_cast(0.5) * r; + real.w = (x[1].x - x[0].y) * invr; + } + + qua dual; + dual.x = static_cast(0.5) * ( x[0].w * real.w + x[1].w * real.z - x[2].w * real.y); + dual.y = static_cast(0.5) * (-x[0].w * real.z + x[1].w * real.w + x[2].w * real.x); + dual.z = static_cast(0.5) * ( x[0].w * real.y - x[1].w * real.x + x[2].w * real.w); + dual.w = -static_cast(0.5) * ( x[0].w * real.x + x[1].w * real.y + x[2].w * real.z); + return tdualquat(real, dual); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/easing.hpp b/vendor/include/glm/gtx/easing.hpp new file mode 100644 index 0000000..57f3d61 --- /dev/null +++ b/vendor/include/glm/gtx/easing.hpp @@ -0,0 +1,219 @@ +/// @ref gtx_easing +/// @file glm/gtx/easing.hpp +/// @author Robert Chisholm +/// +/// @see core (dependence) +/// +/// @defgroup gtx_easing GLM_GTX_easing +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Easing functions for animations and transitons +/// All functions take a parameter x in the range [0.0,1.0] +/// +/// Based on the AHEasing project of Warren Moore (https://github.com/warrenm/AHEasing) + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/constants.hpp" +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_easing is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_easing extension included") +# endif +#endif + +namespace glm{ + /// @addtogroup gtx_easing + /// @{ + + /// Modelled after the line y = x + /// @see gtx_easing + template + GLM_FUNC_DECL genType linearInterpolation(genType const & a); + + /// Modelled after the parabola y = x^2 + /// @see gtx_easing + template + GLM_FUNC_DECL genType quadraticEaseIn(genType const & a); + + /// Modelled after the parabola y = -x^2 + 2x + /// @see gtx_easing + template + GLM_FUNC_DECL genType quadraticEaseOut(genType const & a); + + /// Modelled after the piecewise quadratic + /// y = (1/2)((2x)^2) ; [0, 0.5) + /// y = -(1/2)((2x-1)*(2x-3) - 1) ; [0.5, 1] + /// @see gtx_easing + template + GLM_FUNC_DECL genType quadraticEaseInOut(genType const & a); + + /// Modelled after the cubic y = x^3 + template + GLM_FUNC_DECL genType cubicEaseIn(genType const & a); + + /// Modelled after the cubic y = (x - 1)^3 + 1 + /// @see gtx_easing + template + GLM_FUNC_DECL genType cubicEaseOut(genType const & a); + + /// Modelled after the piecewise cubic + /// y = (1/2)((2x)^3) ; [0, 0.5) + /// y = (1/2)((2x-2)^3 + 2) ; [0.5, 1] + /// @see gtx_easing + template + GLM_FUNC_DECL genType cubicEaseInOut(genType const & a); + + /// Modelled after the quartic x^4 + /// @see gtx_easing + template + GLM_FUNC_DECL genType quarticEaseIn(genType const & a); + + /// Modelled after the quartic y = 1 - (x - 1)^4 + /// @see gtx_easing + template + GLM_FUNC_DECL genType quarticEaseOut(genType const & a); + + /// Modelled after the piecewise quartic + /// y = (1/2)((2x)^4) ; [0, 0.5) + /// y = -(1/2)((2x-2)^4 - 2) ; [0.5, 1] + /// @see gtx_easing + template + GLM_FUNC_DECL genType quarticEaseInOut(genType const & a); + + /// Modelled after the quintic y = x^5 + /// @see gtx_easing + template + GLM_FUNC_DECL genType quinticEaseIn(genType const & a); + + /// Modelled after the quintic y = (x - 1)^5 + 1 + /// @see gtx_easing + template + GLM_FUNC_DECL genType quinticEaseOut(genType const & a); + + /// Modelled after the piecewise quintic + /// y = (1/2)((2x)^5) ; [0, 0.5) + /// y = (1/2)((2x-2)^5 + 2) ; [0.5, 1] + /// @see gtx_easing + template + GLM_FUNC_DECL genType quinticEaseInOut(genType const & a); + + /// Modelled after quarter-cycle of sine wave + /// @see gtx_easing + template + GLM_FUNC_DECL genType sineEaseIn(genType const & a); + + /// Modelled after quarter-cycle of sine wave (different phase) + /// @see gtx_easing + template + GLM_FUNC_DECL genType sineEaseOut(genType const & a); + + /// Modelled after half sine wave + /// @see gtx_easing + template + GLM_FUNC_DECL genType sineEaseInOut(genType const & a); + + /// Modelled after shifted quadrant IV of unit circle + /// @see gtx_easing + template + GLM_FUNC_DECL genType circularEaseIn(genType const & a); + + /// Modelled after shifted quadrant II of unit circle + /// @see gtx_easing + template + GLM_FUNC_DECL genType circularEaseOut(genType const & a); + + /// Modelled after the piecewise circular function + /// y = (1/2)(1 - sqrt(1 - 4x^2)) ; [0, 0.5) + /// y = (1/2)(sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1] + /// @see gtx_easing + template + GLM_FUNC_DECL genType circularEaseInOut(genType const & a); + + /// Modelled after the exponential function y = 2^(10(x - 1)) + /// @see gtx_easing + template + GLM_FUNC_DECL genType exponentialEaseIn(genType const & a); + + /// Modelled after the exponential function y = -2^(-10x) + 1 + /// @see gtx_easing + template + GLM_FUNC_DECL genType exponentialEaseOut(genType const & a); + + /// Modelled after the piecewise exponential + /// y = (1/2)2^(10(2x - 1)) ; [0,0.5) + /// y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1] + /// @see gtx_easing + template + GLM_FUNC_DECL genType exponentialEaseInOut(genType const & a); + + /// Modelled after the damped sine wave y = sin(13pi/2*x)*pow(2, 10 * (x - 1)) + /// @see gtx_easing + template + GLM_FUNC_DECL genType elasticEaseIn(genType const & a); + + /// Modelled after the damped sine wave y = sin(-13pi/2*(x + 1))*pow(2, -10x) + 1 + /// @see gtx_easing + template + GLM_FUNC_DECL genType elasticEaseOut(genType const & a); + + /// Modelled after the piecewise exponentially-damped sine wave: + /// y = (1/2)*sin(13pi/2*(2*x))*pow(2, 10 * ((2*x) - 1)) ; [0,0.5) + /// y = (1/2)*(sin(-13pi/2*((2x-1)+1))*pow(2,-10(2*x-1)) + 2) ; [0.5, 1] + /// @see gtx_easing + template + GLM_FUNC_DECL genType elasticEaseInOut(genType const & a); + + /// @see gtx_easing + template + GLM_FUNC_DECL genType backEaseIn(genType const& a); + + /// @see gtx_easing + template + GLM_FUNC_DECL genType backEaseOut(genType const& a); + + /// @see gtx_easing + template + GLM_FUNC_DECL genType backEaseInOut(genType const& a); + + /// @param a parameter + /// @param o Optional overshoot modifier + /// @see gtx_easing + template + GLM_FUNC_DECL genType backEaseIn(genType const& a, genType const& o); + + /// @param a parameter + /// @param o Optional overshoot modifier + /// @see gtx_easing + template + GLM_FUNC_DECL genType backEaseOut(genType const& a, genType const& o); + + /// @param a parameter + /// @param o Optional overshoot modifier + /// @see gtx_easing + template + GLM_FUNC_DECL genType backEaseInOut(genType const& a, genType const& o); + + /// @see gtx_easing + template + GLM_FUNC_DECL genType bounceEaseIn(genType const& a); + + /// @see gtx_easing + template + GLM_FUNC_DECL genType bounceEaseOut(genType const& a); + + /// @see gtx_easing + template + GLM_FUNC_DECL genType bounceEaseInOut(genType const& a); + + /// @} +}//namespace glm + +#include "easing.inl" diff --git a/vendor/include/glm/gtx/easing.inl b/vendor/include/glm/gtx/easing.inl new file mode 100644 index 0000000..4b7d05b --- /dev/null +++ b/vendor/include/glm/gtx/easing.inl @@ -0,0 +1,436 @@ +/// @ref gtx_easing + +#include + +namespace glm{ + + template + GLM_FUNC_QUALIFIER genType linearInterpolation(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return a; + } + + template + GLM_FUNC_QUALIFIER genType quadraticEaseIn(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return a * a; + } + + template + GLM_FUNC_QUALIFIER genType quadraticEaseOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return -(a * (a - static_cast(2))); + } + + template + GLM_FUNC_QUALIFIER genType quadraticEaseInOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a < static_cast(0.5)) + { + return static_cast(2) * a * a; + } + else + { + return (-static_cast(2) * a * a) + (4 * a) - one(); + } + } + + template + GLM_FUNC_QUALIFIER genType cubicEaseIn(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return a * a * a; + } + + template + GLM_FUNC_QUALIFIER genType cubicEaseOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + genType const f = a - one(); + return f * f * f + one(); + } + + template + GLM_FUNC_QUALIFIER genType cubicEaseInOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if (a < static_cast(0.5)) + { + return static_cast(4) * a * a * a; + } + else + { + genType const f = ((static_cast(2) * a) - static_cast(2)); + return static_cast(0.5) * f * f * f + one(); + } + } + + template + GLM_FUNC_QUALIFIER genType quarticEaseIn(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return a * a * a * a; + } + + template + GLM_FUNC_QUALIFIER genType quarticEaseOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + genType const f = (a - one()); + return f * f * f * (one() - a) + one(); + } + + template + GLM_FUNC_QUALIFIER genType quarticEaseInOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a < static_cast(0.5)) + { + return static_cast(8) * a * a * a * a; + } + else + { + genType const f = (a - one()); + return -static_cast(8) * f * f * f * f + one(); + } + } + + template + GLM_FUNC_QUALIFIER genType quinticEaseIn(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return a * a * a * a * a; + } + + template + GLM_FUNC_QUALIFIER genType quinticEaseOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + genType const f = (a - one()); + return f * f * f * f * f + one(); + } + + template + GLM_FUNC_QUALIFIER genType quinticEaseInOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a < static_cast(0.5)) + { + return static_cast(16) * a * a * a * a * a; + } + else + { + genType const f = ((static_cast(2) * a) - static_cast(2)); + return static_cast(0.5) * f * f * f * f * f + one(); + } + } + + template + GLM_FUNC_QUALIFIER genType sineEaseIn(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return sin((a - one()) * half_pi()) + one(); + } + + template + GLM_FUNC_QUALIFIER genType sineEaseOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return sin(a * half_pi()); + } + + template + GLM_FUNC_QUALIFIER genType sineEaseInOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return static_cast(0.5) * (one() - cos(a * pi())); + } + + template + GLM_FUNC_QUALIFIER genType circularEaseIn(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return one() - sqrt(one() - (a * a)); + } + + template + GLM_FUNC_QUALIFIER genType circularEaseOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return sqrt((static_cast(2) - a) * a); + } + + template + GLM_FUNC_QUALIFIER genType circularEaseInOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a < static_cast(0.5)) + { + return static_cast(0.5) * (one() - std::sqrt(one() - static_cast(4) * (a * a))); + } + else + { + return static_cast(0.5) * (std::sqrt(-((static_cast(2) * a) - static_cast(3)) * ((static_cast(2) * a) - one())) + one()); + } + } + + template + GLM_FUNC_QUALIFIER genType exponentialEaseIn(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a <= zero()) + return a; + else + { + genType const Complementary = a - one(); + genType const Two = static_cast(2); + + return glm::pow(Two, Complementary * static_cast(10)); + } + } + + template + GLM_FUNC_QUALIFIER genType exponentialEaseOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a >= one()) + return a; + else + { + return one() - glm::pow(static_cast(2), -static_cast(10) * a); + } + } + + template + GLM_FUNC_QUALIFIER genType exponentialEaseInOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a < static_cast(0.5)) + return static_cast(0.5) * glm::pow(static_cast(2), (static_cast(20) * a) - static_cast(10)); + else + return -static_cast(0.5) * glm::pow(static_cast(2), (-static_cast(20) * a) + static_cast(10)) + one(); + } + + template + GLM_FUNC_QUALIFIER genType elasticEaseIn(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return std::sin(static_cast(13) * half_pi() * a) * glm::pow(static_cast(2), static_cast(10) * (a - one())); + } + + template + GLM_FUNC_QUALIFIER genType elasticEaseOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return std::sin(-static_cast(13) * half_pi() * (a + one())) * glm::pow(static_cast(2), -static_cast(10) * a) + one(); + } + + template + GLM_FUNC_QUALIFIER genType elasticEaseInOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a < static_cast(0.5)) + return static_cast(0.5) * std::sin(static_cast(13) * half_pi() * (static_cast(2) * a)) * glm::pow(static_cast(2), static_cast(10) * ((static_cast(2) * a) - one())); + else + return static_cast(0.5) * (std::sin(-static_cast(13) * half_pi() * ((static_cast(2) * a - one()) + one())) * glm::pow(static_cast(2), -static_cast(10) * (static_cast(2) * a - one())) + static_cast(2)); + } + + template + GLM_FUNC_QUALIFIER genType backEaseIn(genType const& a, genType const& o) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + genType z = ((o + one()) * a) - o; + return (a * a * z); + } + + template + GLM_FUNC_QUALIFIER genType backEaseOut(genType const& a, genType const& o) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + genType n = a - one(); + genType z = ((o + one()) * n) + o; + return (n * n * z) + one(); + } + + template + GLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a, genType const& o) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + genType s = o * static_cast(1.525); + genType x = static_cast(0.5); + genType n = a / static_cast(0.5); + + if (n < static_cast(1)) + { + genType z = ((s + static_cast(1)) * n) - s; + genType m = n * n * z; + return x * m; + } + else + { + n -= static_cast(2); + genType z = ((s + static_cast(1)) * n) + s; + genType m = (n*n*z) + static_cast(2); + return x * m; + } + } + + template + GLM_FUNC_QUALIFIER genType backEaseIn(genType const& a) + { + return backEaseIn(a, static_cast(1.70158)); + } + + template + GLM_FUNC_QUALIFIER genType backEaseOut(genType const& a) + { + return backEaseOut(a, static_cast(1.70158)); + } + + template + GLM_FUNC_QUALIFIER genType backEaseInOut(genType const& a) + { + return backEaseInOut(a, static_cast(1.70158)); + } + + template + GLM_FUNC_QUALIFIER genType bounceEaseOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a < static_cast(4.0 / 11.0)) + { + return (static_cast(121) * a * a) / static_cast(16); + } + else if(a < static_cast(8.0 / 11.0)) + { + return (static_cast(363.0 / 40.0) * a * a) - (static_cast(99.0 / 10.0) * a) + static_cast(17.0 / 5.0); + } + else if(a < static_cast(9.0 / 10.0)) + { + return (static_cast(4356.0 / 361.0) * a * a) - (static_cast(35442.0 / 1805.0) * a) + static_cast(16061.0 / 1805.0); + } + else + { + return (static_cast(54.0 / 5.0) * a * a) - (static_cast(513.0 / 25.0) * a) + static_cast(268.0 / 25.0); + } + } + + template + GLM_FUNC_QUALIFIER genType bounceEaseIn(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + return one() - bounceEaseOut(one() - a); + } + + template + GLM_FUNC_QUALIFIER genType bounceEaseInOut(genType const& a) + { + // Only defined in [0, 1] + assert(a >= zero()); + assert(a <= one()); + + if(a < static_cast(0.5)) + { + return static_cast(0.5) * (one() - bounceEaseOut(a * static_cast(2))); + } + else + { + return static_cast(0.5) * bounceEaseOut(a * static_cast(2) - one()) + static_cast(0.5); + } + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/euler_angles.hpp b/vendor/include/glm/gtx/euler_angles.hpp new file mode 100644 index 0000000..2723697 --- /dev/null +++ b/vendor/include/glm/gtx/euler_angles.hpp @@ -0,0 +1,335 @@ +/// @ref gtx_euler_angles +/// @file glm/gtx/euler_angles.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_euler_angles GLM_GTX_euler_angles +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Build matrices from Euler angles. +/// +/// Extraction of Euler angles from rotation matrix. +/// Based on the original paper 2014 Mike Day - Extracting Euler Angles from a Rotation Matrix. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_euler_angles is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_euler_angles extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_euler_angles + /// @{ + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle X. + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleX( + T const& angleX); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Y. + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleY( + T const& angleY); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from an euler angle Z. + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZ( + T const& angleZ); + + /// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about X-axis. + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleX( + T const & angleX, T const & angularVelocityX); + + /// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Y-axis. + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleY( + T const & angleY, T const & angularVelocityY); + + /// Creates a 3D 4 * 4 homogeneous derived matrix from the rotation matrix about Z-axis. + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> derivedEulerAngleZ( + T const & angleZ, T const & angularVelocityZ); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXY( + T const& angleX, + T const& angleY); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYX( + T const& angleY, + T const& angleX); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZ( + T const& angleX, + T const& angleZ); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZX( + T const& angle, + T const& angleX); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZ( + T const& angleY, + T const& angleZ); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZY( + T const& angleZ, + T const& angleY); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * Z). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYZ( + T const& t1, + T const& t2, + T const& t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXZ( + T const& yaw, + T const& pitch, + T const& roll); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * X). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZX( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Y * X). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXYX( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Y). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYXY( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * Y). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZY( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * Z). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYZ( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Z). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXZ( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (X * Z * Y). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleXZY( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * Z * X). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleYZX( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * Y * X). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZYX( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Z * X * Y). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> eulerAngleZXY( + T const & t1, + T const & t2, + T const & t3); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, defaultp> yawPitchRoll( + T const& yaw, + T const& pitch, + T const& roll); + + /// Creates a 2D 2 * 2 rotation matrix from an euler angle. + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<2, 2, T, defaultp> orientate2(T const& angle); + + /// Creates a 2D 4 * 4 homogeneous rotation matrix from an euler angle. + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<3, 3, T, defaultp> orientate3(T const& angle); + + /// Creates a 3D 3 * 3 rotation matrix from euler angles (Y * X * Z). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<3, 3, T, Q> orientate3(vec<3, T, Q> const& angles); + + /// Creates a 3D 4 * 4 homogeneous rotation matrix from euler angles (Y * X * Z). + /// @see gtx_euler_angles + template + GLM_FUNC_DECL mat<4, 4, T, Q> orientate4(vec<3, T, Q> const& angles); + + /// Extracts the (X * Y * Z) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (Y * X * Z) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (X * Z * X) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (X * Y * X) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (Y * X * Y) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (Y * Z * Y) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (Z * Y * Z) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (Z * X * Z) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (X * Z * Y) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (Y * Z * X) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (Z * Y * X) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// Extracts the (Z * X * Y) Euler angles from the rotation matrix M + /// @see gtx_euler_angles + template + GLM_FUNC_DECL void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3); + + /// @} +}//namespace glm + +#include "euler_angles.inl" diff --git a/vendor/include/glm/gtx/euler_angles.inl b/vendor/include/glm/gtx/euler_angles.inl new file mode 100644 index 0000000..68c5012 --- /dev/null +++ b/vendor/include/glm/gtx/euler_angles.inl @@ -0,0 +1,899 @@ +/// @ref gtx_euler_angles + +#include "compatibility.hpp" // glm::atan2 + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleX + ( + T const& angleX + ) + { + T cosX = glm::cos(angleX); + T sinX = glm::sin(angleX); + + return mat<4, 4, T, defaultp>( + T(1), T(0), T(0), T(0), + T(0), cosX, sinX, T(0), + T(0),-sinX, cosX, T(0), + T(0), T(0), T(0), T(1)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleY + ( + T const& angleY + ) + { + T cosY = glm::cos(angleY); + T sinY = glm::sin(angleY); + + return mat<4, 4, T, defaultp>( + cosY, T(0), -sinY, T(0), + T(0), T(1), T(0), T(0), + sinY, T(0), cosY, T(0), + T(0), T(0), T(0), T(1)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZ + ( + T const& angleZ + ) + { + T cosZ = glm::cos(angleZ); + T sinZ = glm::sin(angleZ); + + return mat<4, 4, T, defaultp>( + cosZ, sinZ, T(0), T(0), + -sinZ, cosZ, T(0), T(0), + T(0), T(0), T(1), T(0), + T(0), T(0), T(0), T(1)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleX + ( + T const & angleX, + T const & angularVelocityX + ) + { + T cosX = glm::cos(angleX) * angularVelocityX; + T sinX = glm::sin(angleX) * angularVelocityX; + + return mat<4, 4, T, defaultp>( + T(0), T(0), T(0), T(0), + T(0),-sinX, cosX, T(0), + T(0),-cosX,-sinX, T(0), + T(0), T(0), T(0), T(0)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleY + ( + T const & angleY, + T const & angularVelocityY + ) + { + T cosY = glm::cos(angleY) * angularVelocityY; + T sinY = glm::sin(angleY) * angularVelocityY; + + return mat<4, 4, T, defaultp>( + -sinY, T(0), -cosY, T(0), + T(0), T(0), T(0), T(0), + cosY, T(0), -sinY, T(0), + T(0), T(0), T(0), T(0)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> derivedEulerAngleZ + ( + T const & angleZ, + T const & angularVelocityZ + ) + { + T cosZ = glm::cos(angleZ) * angularVelocityZ; + T sinZ = glm::sin(angleZ) * angularVelocityZ; + + return mat<4, 4, T, defaultp>( + -sinZ, cosZ, T(0), T(0), + -cosZ, -sinZ, T(0), T(0), + T(0), T(0), T(0), T(0), + T(0), T(0), T(0), T(0)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXY + ( + T const& angleX, + T const& angleY + ) + { + T cosX = glm::cos(angleX); + T sinX = glm::sin(angleX); + T cosY = glm::cos(angleY); + T sinY = glm::sin(angleY); + + return mat<4, 4, T, defaultp>( + cosY, -sinX * -sinY, cosX * -sinY, T(0), + T(0), cosX, sinX, T(0), + sinY, -sinX * cosY, cosX * cosY, T(0), + T(0), T(0), T(0), T(1)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYX + ( + T const& angleY, + T const& angleX + ) + { + T cosX = glm::cos(angleX); + T sinX = glm::sin(angleX); + T cosY = glm::cos(angleY); + T sinY = glm::sin(angleY); + + return mat<4, 4, T, defaultp>( + cosY, 0, -sinY, T(0), + sinY * sinX, cosX, cosY * sinX, T(0), + sinY * cosX, -sinX, cosY * cosX, T(0), + T(0), T(0), T(0), T(1)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZ + ( + T const& angleX, + T const& angleZ + ) + { + return eulerAngleX(angleX) * eulerAngleZ(angleZ); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZX + ( + T const& angleZ, + T const& angleX + ) + { + return eulerAngleZ(angleZ) * eulerAngleX(angleX); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZ + ( + T const& angleY, + T const& angleZ + ) + { + return eulerAngleY(angleY) * eulerAngleZ(angleZ); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZY + ( + T const& angleZ, + T const& angleY + ) + { + return eulerAngleZ(angleZ) * eulerAngleY(angleY); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYZ + ( + T const& t1, + T const& t2, + T const& t3 + ) + { + T c1 = glm::cos(-t1); + T c2 = glm::cos(-t2); + T c3 = glm::cos(-t3); + T s1 = glm::sin(-t1); + T s2 = glm::sin(-t2); + T s3 = glm::sin(-t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c2 * c3; + Result[0][1] =-c1 * s3 + s1 * s2 * c3; + Result[0][2] = s1 * s3 + c1 * s2 * c3; + Result[0][3] = static_cast(0); + Result[1][0] = c2 * s3; + Result[1][1] = c1 * c3 + s1 * s2 * s3; + Result[1][2] =-s1 * c3 + c1 * s2 * s3; + Result[1][3] = static_cast(0); + Result[2][0] =-s2; + Result[2][1] = s1 * c2; + Result[2][2] = c1 * c2; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXZ + ( + T const& yaw, + T const& pitch, + T const& roll + ) + { + T tmp_ch = glm::cos(yaw); + T tmp_sh = glm::sin(yaw); + T tmp_cp = glm::cos(pitch); + T tmp_sp = glm::sin(pitch); + T tmp_cb = glm::cos(roll); + T tmp_sb = glm::sin(roll); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb; + Result[0][1] = tmp_sb * tmp_cp; + Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb; + Result[0][3] = static_cast(0); + Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb; + Result[1][1] = tmp_cb * tmp_cp; + Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb; + Result[1][3] = static_cast(0); + Result[2][0] = tmp_sh * tmp_cp; + Result[2][1] = -tmp_sp; + Result[2][2] = tmp_ch * tmp_cp; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZX + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c2; + Result[0][1] = c1 * s2; + Result[0][2] = s1 * s2; + Result[0][3] = static_cast(0); + Result[1][0] =-c3 * s2; + Result[1][1] = c1 * c2 * c3 - s1 * s3; + Result[1][2] = c1 * s3 + c2 * c3 * s1; + Result[1][3] = static_cast(0); + Result[2][0] = s2 * s3; + Result[2][1] =-c3 * s1 - c1 * c2 * s3; + Result[2][2] = c1 * c3 - c2 * s1 * s3; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXYX + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c2; + Result[0][1] = s1 * s2; + Result[0][2] =-c1 * s2; + Result[0][3] = static_cast(0); + Result[1][0] = s2 * s3; + Result[1][1] = c1 * c3 - c2 * s1 * s3; + Result[1][2] = c3 * s1 + c1 * c2 * s3; + Result[1][3] = static_cast(0); + Result[2][0] = c3 * s2; + Result[2][1] =-c1 * s3 - c2 * c3 * s1; + Result[2][2] = c1 * c2 * c3 - s1 * s3; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYXY + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c1 * c3 - c2 * s1 * s3; + Result[0][1] = s2* s3; + Result[0][2] =-c3 * s1 - c1 * c2 * s3; + Result[0][3] = static_cast(0); + Result[1][0] = s1 * s2; + Result[1][1] = c2; + Result[1][2] = c1 * s2; + Result[1][3] = static_cast(0); + Result[2][0] = c1 * s3 + c2 * c3 * s1; + Result[2][1] =-c3 * s2; + Result[2][2] = c1 * c2 * c3 - s1 * s3; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZY + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c1 * c2 * c3 - s1 * s3; + Result[0][1] = c3 * s2; + Result[0][2] =-c1 * s3 - c2 * c3 * s1; + Result[0][3] = static_cast(0); + Result[1][0] =-c1 * s2; + Result[1][1] = c2; + Result[1][2] = s1 * s2; + Result[1][3] = static_cast(0); + Result[2][0] = c3 * s1 + c1 * c2 * s3; + Result[2][1] = s2 * s3; + Result[2][2] = c1 * c3 - c2 * s1 * s3; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYZ + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c1 * c2 * c3 - s1 * s3; + Result[0][1] = c1 * s3 + c2 * c3 * s1; + Result[0][2] =-c3 * s2; + Result[0][3] = static_cast(0); + Result[1][0] =-c3 * s1 - c1 * c2 * s3; + Result[1][1] = c1 * c3 - c2 * s1 * s3; + Result[1][2] = s2 * s3; + Result[1][3] = static_cast(0); + Result[2][0] = c1 * s2; + Result[2][1] = s1 * s2; + Result[2][2] = c2; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXZ + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c1 * c3 - c2 * s1 * s3; + Result[0][1] = c3 * s1 + c1 * c2 * s3; + Result[0][2] = s2 *s3; + Result[0][3] = static_cast(0); + Result[1][0] =-c1 * s3 - c2 * c3 * s1; + Result[1][1] = c1 * c2 * c3 - s1 * s3; + Result[1][2] = c3 * s2; + Result[1][3] = static_cast(0); + Result[2][0] = s1 * s2; + Result[2][1] =-c1 * s2; + Result[2][2] = c2; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleXZY + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c2 * c3; + Result[0][1] = s1 * s3 + c1 * c3 * s2; + Result[0][2] = c3 * s1 * s2 - c1 * s3; + Result[0][3] = static_cast(0); + Result[1][0] =-s2; + Result[1][1] = c1 * c2; + Result[1][2] = c2 * s1; + Result[1][3] = static_cast(0); + Result[2][0] = c2 * s3; + Result[2][1] = c1 * s2 * s3 - c3 * s1; + Result[2][2] = c1 * c3 + s1 * s2 *s3; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleYZX + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c1 * c2; + Result[0][1] = s2; + Result[0][2] =-c2 * s1; + Result[0][3] = static_cast(0); + Result[1][0] = s1 * s3 - c1 * c3 * s2; + Result[1][1] = c2 * c3; + Result[1][2] = c1 * s3 + c3 * s1 * s2; + Result[1][3] = static_cast(0); + Result[2][0] = c3 * s1 + c1 * s2 * s3; + Result[2][1] =-c2 * s3; + Result[2][2] = c1 * c3 - s1 * s2 * s3; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZYX + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c1 * c2; + Result[0][1] = c2 * s1; + Result[0][2] =-s2; + Result[0][3] = static_cast(0); + Result[1][0] = c1 * s2 * s3 - c3 * s1; + Result[1][1] = c1 * c3 + s1 * s2 * s3; + Result[1][2] = c2 * s3; + Result[1][3] = static_cast(0); + Result[2][0] = s1 * s3 + c1 * c3 * s2; + Result[2][1] = c3 * s1 * s2 - c1 * s3; + Result[2][2] = c2 * c3; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> eulerAngleZXY + ( + T const & t1, + T const & t2, + T const & t3 + ) + { + T c1 = glm::cos(t1); + T s1 = glm::sin(t1); + T c2 = glm::cos(t2); + T s2 = glm::sin(t2); + T c3 = glm::cos(t3); + T s3 = glm::sin(t3); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = c1 * c3 - s1 * s2 * s3; + Result[0][1] = c3 * s1 + c1 * s2 * s3; + Result[0][2] =-c2 * s3; + Result[0][3] = static_cast(0); + Result[1][0] =-c2 * s1; + Result[1][1] = c1 * c2; + Result[1][2] = s2; + Result[1][3] = static_cast(0); + Result[2][0] = c1 * s3 + c3 * s1 * s2; + Result[2][1] = s1 * s3 - c1 * c3 * s2; + Result[2][2] = c2 * c3; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, defaultp> yawPitchRoll + ( + T const& yaw, + T const& pitch, + T const& roll + ) + { + T tmp_ch = glm::cos(yaw); + T tmp_sh = glm::sin(yaw); + T tmp_cp = glm::cos(pitch); + T tmp_sp = glm::sin(pitch); + T tmp_cb = glm::cos(roll); + T tmp_sb = glm::sin(roll); + + mat<4, 4, T, defaultp> Result; + Result[0][0] = tmp_ch * tmp_cb + tmp_sh * tmp_sp * tmp_sb; + Result[0][1] = tmp_sb * tmp_cp; + Result[0][2] = -tmp_sh * tmp_cb + tmp_ch * tmp_sp * tmp_sb; + Result[0][3] = static_cast(0); + Result[1][0] = -tmp_ch * tmp_sb + tmp_sh * tmp_sp * tmp_cb; + Result[1][1] = tmp_cb * tmp_cp; + Result[1][2] = tmp_sb * tmp_sh + tmp_ch * tmp_sp * tmp_cb; + Result[1][3] = static_cast(0); + Result[2][0] = tmp_sh * tmp_cp; + Result[2][1] = -tmp_sp; + Result[2][2] = tmp_ch * tmp_cp; + Result[2][3] = static_cast(0); + Result[3][0] = static_cast(0); + Result[3][1] = static_cast(0); + Result[3][2] = static_cast(0); + Result[3][3] = static_cast(1); + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, defaultp> orientate2 + ( + T const& angle + ) + { + T c = glm::cos(angle); + T s = glm::sin(angle); + + mat<2, 2, T, defaultp> Result; + Result[0][0] = c; + Result[0][1] = s; + Result[1][0] = -s; + Result[1][1] = c; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, defaultp> orientate3 + ( + T const& angle + ) + { + T c = glm::cos(angle); + T s = glm::sin(angle); + + mat<3, 3, T, defaultp> Result; + Result[0][0] = c; + Result[0][1] = s; + Result[0][2] = 0.0f; + Result[1][0] = -s; + Result[1][1] = c; + Result[1][2] = 0.0f; + Result[2][0] = 0.0f; + Result[2][1] = 0.0f; + Result[2][2] = 1.0f; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> orientate3 + ( + vec<3, T, Q> const& angles + ) + { + return mat<3, 3, T, Q>(yawPitchRoll(angles.z, angles.x, angles.y)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientate4 + ( + vec<3, T, Q> const& angles + ) + { + return yawPitchRoll(angles.z, angles.x, angles.y); + } + + template + GLM_FUNC_DECL void extractEulerAngleXYZ(mat<4, 4, T, defaultp> const& M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[2][1], M[2][2]); + T C2 = glm::sqrt(M[0][0]*M[0][0] + M[1][0]*M[1][0]); + T T2 = glm::atan2(-M[2][0], C2); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(S1*M[0][2] - C1*M[0][1], C1*M[1][1] - S1*M[1][2 ]); + t1 = -T1; + t2 = -T2; + t3 = -T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleYXZ(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[2][0], M[2][2]); + T C2 = glm::sqrt(M[0][1]*M[0][1] + M[1][1]*M[1][1]); + T T2 = glm::atan2(-M[2][1], C2); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(S1*M[1][2] - C1*M[1][0], C1*M[0][0] - S1*M[0][2]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleXZX(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[0][2], M[0][1]); + T S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]); + T T2 = glm::atan2(S2, M[0][0]); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(C1*M[1][2] - S1*M[1][1], C1*M[2][2] - S1*M[2][1]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleXYX(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[0][1], -M[0][2]); + T S2 = glm::sqrt(M[1][0]*M[1][0] + M[2][0]*M[2][0]); + T T2 = glm::atan2(S2, M[0][0]); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(-C1*M[2][1] - S1*M[2][2], C1*M[1][1] + S1*M[1][2]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleYXY(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[1][0], M[1][2]); + T S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]); + T T2 = glm::atan2(S2, M[1][1]); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(C1*M[2][0] - S1*M[2][2], C1*M[0][0] - S1*M[0][2]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleYZY(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[1][2], -M[1][0]); + T S2 = glm::sqrt(M[0][1]*M[0][1] + M[2][1]*M[2][1]); + T T2 = glm::atan2(S2, M[1][1]); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(-S1*M[0][0] - C1*M[0][2], S1*M[2][0] + C1*M[2][2]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleZYZ(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[2][1], M[2][0]); + T S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]); + T T2 = glm::atan2(S2, M[2][2]); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(C1*M[0][1] - S1*M[0][0], C1*M[1][1] - S1*M[1][0]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleZXZ(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[2][0], -M[2][1]); + T S2 = glm::sqrt(M[0][2]*M[0][2] + M[1][2]*M[1][2]); + T T2 = glm::atan2(S2, M[2][2]); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(-C1*M[1][0] - S1*M[1][1], C1*M[0][0] + S1*M[0][1]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleXZY(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[1][2], M[1][1]); + T C2 = glm::sqrt(M[0][0]*M[0][0] + M[2][0]*M[2][0]); + T T2 = glm::atan2(-M[1][0], C2); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(S1*M[0][1] - C1*M[0][2], C1*M[2][2] - S1*M[2][1]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleYZX(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(-M[0][2], M[0][0]); + T C2 = glm::sqrt(M[1][1]*M[1][1] + M[2][1]*M[2][1]); + T T2 = glm::atan2(M[0][1], C2); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(S1*M[1][0] + C1*M[1][2], S1*M[2][0] + C1*M[2][2]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleZYX(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(M[0][1], M[0][0]); + T C2 = glm::sqrt(M[1][2]*M[1][2] + M[2][2]*M[2][2]); + T T2 = glm::atan2(-M[0][2], C2); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(S1*M[2][0] - C1*M[2][1], C1*M[1][1] - S1*M[1][0]); + t1 = T1; + t2 = T2; + t3 = T3; + } + + template + GLM_FUNC_QUALIFIER void extractEulerAngleZXY(mat<4, 4, T, defaultp> const & M, + T & t1, + T & t2, + T & t3) + { + T T1 = glm::atan2(-M[1][0], M[1][1]); + T C2 = glm::sqrt(M[0][2]*M[0][2] + M[2][2]*M[2][2]); + T T2 = glm::atan2(M[1][2], C2); + T S1 = glm::sin(T1); + T C1 = glm::cos(T1); + T T3 = glm::atan2(C1*M[2][0] + S1*M[2][1], C1*M[0][0] + S1*M[0][1]); + t1 = T1; + t2 = T2; + t3 = T3; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/extend.hpp b/vendor/include/glm/gtx/extend.hpp new file mode 100644 index 0000000..28b7c5c --- /dev/null +++ b/vendor/include/glm/gtx/extend.hpp @@ -0,0 +1,42 @@ +/// @ref gtx_extend +/// @file glm/gtx/extend.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_extend GLM_GTX_extend +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Extend a position from a source to a position at a defined length. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_extend extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_extend + /// @{ + + /// Extends of Length the Origin position using the (Source - Origin) direction. + /// @see gtx_extend + template + GLM_FUNC_DECL genType extend( + genType const& Origin, + genType const& Source, + typename genType::value_type const Length); + + /// @} +}//namespace glm + +#include "extend.inl" diff --git a/vendor/include/glm/gtx/extend.inl b/vendor/include/glm/gtx/extend.inl new file mode 100644 index 0000000..32128eb --- /dev/null +++ b/vendor/include/glm/gtx/extend.inl @@ -0,0 +1,48 @@ +/// @ref gtx_extend + +namespace glm +{ + template + GLM_FUNC_QUALIFIER genType extend + ( + genType const& Origin, + genType const& Source, + genType const& Distance + ) + { + return Origin + (Source - Origin) * Distance; + } + + template + GLM_FUNC_QUALIFIER vec<2, T, Q> extend + ( + vec<2, T, Q> const& Origin, + vec<2, T, Q> const& Source, + T const& Distance + ) + { + return Origin + (Source - Origin) * Distance; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> extend + ( + vec<3, T, Q> const& Origin, + vec<3, T, Q> const& Source, + T const& Distance + ) + { + return Origin + (Source - Origin) * Distance; + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> extend + ( + vec<4, T, Q> const& Origin, + vec<4, T, Q> const& Source, + T const& Distance + ) + { + return Origin + (Source - Origin) * Distance; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/extended_min_max.hpp b/vendor/include/glm/gtx/extended_min_max.hpp new file mode 100644 index 0000000..025eda2 --- /dev/null +++ b/vendor/include/glm/gtx/extended_min_max.hpp @@ -0,0 +1,137 @@ +/// @ref gtx_extended_min_max +/// @file glm/gtx/extended_min_max.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_extended_min_max GLM_GTX_extented_min_max +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Min and max functions for 3 to 4 parameters. + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../ext/vector_common.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_extented_min_max is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_extented_min_max extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_extended_min_max + /// @{ + + /// Return the minimum component-wise values of 3 inputs + /// @see gtx_extented_min_max + template + GLM_FUNC_DECL T min( + T const& x, + T const& y, + T const& z); + + /// Return the minimum component-wise values of 3 inputs + /// @see gtx_extented_min_max + template class C> + GLM_FUNC_DECL C min( + C const& x, + typename C::T const& y, + typename C::T const& z); + + /// Return the minimum component-wise values of 3 inputs + /// @see gtx_extented_min_max + template class C> + GLM_FUNC_DECL C min( + C const& x, + C const& y, + C const& z); + + /// Return the minimum component-wise values of 4 inputs + /// @see gtx_extented_min_max + template + GLM_FUNC_DECL T min( + T const& x, + T const& y, + T const& z, + T const& w); + + /// Return the minimum component-wise values of 4 inputs + /// @see gtx_extented_min_max + template class C> + GLM_FUNC_DECL C min( + C const& x, + typename C::T const& y, + typename C::T const& z, + typename C::T const& w); + + /// Return the minimum component-wise values of 4 inputs + /// @see gtx_extented_min_max + template class C> + GLM_FUNC_DECL C min( + C const& x, + C const& y, + C const& z, + C const& w); + + /// Return the maximum component-wise values of 3 inputs + /// @see gtx_extented_min_max + template + GLM_FUNC_DECL T max( + T const& x, + T const& y, + T const& z); + + /// Return the maximum component-wise values of 3 inputs + /// @see gtx_extented_min_max + template class C> + GLM_FUNC_DECL C max( + C const& x, + typename C::T const& y, + typename C::T const& z); + + /// Return the maximum component-wise values of 3 inputs + /// @see gtx_extented_min_max + template class C> + GLM_FUNC_DECL C max( + C const& x, + C const& y, + C const& z); + + /// Return the maximum component-wise values of 4 inputs + /// @see gtx_extented_min_max + template + GLM_FUNC_DECL T max( + T const& x, + T const& y, + T const& z, + T const& w); + + /// Return the maximum component-wise values of 4 inputs + /// @see gtx_extented_min_max + template class C> + GLM_FUNC_DECL C max( + C const& x, + typename C::T const& y, + typename C::T const& z, + typename C::T const& w); + + /// Return the maximum component-wise values of 4 inputs + /// @see gtx_extented_min_max + template class C> + GLM_FUNC_DECL C max( + C const& x, + C const& y, + C const& z, + C const& w); + + /// @} +}//namespace glm + +#include "extended_min_max.inl" diff --git a/vendor/include/glm/gtx/extended_min_max.inl b/vendor/include/glm/gtx/extended_min_max.inl new file mode 100644 index 0000000..de5998f --- /dev/null +++ b/vendor/include/glm/gtx/extended_min_max.inl @@ -0,0 +1,138 @@ +/// @ref gtx_extended_min_max + +namespace glm +{ + template + GLM_FUNC_QUALIFIER T min( + T const& x, + T const& y, + T const& z) + { + return glm::min(glm::min(x, y), z); + } + + template class C> + GLM_FUNC_QUALIFIER C min + ( + C const& x, + typename C::T const& y, + typename C::T const& z + ) + { + return glm::min(glm::min(x, y), z); + } + + template class C> + GLM_FUNC_QUALIFIER C min + ( + C const& x, + C const& y, + C const& z + ) + { + return glm::min(glm::min(x, y), z); + } + + template + GLM_FUNC_QUALIFIER T min + ( + T const& x, + T const& y, + T const& z, + T const& w + ) + { + return glm::min(glm::min(x, y), glm::min(z, w)); + } + + template class C> + GLM_FUNC_QUALIFIER C min + ( + C const& x, + typename C::T const& y, + typename C::T const& z, + typename C::T const& w + ) + { + return glm::min(glm::min(x, y), glm::min(z, w)); + } + + template class C> + GLM_FUNC_QUALIFIER C min + ( + C const& x, + C const& y, + C const& z, + C const& w + ) + { + return glm::min(glm::min(x, y), glm::min(z, w)); + } + + template + GLM_FUNC_QUALIFIER T max( + T const& x, + T const& y, + T const& z) + { + return glm::max(glm::max(x, y), z); + } + + template class C> + GLM_FUNC_QUALIFIER C max + ( + C const& x, + typename C::T const& y, + typename C::T const& z + ) + { + return glm::max(glm::max(x, y), z); + } + + template class C> + GLM_FUNC_QUALIFIER C max + ( + C const& x, + C const& y, + C const& z + ) + { + return glm::max(glm::max(x, y), z); + } + + template + GLM_FUNC_QUALIFIER T max + ( + T const& x, + T const& y, + T const& z, + T const& w + ) + { + return glm::max(glm::max(x, y), glm::max(z, w)); + } + + template class C> + GLM_FUNC_QUALIFIER C max + ( + C const& x, + typename C::T const& y, + typename C::T const& z, + typename C::T const& w + ) + { + return glm::max(glm::max(x, y), glm::max(z, w)); + } + + template class C> + GLM_FUNC_QUALIFIER C max + ( + C const& x, + C const& y, + C const& z, + C const& w + ) + { + return glm::max(glm::max(x, y), glm::max(z, w)); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/exterior_product.hpp b/vendor/include/glm/gtx/exterior_product.hpp new file mode 100644 index 0000000..5522df7 --- /dev/null +++ b/vendor/include/glm/gtx/exterior_product.hpp @@ -0,0 +1,45 @@ +/// @ref gtx_exterior_product +/// @file glm/gtx/exterior_product.hpp +/// +/// @see core (dependence) +/// @see gtx_exterior_product (dependence) +/// +/// @defgroup gtx_exterior_product GLM_GTX_exterior_product +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// @brief Allow to perform bit operations on integer values + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_exterior_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_exterior_product extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_exterior_product + /// @{ + + /// Returns the cross product of x and y. + /// + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see Exterior product + template + GLM_FUNC_DECL T cross(vec<2, T, Q> const& v, vec<2, T, Q> const& u); + + /// @} +} //namespace glm + +#include "exterior_product.inl" diff --git a/vendor/include/glm/gtx/exterior_product.inl b/vendor/include/glm/gtx/exterior_product.inl new file mode 100644 index 0000000..93661fd --- /dev/null +++ b/vendor/include/glm/gtx/exterior_product.inl @@ -0,0 +1,26 @@ +/// @ref gtx_exterior_product + +#include + +namespace glm { +namespace detail +{ + template + struct compute_cross_vec2 + { + GLM_FUNC_QUALIFIER static T call(vec<2, T, Q> const& v, vec<2, T, Q> const& u) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'cross' accepts only floating-point inputs"); + + return v.x * u.y - u.x * v.y; + } + }; +}//namespace detail + + template + GLM_FUNC_QUALIFIER T cross(vec<2, T, Q> const& x, vec<2, T, Q> const& y) + { + return detail::compute_cross_vec2::value>::call(x, y); + } +}//namespace glm + diff --git a/vendor/include/glm/gtx/fast_exponential.hpp b/vendor/include/glm/gtx/fast_exponential.hpp new file mode 100644 index 0000000..6fb7286 --- /dev/null +++ b/vendor/include/glm/gtx/fast_exponential.hpp @@ -0,0 +1,95 @@ +/// @ref gtx_fast_exponential +/// @file glm/gtx/fast_exponential.hpp +/// +/// @see core (dependence) +/// @see gtx_half_float (dependence) +/// +/// @defgroup gtx_fast_exponential GLM_GTX_fast_exponential +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Fast but less accurate implementations of exponential based functions. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_fast_exponential is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_fast_exponential extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_fast_exponential + /// @{ + + /// Faster than the common pow function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL genType fastPow(genType x, genType y); + + /// Faster than the common pow function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL vec fastPow(vec const& x, vec const& y); + + /// Faster than the common pow function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL genTypeT fastPow(genTypeT x, genTypeU y); + + /// Faster than the common pow function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL vec fastPow(vec const& x); + + /// Faster than the common exp function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL T fastExp(T x); + + /// Faster than the common exp function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL vec fastExp(vec const& x); + + /// Faster than the common log function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL T fastLog(T x); + + /// Faster than the common exp2 function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL vec fastLog(vec const& x); + + /// Faster than the common exp2 function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL T fastExp2(T x); + + /// Faster than the common exp2 function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL vec fastExp2(vec const& x); + + /// Faster than the common log2 function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL T fastLog2(T x); + + /// Faster than the common log2 function but less accurate. + /// @see gtx_fast_exponential + template + GLM_FUNC_DECL vec fastLog2(vec const& x); + + /// @} +}//namespace glm + +#include "fast_exponential.inl" diff --git a/vendor/include/glm/gtx/fast_exponential.inl b/vendor/include/glm/gtx/fast_exponential.inl new file mode 100644 index 0000000..f139e50 --- /dev/null +++ b/vendor/include/glm/gtx/fast_exponential.inl @@ -0,0 +1,136 @@ +/// @ref gtx_fast_exponential + +namespace glm +{ + // fastPow: + template + GLM_FUNC_QUALIFIER genType fastPow(genType x, genType y) + { + return exp(y * log(x)); + } + + template + GLM_FUNC_QUALIFIER vec fastPow(vec const& x, vec const& y) + { + return exp(y * log(x)); + } + + template + GLM_FUNC_QUALIFIER T fastPow(T x, int y) + { + T f = static_cast(1); + for(int i = 0; i < y; ++i) + f *= x; + return f; + } + + template + GLM_FUNC_QUALIFIER vec fastPow(vec const& x, vec const& y) + { + vec Result; + for(length_t i = 0, n = x.length(); i < n; ++i) + Result[i] = fastPow(x[i], y[i]); + return Result; + } + + // fastExp + // Note: This function provides accurate results only for value between -1 and 1, else avoid it. + template + GLM_FUNC_QUALIFIER T fastExp(T x) + { + // This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower. + // return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f)))); + T x2 = x * x; + T x3 = x2 * x; + T x4 = x3 * x; + T x5 = x4 * x; + return T(1) + x + (x2 * T(0.5)) + (x3 * T(0.1666666667)) + (x4 * T(0.041666667)) + (x5 * T(0.008333333333)); + } + /* // Try to handle all values of float... but often shower than std::exp, glm::floor and the loop kill the performance + GLM_FUNC_QUALIFIER float fastExp(float x) + { + const float e = 2.718281828f; + const float IntegerPart = floor(x); + const float FloatPart = x - IntegerPart; + float z = 1.f; + + for(int i = 0; i < int(IntegerPart); ++i) + z *= e; + + const float x2 = FloatPart * FloatPart; + const float x3 = x2 * FloatPart; + const float x4 = x3 * FloatPart; + const float x5 = x4 * FloatPart; + return z * (1.0f + FloatPart + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f)); + } + + // Increase accuracy on number bigger that 1 and smaller than -1 but it's not enough for high and negative numbers + GLM_FUNC_QUALIFIER float fastExp(float x) + { + // This has a better looking and same performance in release mode than the following code. However, in debug mode it's slower. + // return 1.0f + x * (1.0f + x * 0.5f * (1.0f + x * 0.3333333333f * (1.0f + x * 0.25 * (1.0f + x * 0.2f)))); + float x2 = x * x; + float x3 = x2 * x; + float x4 = x3 * x; + float x5 = x4 * x; + float x6 = x5 * x; + float x7 = x6 * x; + float x8 = x7 * x; + return 1.0f + x + (x2 * 0.5f) + (x3 * 0.1666666667f) + (x4 * 0.041666667f) + (x5 * 0.008333333333f)+ (x6 * 0.00138888888888f) + (x7 * 0.000198412698f) + (x8 * 0.0000248015873f);; + } + */ + + template + GLM_FUNC_QUALIFIER vec fastExp(vec const& x) + { + return detail::functor1::call(fastExp, x); + } + + // fastLog + template + GLM_FUNC_QUALIFIER genType fastLog(genType x) + { + return std::log(x); + } + + /* Slower than the VC7.1 function... + GLM_FUNC_QUALIFIER float fastLog(float x) + { + float y1 = (x - 1.0f) / (x + 1.0f); + float y2 = y1 * y1; + return 2.0f * y1 * (1.0f + y2 * (0.3333333333f + y2 * (0.2f + y2 * 0.1428571429f))); + } + */ + + template + GLM_FUNC_QUALIFIER vec fastLog(vec const& x) + { + return detail::functor1::call(fastLog, x); + } + + //fastExp2, ln2 = 0.69314718055994530941723212145818f + template + GLM_FUNC_QUALIFIER genType fastExp2(genType x) + { + return fastExp(0.69314718055994530941723212145818f * x); + } + + template + GLM_FUNC_QUALIFIER vec fastExp2(vec const& x) + { + return detail::functor1::call(fastExp2, x); + } + + // fastLog2, ln2 = 0.69314718055994530941723212145818f + template + GLM_FUNC_QUALIFIER genType fastLog2(genType x) + { + return fastLog(x) / 0.69314718055994530941723212145818f; + } + + template + GLM_FUNC_QUALIFIER vec fastLog2(vec const& x) + { + return detail::functor1::call(fastLog2, x); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/fast_square_root.hpp b/vendor/include/glm/gtx/fast_square_root.hpp new file mode 100644 index 0000000..9fb3f2f --- /dev/null +++ b/vendor/include/glm/gtx/fast_square_root.hpp @@ -0,0 +1,92 @@ +/// @ref gtx_fast_square_root +/// @file glm/gtx/fast_square_root.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_fast_square_root GLM_GTX_fast_square_root +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Fast but less accurate implementations of square root based functions. +/// - Sqrt optimisation based on Newton's method, +/// www.gamedev.net/community/forums/topic.asp?topic id=139956 + +#pragma once + +// Dependency: +#include "../common.hpp" +#include "../exponential.hpp" +#include "../geometric.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_fast_square_root is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_fast_square_root extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_fast_square_root + /// @{ + + /// Faster than the common sqrt function but less accurate. + /// + /// @see gtx_fast_square_root extension. + template + GLM_FUNC_DECL genType fastSqrt(genType x); + + /// Faster than the common sqrt function but less accurate. + /// + /// @see gtx_fast_square_root extension. + template + GLM_FUNC_DECL vec fastSqrt(vec const& x); + + /// Faster than the common inversesqrt function but less accurate. + /// + /// @see gtx_fast_square_root extension. + template + GLM_FUNC_DECL genType fastInverseSqrt(genType x); + + /// Faster than the common inversesqrt function but less accurate. + /// + /// @see gtx_fast_square_root extension. + template + GLM_FUNC_DECL vec fastInverseSqrt(vec const& x); + + /// Faster than the common length function but less accurate. + /// + /// @see gtx_fast_square_root extension. + template + GLM_FUNC_DECL genType fastLength(genType x); + + /// Faster than the common length function but less accurate. + /// + /// @see gtx_fast_square_root extension. + template + GLM_FUNC_DECL T fastLength(vec const& x); + + /// Faster than the common distance function but less accurate. + /// + /// @see gtx_fast_square_root extension. + template + GLM_FUNC_DECL genType fastDistance(genType x, genType y); + + /// Faster than the common distance function but less accurate. + /// + /// @see gtx_fast_square_root extension. + template + GLM_FUNC_DECL T fastDistance(vec const& x, vec const& y); + + /// Faster than the common normalize function but less accurate. + /// + /// @see gtx_fast_square_root extension. + template + GLM_FUNC_DECL genType fastNormalize(genType const& x); + + /// @} +}// namespace glm + +#include "fast_square_root.inl" diff --git a/vendor/include/glm/gtx/fast_square_root.inl b/vendor/include/glm/gtx/fast_square_root.inl new file mode 100644 index 0000000..4e6c6de --- /dev/null +++ b/vendor/include/glm/gtx/fast_square_root.inl @@ -0,0 +1,75 @@ +/// @ref gtx_fast_square_root + +namespace glm +{ + // fastSqrt + template + GLM_FUNC_QUALIFIER genType fastSqrt(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fastSqrt' only accept floating-point input"); + + return genType(1) / fastInverseSqrt(x); + } + + template + GLM_FUNC_QUALIFIER vec fastSqrt(vec const& x) + { + return detail::functor1::call(fastSqrt, x); + } + + // fastInversesqrt + template + GLM_FUNC_QUALIFIER genType fastInverseSqrt(genType x) + { + return detail::compute_inversesqrt<1, genType, lowp, detail::is_aligned::value>::call(vec<1, genType, lowp>(x)).x; + } + + template + GLM_FUNC_QUALIFIER vec fastInverseSqrt(vec const& x) + { + return detail::compute_inversesqrt::value>::call(x); + } + + // fastLength + template + GLM_FUNC_QUALIFIER genType fastLength(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fastLength' only accept floating-point inputs"); + + return abs(x); + } + + template + GLM_FUNC_QUALIFIER T fastLength(vec const& x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'fastLength' only accept floating-point inputs"); + + return fastSqrt(dot(x, x)); + } + + // fastDistance + template + GLM_FUNC_QUALIFIER genType fastDistance(genType x, genType y) + { + return fastLength(y - x); + } + + template + GLM_FUNC_QUALIFIER T fastDistance(vec const& x, vec const& y) + { + return fastLength(y - x); + } + + // fastNormalize + template + GLM_FUNC_QUALIFIER genType fastNormalize(genType x) + { + return x > genType(0) ? genType(1) : -genType(1); + } + + template + GLM_FUNC_QUALIFIER vec fastNormalize(vec const& x) + { + return x * fastInverseSqrt(dot(x, x)); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/fast_trigonometry.hpp b/vendor/include/glm/gtx/fast_trigonometry.hpp new file mode 100644 index 0000000..2650d6e --- /dev/null +++ b/vendor/include/glm/gtx/fast_trigonometry.hpp @@ -0,0 +1,79 @@ +/// @ref gtx_fast_trigonometry +/// @file glm/gtx/fast_trigonometry.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_fast_trigonometry GLM_GTX_fast_trigonometry +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Fast but less accurate implementations of trigonometric functions. + +#pragma once + +// Dependency: +#include "../gtc/constants.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_fast_trigonometry is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_fast_trigonometry extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_fast_trigonometry + /// @{ + + /// Wrap an angle to [0 2pi[ + /// From GLM_GTX_fast_trigonometry extension. + template + GLM_FUNC_DECL T wrapAngle(T angle); + + /// Faster than the common sin function but less accurate. + /// From GLM_GTX_fast_trigonometry extension. + template + GLM_FUNC_DECL T fastSin(T angle); + + /// Faster than the common cos function but less accurate. + /// From GLM_GTX_fast_trigonometry extension. + template + GLM_FUNC_DECL T fastCos(T angle); + + /// Faster than the common tan function but less accurate. + /// Defined between -2pi and 2pi. + /// From GLM_GTX_fast_trigonometry extension. + template + GLM_FUNC_DECL T fastTan(T angle); + + /// Faster than the common asin function but less accurate. + /// Defined between -2pi and 2pi. + /// From GLM_GTX_fast_trigonometry extension. + template + GLM_FUNC_DECL T fastAsin(T angle); + + /// Faster than the common acos function but less accurate. + /// Defined between -2pi and 2pi. + /// From GLM_GTX_fast_trigonometry extension. + template + GLM_FUNC_DECL T fastAcos(T angle); + + /// Faster than the common atan function but less accurate. + /// Defined between -2pi and 2pi. + /// From GLM_GTX_fast_trigonometry extension. + template + GLM_FUNC_DECL T fastAtan(T y, T x); + + /// Faster than the common atan function but less accurate. + /// Defined between -2pi and 2pi. + /// From GLM_GTX_fast_trigonometry extension. + template + GLM_FUNC_DECL T fastAtan(T angle); + + /// @} +}//namespace glm + +#include "fast_trigonometry.inl" diff --git a/vendor/include/glm/gtx/fast_trigonometry.inl b/vendor/include/glm/gtx/fast_trigonometry.inl new file mode 100644 index 0000000..1a710cb --- /dev/null +++ b/vendor/include/glm/gtx/fast_trigonometry.inl @@ -0,0 +1,142 @@ +/// @ref gtx_fast_trigonometry + +namespace glm{ +namespace detail +{ + template + GLM_FUNC_QUALIFIER vec taylorCos(vec const& x) + { + return static_cast(1) + - (x * x) * (1.f / 2.f) + + ((x * x) * (x * x)) * (1.f / 24.f) + - (((x * x) * (x * x)) * (x * x)) * (1.f / 720.f) + + (((x * x) * (x * x)) * ((x * x) * (x * x))) * (1.f / 40320.f); + } + + template + GLM_FUNC_QUALIFIER T cos_52s(T x) + { + T const xx(x * x); + return (T(0.9999932946) + xx * (T(-0.4999124376) + xx * (T(0.0414877472) + xx * T(-0.0012712095)))); + } + + template + GLM_FUNC_QUALIFIER vec cos_52s(vec const& x) + { + return detail::functor1::call(cos_52s, x); + } +}//namespace detail + + // wrapAngle + template + GLM_FUNC_QUALIFIER T wrapAngle(T angle) + { + return abs(mod(angle, two_pi())); + } + + template + GLM_FUNC_QUALIFIER vec wrapAngle(vec const& x) + { + return detail::functor1::call(wrapAngle, x); + } + + // cos + template + GLM_FUNC_QUALIFIER T fastCos(T x) + { + T const angle(wrapAngle(x)); + + if(angle < half_pi()) + return detail::cos_52s(angle); + if(angle < pi()) + return -detail::cos_52s(pi() - angle); + if(angle < (T(3) * half_pi())) + return -detail::cos_52s(angle - pi()); + + return detail::cos_52s(two_pi() - angle); + } + + template + GLM_FUNC_QUALIFIER vec fastCos(vec const& x) + { + return detail::functor1::call(fastCos, x); + } + + // sin + template + GLM_FUNC_QUALIFIER T fastSin(T x) + { + return fastCos(half_pi() - x); + } + + template + GLM_FUNC_QUALIFIER vec fastSin(vec const& x) + { + return detail::functor1::call(fastSin, x); + } + + // tan + template + GLM_FUNC_QUALIFIER T fastTan(T x) + { + return x + (x * x * x * T(0.3333333333)) + (x * x * x * x * x * T(0.1333333333333)) + (x * x * x * x * x * x * x * T(0.0539682539)); + } + + template + GLM_FUNC_QUALIFIER vec fastTan(vec const& x) + { + return detail::functor1::call(fastTan, x); + } + + // asin + template + GLM_FUNC_QUALIFIER T fastAsin(T x) + { + return x + (x * x * x * T(0.166666667)) + (x * x * x * x * x * T(0.075)) + (x * x * x * x * x * x * x * T(0.0446428571)) + (x * x * x * x * x * x * x * x * x * T(0.0303819444));// + (x * x * x * x * x * x * x * x * x * x * x * T(0.022372159)); + } + + template + GLM_FUNC_QUALIFIER vec fastAsin(vec const& x) + { + return detail::functor1::call(fastAsin, x); + } + + // acos + template + GLM_FUNC_QUALIFIER T fastAcos(T x) + { + return T(1.5707963267948966192313216916398) - fastAsin(x); //(PI / 2) + } + + template + GLM_FUNC_QUALIFIER vec fastAcos(vec const& x) + { + return detail::functor1::call(fastAcos, x); + } + + // atan + template + GLM_FUNC_QUALIFIER T fastAtan(T y, T x) + { + T sgn = sign(y) * sign(x); + return abs(fastAtan(y / x)) * sgn; + } + + template + GLM_FUNC_QUALIFIER vec fastAtan(vec const& y, vec const& x) + { + return detail::functor2::call(fastAtan, y, x); + } + + template + GLM_FUNC_QUALIFIER T fastAtan(T x) + { + return x - (x * x * x * T(0.333333333333)) + (x * x * x * x * x * T(0.2)) - (x * x * x * x * x * x * x * T(0.1428571429)) + (x * x * x * x * x * x * x * x * x * T(0.111111111111)) - (x * x * x * x * x * x * x * x * x * x * x * T(0.0909090909)); + } + + template + GLM_FUNC_QUALIFIER vec fastAtan(vec const& x) + { + return detail::functor1::call(fastAtan, x); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/float_notmalize.inl b/vendor/include/glm/gtx/float_notmalize.inl new file mode 100644 index 0000000..8cdbc5a --- /dev/null +++ b/vendor/include/glm/gtx/float_notmalize.inl @@ -0,0 +1,13 @@ +/// @ref gtx_float_normalize + +#include + +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec floatNormalize(vec const& v) + { + return vec(v) / static_cast(std::numeric_limits::max()); + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/functions.hpp b/vendor/include/glm/gtx/functions.hpp new file mode 100644 index 0000000..9f4166c --- /dev/null +++ b/vendor/include/glm/gtx/functions.hpp @@ -0,0 +1,56 @@ +/// @ref gtx_functions +/// @file glm/gtx/functions.hpp +/// +/// @see core (dependence) +/// @see gtc_quaternion (dependence) +/// +/// @defgroup gtx_functions GLM_GTX_functions +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// List of useful common functions. + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" +#include "../detail/qualifier.hpp" +#include "../detail/type_vec2.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_functions is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_functions extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_functions + /// @{ + + /// 1D gauss function + /// + /// @see gtc_epsilon + template + GLM_FUNC_DECL T gauss( + T x, + T ExpectedValue, + T StandardDeviation); + + /// 2D gauss function + /// + /// @see gtc_epsilon + template + GLM_FUNC_DECL T gauss( + vec<2, T, Q> const& Coord, + vec<2, T, Q> const& ExpectedValue, + vec<2, T, Q> const& StandardDeviation); + + /// @} +}//namespace glm + +#include "functions.inl" + diff --git a/vendor/include/glm/gtx/functions.inl b/vendor/include/glm/gtx/functions.inl new file mode 100644 index 0000000..29cbb20 --- /dev/null +++ b/vendor/include/glm/gtx/functions.inl @@ -0,0 +1,30 @@ +/// @ref gtx_functions + +#include "../exponential.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER T gauss + ( + T x, + T ExpectedValue, + T StandardDeviation + ) + { + return exp(-((x - ExpectedValue) * (x - ExpectedValue)) / (static_cast(2) * StandardDeviation * StandardDeviation)) / (StandardDeviation * sqrt(static_cast(6.28318530717958647692528676655900576))); + } + + template + GLM_FUNC_QUALIFIER T gauss + ( + vec<2, T, Q> const& Coord, + vec<2, T, Q> const& ExpectedValue, + vec<2, T, Q> const& StandardDeviation + ) + { + vec<2, T, Q> const Squared = ((Coord - ExpectedValue) * (Coord - ExpectedValue)) / (static_cast(2) * StandardDeviation * StandardDeviation); + return exp(-(Squared.x + Squared.y)); + } +}//namespace glm + diff --git a/vendor/include/glm/gtx/gradient_paint.hpp b/vendor/include/glm/gtx/gradient_paint.hpp new file mode 100644 index 0000000..6f85bf4 --- /dev/null +++ b/vendor/include/glm/gtx/gradient_paint.hpp @@ -0,0 +1,53 @@ +/// @ref gtx_gradient_paint +/// @file glm/gtx/gradient_paint.hpp +/// +/// @see core (dependence) +/// @see gtx_optimum_pow (dependence) +/// +/// @defgroup gtx_gradient_paint GLM_GTX_gradient_paint +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Functions that return the color of procedural gradient for specific coordinates. + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtx/optimum_pow.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_gradient_paint is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_gradient_paint extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_gradient_paint + /// @{ + + /// Return a color from a radial gradient. + /// @see - gtx_gradient_paint + template + GLM_FUNC_DECL T radialGradient( + vec<2, T, Q> const& Center, + T const& Radius, + vec<2, T, Q> const& Focal, + vec<2, T, Q> const& Position); + + /// Return a color from a linear gradient. + /// @see - gtx_gradient_paint + template + GLM_FUNC_DECL T linearGradient( + vec<2, T, Q> const& Point0, + vec<2, T, Q> const& Point1, + vec<2, T, Q> const& Position); + + /// @} +}// namespace glm + +#include "gradient_paint.inl" diff --git a/vendor/include/glm/gtx/gradient_paint.inl b/vendor/include/glm/gtx/gradient_paint.inl new file mode 100644 index 0000000..4c495e6 --- /dev/null +++ b/vendor/include/glm/gtx/gradient_paint.inl @@ -0,0 +1,36 @@ +/// @ref gtx_gradient_paint + +namespace glm +{ + template + GLM_FUNC_QUALIFIER T radialGradient + ( + vec<2, T, Q> const& Center, + T const& Radius, + vec<2, T, Q> const& Focal, + vec<2, T, Q> const& Position + ) + { + vec<2, T, Q> F = Focal - Center; + vec<2, T, Q> D = Position - Focal; + T Radius2 = pow2(Radius); + T Fx2 = pow2(F.x); + T Fy2 = pow2(F.y); + + T Numerator = (D.x * F.x + D.y * F.y) + sqrt(Radius2 * (pow2(D.x) + pow2(D.y)) - pow2(D.x * F.y - D.y * F.x)); + T Denominator = Radius2 - (Fx2 + Fy2); + return Numerator / Denominator; + } + + template + GLM_FUNC_QUALIFIER T linearGradient + ( + vec<2, T, Q> const& Point0, + vec<2, T, Q> const& Point1, + vec<2, T, Q> const& Position + ) + { + vec<2, T, Q> Dist = Point1 - Point0; + return (Dist.x * (Position.x - Point0.x) + Dist.y * (Position.y - Point0.y)) / glm::dot(Dist, Dist); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/handed_coordinate_space.hpp b/vendor/include/glm/gtx/handed_coordinate_space.hpp new file mode 100644 index 0000000..3c85968 --- /dev/null +++ b/vendor/include/glm/gtx/handed_coordinate_space.hpp @@ -0,0 +1,50 @@ +/// @ref gtx_handed_coordinate_space +/// @file glm/gtx/handed_coordinate_space.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_handed_coordinate_space GLM_GTX_handed_coordinate_space +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// To know if a set of three basis vectors defines a right or left-handed coordinate system. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_handed_coordinate_space is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_handed_coordinate_space extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_handed_coordinate_space + /// @{ + + //! Return if a trihedron right handed or not. + //! From GLM_GTX_handed_coordinate_space extension. + template + GLM_FUNC_DECL bool rightHanded( + vec<3, T, Q> const& tangent, + vec<3, T, Q> const& binormal, + vec<3, T, Q> const& normal); + + //! Return if a trihedron left handed or not. + //! From GLM_GTX_handed_coordinate_space extension. + template + GLM_FUNC_DECL bool leftHanded( + vec<3, T, Q> const& tangent, + vec<3, T, Q> const& binormal, + vec<3, T, Q> const& normal); + + /// @} +}// namespace glm + +#include "handed_coordinate_space.inl" diff --git a/vendor/include/glm/gtx/handed_coordinate_space.inl b/vendor/include/glm/gtx/handed_coordinate_space.inl new file mode 100644 index 0000000..e43c17b --- /dev/null +++ b/vendor/include/glm/gtx/handed_coordinate_space.inl @@ -0,0 +1,26 @@ +/// @ref gtx_handed_coordinate_space + +namespace glm +{ + template + GLM_FUNC_QUALIFIER bool rightHanded + ( + vec<3, T, Q> const& tangent, + vec<3, T, Q> const& binormal, + vec<3, T, Q> const& normal + ) + { + return dot(cross(normal, tangent), binormal) > T(0); + } + + template + GLM_FUNC_QUALIFIER bool leftHanded + ( + vec<3, T, Q> const& tangent, + vec<3, T, Q> const& binormal, + vec<3, T, Q> const& normal + ) + { + return dot(cross(normal, tangent), binormal) < T(0); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/hash.hpp b/vendor/include/glm/gtx/hash.hpp new file mode 100644 index 0000000..05dae9f --- /dev/null +++ b/vendor/include/glm/gtx/hash.hpp @@ -0,0 +1,142 @@ +/// @ref gtx_hash +/// @file glm/gtx/hash.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_hash GLM_GTX_hash +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Add std::hash support for glm types + +#pragma once + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_hash is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_hash extension included") +# endif +#endif + +#include + +#include "../vec2.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" +#include "../gtc/vec1.hpp" + +#include "../gtc/quaternion.hpp" +#include "../gtx/dual_quaternion.hpp" + +#include "../mat2x2.hpp" +#include "../mat2x3.hpp" +#include "../mat2x4.hpp" + +#include "../mat3x2.hpp" +#include "../mat3x3.hpp" +#include "../mat3x4.hpp" + +#include "../mat4x2.hpp" +#include "../mat4x3.hpp" +#include "../mat4x4.hpp" + +#if !GLM_HAS_CXX11_STL +# error "GLM_GTX_hash requires C++11 standard library support" +#endif + +namespace std +{ + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::vec<1, T, Q> const& v) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::vec<2, T, Q> const& v) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::vec<3, T, Q> const& v) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::vec<4, T, Q> const& v) const; + }; + + template + struct hash> + { + GLM_FUNC_DECL size_t operator()(glm::qua const& q) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::tdualquat const& q) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::mat<2, 2, T,Q> const& m) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::mat<2, 3, T,Q> const& m) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::mat<2, 4, T,Q> const& m) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::mat<3, 2, T,Q> const& m) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::mat<3, 3, T,Q> const& m) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::mat<3, 4, T,Q> const& m) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::mat<4, 2, T,Q> const& m) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::mat<4, 3, T,Q> const& m) const; + }; + + template + struct hash > + { + GLM_FUNC_DECL size_t operator()(glm::mat<4, 4, T,Q> const& m) const; + }; +} // namespace std + +#include "hash.inl" diff --git a/vendor/include/glm/gtx/hash.inl b/vendor/include/glm/gtx/hash.inl new file mode 100644 index 0000000..ff71ca9 --- /dev/null +++ b/vendor/include/glm/gtx/hash.inl @@ -0,0 +1,184 @@ +/// @ref gtx_hash +/// +/// @see core (dependence) +/// +/// @defgroup gtx_hash GLM_GTX_hash +/// @ingroup gtx +/// +/// @brief Add std::hash support for glm types +/// +/// need to be included to use the features of this extension. + +namespace glm { +namespace detail +{ + GLM_INLINE void hash_combine(size_t &seed, size_t hash) + { + hash += 0x9e3779b9 + (seed << 6) + (seed >> 2); + seed ^= hash; + } +}} + +namespace std +{ + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::vec<1, T, Q> const& v) const + { + hash hasher; + return hasher(v.x); + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::vec<2, T, Q> const& v) const + { + size_t seed = 0; + hash hasher; + glm::detail::hash_combine(seed, hasher(v.x)); + glm::detail::hash_combine(seed, hasher(v.y)); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::vec<3, T, Q> const& v) const + { + size_t seed = 0; + hash hasher; + glm::detail::hash_combine(seed, hasher(v.x)); + glm::detail::hash_combine(seed, hasher(v.y)); + glm::detail::hash_combine(seed, hasher(v.z)); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::vec<4, T, Q> const& v) const + { + size_t seed = 0; + hash hasher; + glm::detail::hash_combine(seed, hasher(v.x)); + glm::detail::hash_combine(seed, hasher(v.y)); + glm::detail::hash_combine(seed, hasher(v.z)); + glm::detail::hash_combine(seed, hasher(v.w)); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::qua const& q) const + { + size_t seed = 0; + hash hasher; + glm::detail::hash_combine(seed, hasher(q.x)); + glm::detail::hash_combine(seed, hasher(q.y)); + glm::detail::hash_combine(seed, hasher(q.z)); + glm::detail::hash_combine(seed, hasher(q.w)); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::tdualquat const& q) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(q.real)); + glm::detail::hash_combine(seed, hasher(q.dual)); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<2, 2, T, Q> const& m) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(m[0])); + glm::detail::hash_combine(seed, hasher(m[1])); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<2, 3, T, Q> const& m) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(m[0])); + glm::detail::hash_combine(seed, hasher(m[1])); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<2, 4, T, Q> const& m) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(m[0])); + glm::detail::hash_combine(seed, hasher(m[1])); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<3, 2, T, Q> const& m) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(m[0])); + glm::detail::hash_combine(seed, hasher(m[1])); + glm::detail::hash_combine(seed, hasher(m[2])); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<3, 3, T, Q> const& m) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(m[0])); + glm::detail::hash_combine(seed, hasher(m[1])); + glm::detail::hash_combine(seed, hasher(m[2])); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<3, 4, T, Q> const& m) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(m[0])); + glm::detail::hash_combine(seed, hasher(m[1])); + glm::detail::hash_combine(seed, hasher(m[2])); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<4, 2, T,Q> const& m) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(m[0])); + glm::detail::hash_combine(seed, hasher(m[1])); + glm::detail::hash_combine(seed, hasher(m[2])); + glm::detail::hash_combine(seed, hasher(m[3])); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<4, 3, T,Q> const& m) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(m[0])); + glm::detail::hash_combine(seed, hasher(m[1])); + glm::detail::hash_combine(seed, hasher(m[2])); + glm::detail::hash_combine(seed, hasher(m[3])); + return seed; + } + + template + GLM_FUNC_QUALIFIER size_t hash>::operator()(glm::mat<4, 4, T, Q> const& m) const + { + size_t seed = 0; + hash> hasher; + glm::detail::hash_combine(seed, hasher(m[0])); + glm::detail::hash_combine(seed, hasher(m[1])); + glm::detail::hash_combine(seed, hasher(m[2])); + glm::detail::hash_combine(seed, hasher(m[3])); + return seed; + } +} diff --git a/vendor/include/glm/gtx/integer.hpp b/vendor/include/glm/gtx/integer.hpp new file mode 100644 index 0000000..d0b4c61 --- /dev/null +++ b/vendor/include/glm/gtx/integer.hpp @@ -0,0 +1,76 @@ +/// @ref gtx_integer +/// @file glm/gtx/integer.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_integer GLM_GTX_integer +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Add support for integer for core functions + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/integer.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_integer is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_integer extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_integer + /// @{ + + //! Returns x raised to the y power. + //! From GLM_GTX_integer extension. + GLM_FUNC_DECL int pow(int x, uint y); + + //! Returns the positive square root of x. + //! From GLM_GTX_integer extension. + GLM_FUNC_DECL int sqrt(int x); + + //! Returns the floor log2 of x. + //! From GLM_GTX_integer extension. + GLM_FUNC_DECL unsigned int floor_log2(unsigned int x); + + //! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y. + //! From GLM_GTX_integer extension. + GLM_FUNC_DECL int mod(int x, int y); + + //! Return the factorial value of a number (!12 max, integer only) + //! From GLM_GTX_integer extension. + template + GLM_FUNC_DECL genType factorial(genType const& x); + + //! 32bit signed integer. + //! From GLM_GTX_integer extension. + typedef signed int sint; + + //! Returns x raised to the y power. + //! From GLM_GTX_integer extension. + GLM_FUNC_DECL uint pow(uint x, uint y); + + //! Returns the positive square root of x. + //! From GLM_GTX_integer extension. + GLM_FUNC_DECL uint sqrt(uint x); + + //! Modulus. Returns x - y * floor(x / y) for each component in x using the floating point value y. + //! From GLM_GTX_integer extension. + GLM_FUNC_DECL uint mod(uint x, uint y); + + //! Returns the number of leading zeros. + //! From GLM_GTX_integer extension. + GLM_FUNC_DECL uint nlz(uint x); + + /// @} +}//namespace glm + +#include "integer.inl" diff --git a/vendor/include/glm/gtx/integer.inl b/vendor/include/glm/gtx/integer.inl new file mode 100644 index 0000000..956366b --- /dev/null +++ b/vendor/include/glm/gtx/integer.inl @@ -0,0 +1,185 @@ +/// @ref gtx_integer + +namespace glm +{ + // pow + GLM_FUNC_QUALIFIER int pow(int x, uint y) + { + if(y == 0) + return x >= 0 ? 1 : -1; + + int result = x; + for(uint i = 1; i < y; ++i) + result *= x; + return result; + } + + // sqrt: From Christopher J. Musial, An integer square root, Graphics Gems, 1990, page 387 + GLM_FUNC_QUALIFIER int sqrt(int x) + { + if(x <= 1) return x; + + int NextTrial = x >> 1; + int CurrentAnswer; + + do + { + CurrentAnswer = NextTrial; + NextTrial = (NextTrial + x / NextTrial) >> 1; + } while(NextTrial < CurrentAnswer); + + return CurrentAnswer; + } + +// Henry Gordon Dietz: http://aggregate.org/MAGIC/ +namespace detail +{ + GLM_FUNC_QUALIFIER unsigned int ones32(unsigned int x) + { + /* 32-bit recursive reduction using SWAR... + but first step is mapping 2-bit values + into sum of 2 1-bit values in sneaky way + */ + x -= ((x >> 1) & 0x55555555); + x = (((x >> 2) & 0x33333333) + (x & 0x33333333)); + x = (((x >> 4) + x) & 0x0f0f0f0f); + x += (x >> 8); + x += (x >> 16); + return(x & 0x0000003f); + } +}//namespace detail + + // Henry Gordon Dietz: http://aggregate.org/MAGIC/ +/* + GLM_FUNC_QUALIFIER unsigned int floor_log2(unsigned int x) + { + x |= (x >> 1); + x |= (x >> 2); + x |= (x >> 4); + x |= (x >> 8); + x |= (x >> 16); + + return _detail::ones32(x) >> 1; + } +*/ + // mod + GLM_FUNC_QUALIFIER int mod(int x, int y) + { + return ((x % y) + y) % y; + } + + // factorial (!12 max, integer only) + template + GLM_FUNC_QUALIFIER genType factorial(genType const& x) + { + genType Temp = x; + genType Result; + for(Result = 1; Temp > 1; --Temp) + Result *= Temp; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<2, T, Q> factorial( + vec<2, T, Q> const& x) + { + return vec<2, T, Q>( + factorial(x.x), + factorial(x.y)); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> factorial( + vec<3, T, Q> const& x) + { + return vec<3, T, Q>( + factorial(x.x), + factorial(x.y), + factorial(x.z)); + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> factorial( + vec<4, T, Q> const& x) + { + return vec<4, T, Q>( + factorial(x.x), + factorial(x.y), + factorial(x.z), + factorial(x.w)); + } + + GLM_FUNC_QUALIFIER uint pow(uint x, uint y) + { + if (y == 0) + return 1u; + + uint result = x; + for(uint i = 1; i < y; ++i) + result *= x; + return result; + } + + GLM_FUNC_QUALIFIER uint sqrt(uint x) + { + if(x <= 1) return x; + + uint NextTrial = x >> 1; + uint CurrentAnswer; + + do + { + CurrentAnswer = NextTrial; + NextTrial = (NextTrial + x / NextTrial) >> 1; + } while(NextTrial < CurrentAnswer); + + return CurrentAnswer; + } + + GLM_FUNC_QUALIFIER uint mod(uint x, uint y) + { + return x - y * (x / y); + } + +#if(GLM_COMPILER & (GLM_COMPILER_VC | GLM_COMPILER_GCC)) + + GLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x) + { + return 31u - findMSB(x); + } + +#else + + // Hackers Delight: http://www.hackersdelight.org/HDcode/nlz.c.txt + GLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x) + { + int y, m, n; + + y = -int(x >> 16); // If left half of x is 0, + m = (y >> 16) & 16; // set n = 16. If left half + n = 16 - m; // is nonzero, set n = 0 and + x = x >> m; // shift x right 16. + // Now x is of the form 0000xxxx. + y = x - 0x100; // If positions 8-15 are 0, + m = (y >> 16) & 8; // add 8 to n and shift x left 8. + n = n + m; + x = x << m; + + y = x - 0x1000; // If positions 12-15 are 0, + m = (y >> 16) & 4; // add 4 to n and shift x left 4. + n = n + m; + x = x << m; + + y = x - 0x4000; // If positions 14-15 are 0, + m = (y >> 16) & 2; // add 2 to n and shift x left 2. + n = n + m; + x = x << m; + + y = x >> 14; // Set y = 0, 1, 2, or 3. + m = y & ~(y >> 1); // Set m = 0, 1, 2, or 2 resp. + return unsigned(n + 2 - m); + } + +#endif//(GLM_COMPILER) + +}//namespace glm diff --git a/vendor/include/glm/gtx/intersect.hpp b/vendor/include/glm/gtx/intersect.hpp new file mode 100644 index 0000000..3c78f2b --- /dev/null +++ b/vendor/include/glm/gtx/intersect.hpp @@ -0,0 +1,92 @@ +/// @ref gtx_intersect +/// @file glm/gtx/intersect.hpp +/// +/// @see core (dependence) +/// @see gtx_closest_point (dependence) +/// +/// @defgroup gtx_intersect GLM_GTX_intersect +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Add intersection functions + +#pragma once + +// Dependency: +#include +#include +#include "../glm.hpp" +#include "../geometric.hpp" +#include "../gtx/closest_point.hpp" +#include "../gtx/vector_query.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_closest_point extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_intersect + /// @{ + + //! Compute the intersection of a ray and a plane. + //! Ray direction and plane normal must be unit length. + //! From GLM_GTX_intersect extension. + template + GLM_FUNC_DECL bool intersectRayPlane( + genType const& orig, genType const& dir, + genType const& planeOrig, genType const& planeNormal, + typename genType::value_type & intersectionDistance); + + //! Compute the intersection of a ray and a triangle. + /// Based om Tomas Möller implementation http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/ + //! From GLM_GTX_intersect extension. + template + GLM_FUNC_DECL bool intersectRayTriangle( + vec<3, T, Q> const& orig, vec<3, T, Q> const& dir, + vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, vec<3, T, Q> const& v2, + vec<2, T, Q>& baryPosition, T& distance); + + //! Compute the intersection of a line and a triangle. + //! From GLM_GTX_intersect extension. + template + GLM_FUNC_DECL bool intersectLineTriangle( + genType const& orig, genType const& dir, + genType const& vert0, genType const& vert1, genType const& vert2, + genType & position); + + //! Compute the intersection distance of a ray and a sphere. + //! The ray direction vector is unit length. + //! From GLM_GTX_intersect extension. + template + GLM_FUNC_DECL bool intersectRaySphere( + genType const& rayStarting, genType const& rayNormalizedDirection, + genType const& sphereCenter, typename genType::value_type const sphereRadiusSquered, + typename genType::value_type & intersectionDistance); + + //! Compute the intersection of a ray and a sphere. + //! From GLM_GTX_intersect extension. + template + GLM_FUNC_DECL bool intersectRaySphere( + genType const& rayStarting, genType const& rayNormalizedDirection, + genType const& sphereCenter, const typename genType::value_type sphereRadius, + genType & intersectionPosition, genType & intersectionNormal); + + //! Compute the intersection of a line and a sphere. + //! From GLM_GTX_intersect extension + template + GLM_FUNC_DECL bool intersectLineSphere( + genType const& point0, genType const& point1, + genType const& sphereCenter, typename genType::value_type sphereRadius, + genType & intersectionPosition1, genType & intersectionNormal1, + genType & intersectionPosition2 = genType(), genType & intersectionNormal2 = genType()); + + /// @} +}//namespace glm + +#include "intersect.inl" diff --git a/vendor/include/glm/gtx/intersect.inl b/vendor/include/glm/gtx/intersect.inl new file mode 100644 index 0000000..54ecb4d --- /dev/null +++ b/vendor/include/glm/gtx/intersect.inl @@ -0,0 +1,200 @@ +/// @ref gtx_intersect + +namespace glm +{ + template + GLM_FUNC_QUALIFIER bool intersectRayPlane + ( + genType const& orig, genType const& dir, + genType const& planeOrig, genType const& planeNormal, + typename genType::value_type & intersectionDistance + ) + { + typename genType::value_type d = glm::dot(dir, planeNormal); + typename genType::value_type Epsilon = std::numeric_limits::epsilon(); + + if(glm::abs(d) > Epsilon) // if dir and planeNormal are not perpendicular + { + typename genType::value_type const tmp_intersectionDistance = glm::dot(planeOrig - orig, planeNormal) / d; + if (tmp_intersectionDistance > static_cast(0)) { // allow only intersections + intersectionDistance = tmp_intersectionDistance; + return true; + } + } + + return false; + } + + template + GLM_FUNC_QUALIFIER bool intersectRayTriangle + ( + vec<3, T, Q> const& orig, vec<3, T, Q> const& dir, + vec<3, T, Q> const& vert0, vec<3, T, Q> const& vert1, vec<3, T, Q> const& vert2, + vec<2, T, Q>& baryPosition, T& distance + ) + { + // find vectors for two edges sharing vert0 + vec<3, T, Q> const edge1 = vert1 - vert0; + vec<3, T, Q> const edge2 = vert2 - vert0; + + // begin calculating determinant - also used to calculate U parameter + vec<3, T, Q> const p = glm::cross(dir, edge2); + + // if determinant is near zero, ray lies in plane of triangle + T const det = glm::dot(edge1, p); + + vec<3, T, Q> Perpendicular(0); + + if(det > std::numeric_limits::epsilon()) + { + // calculate distance from vert0 to ray origin + vec<3, T, Q> const dist = orig - vert0; + + // calculate U parameter and test bounds + baryPosition.x = glm::dot(dist, p); + if(baryPosition.x < static_cast(0) || baryPosition.x > det) + return false; + + // prepare to test V parameter + Perpendicular = glm::cross(dist, edge1); + + // calculate V parameter and test bounds + baryPosition.y = glm::dot(dir, Perpendicular); + if((baryPosition.y < static_cast(0)) || ((baryPosition.x + baryPosition.y) > det)) + return false; + } + else if(det < -std::numeric_limits::epsilon()) + { + // calculate distance from vert0 to ray origin + vec<3, T, Q> const dist = orig - vert0; + + // calculate U parameter and test bounds + baryPosition.x = glm::dot(dist, p); + if((baryPosition.x > static_cast(0)) || (baryPosition.x < det)) + return false; + + // prepare to test V parameter + Perpendicular = glm::cross(dist, edge1); + + // calculate V parameter and test bounds + baryPosition.y = glm::dot(dir, Perpendicular); + if((baryPosition.y > static_cast(0)) || (baryPosition.x + baryPosition.y < det)) + return false; + } + else + return false; // ray is parallel to the plane of the triangle + + T inv_det = static_cast(1) / det; + + // calculate distance, ray intersects triangle + distance = glm::dot(edge2, Perpendicular) * inv_det; + baryPosition *= inv_det; + + return true; + } + + template + GLM_FUNC_QUALIFIER bool intersectLineTriangle + ( + genType const& orig, genType const& dir, + genType const& vert0, genType const& vert1, genType const& vert2, + genType & position + ) + { + typename genType::value_type Epsilon = std::numeric_limits::epsilon(); + + genType edge1 = vert1 - vert0; + genType edge2 = vert2 - vert0; + + genType Perpendicular = cross(dir, edge2); + + float det = dot(edge1, Perpendicular); + + if (det > -Epsilon && det < Epsilon) + return false; + typename genType::value_type inv_det = typename genType::value_type(1) / det; + + genType Tengant = orig - vert0; + + position.y = dot(Tengant, Perpendicular) * inv_det; + if (position.y < typename genType::value_type(0) || position.y > typename genType::value_type(1)) + return false; + + genType Cotengant = cross(Tengant, edge1); + + position.z = dot(dir, Cotengant) * inv_det; + if (position.z < typename genType::value_type(0) || position.y + position.z > typename genType::value_type(1)) + return false; + + position.x = dot(edge2, Cotengant) * inv_det; + + return true; + } + + template + GLM_FUNC_QUALIFIER bool intersectRaySphere + ( + genType const& rayStarting, genType const& rayNormalizedDirection, + genType const& sphereCenter, const typename genType::value_type sphereRadiusSquered, + typename genType::value_type & intersectionDistance + ) + { + typename genType::value_type Epsilon = std::numeric_limits::epsilon(); + genType diff = sphereCenter - rayStarting; + typename genType::value_type t0 = dot(diff, rayNormalizedDirection); + typename genType::value_type dSquared = dot(diff, diff) - t0 * t0; + if( dSquared > sphereRadiusSquered ) + { + return false; + } + typename genType::value_type t1 = sqrt( sphereRadiusSquered - dSquared ); + intersectionDistance = t0 > t1 + Epsilon ? t0 - t1 : t0 + t1; + return intersectionDistance > Epsilon; + } + + template + GLM_FUNC_QUALIFIER bool intersectRaySphere + ( + genType const& rayStarting, genType const& rayNormalizedDirection, + genType const& sphereCenter, const typename genType::value_type sphereRadius, + genType & intersectionPosition, genType & intersectionNormal + ) + { + typename genType::value_type distance; + if( intersectRaySphere( rayStarting, rayNormalizedDirection, sphereCenter, sphereRadius * sphereRadius, distance ) ) + { + intersectionPosition = rayStarting + rayNormalizedDirection * distance; + intersectionNormal = (intersectionPosition - sphereCenter) / sphereRadius; + return true; + } + return false; + } + + template + GLM_FUNC_QUALIFIER bool intersectLineSphere + ( + genType const& point0, genType const& point1, + genType const& sphereCenter, typename genType::value_type sphereRadius, + genType & intersectionPoint1, genType & intersectionNormal1, + genType & intersectionPoint2, genType & intersectionNormal2 + ) + { + typename genType::value_type Epsilon = std::numeric_limits::epsilon(); + genType dir = normalize(point1 - point0); + genType diff = sphereCenter - point0; + typename genType::value_type t0 = dot(diff, dir); + typename genType::value_type dSquared = dot(diff, diff) - t0 * t0; + if( dSquared > sphereRadius * sphereRadius ) + { + return false; + } + typename genType::value_type t1 = sqrt( sphereRadius * sphereRadius - dSquared ); + if( t0 < t1 + Epsilon ) + t1 = -t1; + intersectionPoint1 = point0 + dir * (t0 - t1); + intersectionNormal1 = (intersectionPoint1 - sphereCenter) / sphereRadius; + intersectionPoint2 = point0 + dir * (t0 + t1); + intersectionNormal2 = (intersectionPoint2 - sphereCenter) / sphereRadius; + return true; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/io.hpp b/vendor/include/glm/gtx/io.hpp new file mode 100644 index 0000000..8d974f0 --- /dev/null +++ b/vendor/include/glm/gtx/io.hpp @@ -0,0 +1,201 @@ +/// @ref gtx_io +/// @file glm/gtx/io.hpp +/// @author Jan P Springer (regnirpsj@gmail.com) +/// +/// @see core (dependence) +/// @see gtc_matrix_access (dependence) +/// @see gtc_quaternion (dependence) +/// +/// @defgroup gtx_io GLM_GTX_io +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// std::[w]ostream support for glm types +/// +/// std::[w]ostream support for glm types + qualifier/width/etc. manipulators +/// based on howard hinnant's std::chrono io proposal +/// [http://home.roadrunner.com/~hinnant/bloomington/chrono_io.html] + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtx/quaternion.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_io is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_io extension included") +# endif +#endif + +#include // std::basic_ostream<> (fwd) +#include // std::locale, std::locale::facet, std::locale::id +#include // std::pair<> + +namespace glm +{ + /// @addtogroup gtx_io + /// @{ + + namespace io + { + enum order_type { column_major, row_major}; + + template + class format_punct : public std::locale::facet + { + typedef CTy char_type; + + public: + + static std::locale::id id; + + bool formatted; + unsigned precision; + unsigned width; + char_type separator; + char_type delim_left; + char_type delim_right; + char_type space; + char_type newline; + order_type order; + + GLM_FUNC_DECL explicit format_punct(size_t a = 0); + GLM_FUNC_DECL explicit format_punct(format_punct const&); + }; + + template > + class basic_state_saver { + + public: + + GLM_FUNC_DECL explicit basic_state_saver(std::basic_ios&); + GLM_FUNC_DECL ~basic_state_saver(); + + private: + + typedef ::std::basic_ios state_type; + typedef typename state_type::char_type char_type; + typedef ::std::ios_base::fmtflags flags_type; + typedef ::std::streamsize streamsize_type; + typedef ::std::locale const locale_type; + + state_type& state_; + flags_type flags_; + streamsize_type precision_; + streamsize_type width_; + char_type fill_; + locale_type locale_; + + GLM_FUNC_DECL basic_state_saver& operator=(basic_state_saver const&); + }; + + typedef basic_state_saver state_saver; + typedef basic_state_saver wstate_saver; + + template > + class basic_format_saver + { + public: + + GLM_FUNC_DECL explicit basic_format_saver(std::basic_ios&); + GLM_FUNC_DECL ~basic_format_saver(); + + private: + + basic_state_saver const bss_; + + GLM_FUNC_DECL basic_format_saver& operator=(basic_format_saver const&); + }; + + typedef basic_format_saver format_saver; + typedef basic_format_saver wformat_saver; + + struct precision + { + unsigned value; + + GLM_FUNC_DECL explicit precision(unsigned); + }; + + struct width + { + unsigned value; + + GLM_FUNC_DECL explicit width(unsigned); + }; + + template + struct delimeter + { + CTy value[3]; + + GLM_FUNC_DECL explicit delimeter(CTy /* left */, CTy /* right */, CTy /* separator */ = ','); + }; + + struct order + { + order_type value; + + GLM_FUNC_DECL explicit order(order_type); + }; + + // functions, inlined (inline) + + template + FTy const& get_facet(std::basic_ios&); + template + std::basic_ios& formatted(std::basic_ios&); + template + std::basic_ios& unformattet(std::basic_ios&); + + template + std::basic_ostream& operator<<(std::basic_ostream&, precision const&); + template + std::basic_ostream& operator<<(std::basic_ostream&, width const&); + template + std::basic_ostream& operator<<(std::basic_ostream&, delimeter const&); + template + std::basic_ostream& operator<<(std::basic_ostream&, order const&); + }//namespace io + + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, qua const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, vec<1, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, vec<2, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, vec<3, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, vec<4, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<2, 2, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<2, 3, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<2, 4, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<3, 2, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<3, 3, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<3, 4, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<4, 2, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<4, 3, T, Q> const&); + template + GLM_FUNC_DECL std::basic_ostream& operator<<(std::basic_ostream&, mat<4, 4, T, Q> const&); + + template + GLM_FUNC_DECL std::basic_ostream & operator<<(std::basic_ostream &, + std::pair const, mat<4, 4, T, Q> const> const&); + + /// @} +}//namespace glm + +#include "io.inl" diff --git a/vendor/include/glm/gtx/io.inl b/vendor/include/glm/gtx/io.inl new file mode 100644 index 0000000..a3a1bb6 --- /dev/null +++ b/vendor/include/glm/gtx/io.inl @@ -0,0 +1,440 @@ +/// @ref gtx_io +/// @author Jan P Springer (regnirpsj@gmail.com) + +#include // std::fixed, std::setfill<>, std::setprecision, std::right, std::setw +#include // std::basic_ostream<> +#include "../gtc/matrix_access.hpp" // glm::col, glm::row +#include "../gtx/type_trait.hpp" // glm::type<> + +namespace glm{ +namespace io +{ + template + GLM_FUNC_QUALIFIER format_punct::format_punct(size_t a) + : std::locale::facet(a) + , formatted(true) + , precision(3) + , width(1 + 4 + 1 + precision) + , separator(',') + , delim_left('[') + , delim_right(']') + , space(' ') + , newline('\n') + , order(column_major) + {} + + template + GLM_FUNC_QUALIFIER format_punct::format_punct(format_punct const& a) + : std::locale::facet(0) + , formatted(a.formatted) + , precision(a.precision) + , width(a.width) + , separator(a.separator) + , delim_left(a.delim_left) + , delim_right(a.delim_right) + , space(a.space) + , newline(a.newline) + , order(a.order) + {} + + template std::locale::id format_punct::id; + + template + GLM_FUNC_QUALIFIER basic_state_saver::basic_state_saver(std::basic_ios& a) + : state_(a) + , flags_(a.flags()) + , precision_(a.precision()) + , width_(a.width()) + , fill_(a.fill()) + , locale_(a.getloc()) + {} + + template + GLM_FUNC_QUALIFIER basic_state_saver::~basic_state_saver() + { + state_.imbue(locale_); + state_.fill(fill_); + state_.width(width_); + state_.precision(precision_); + state_.flags(flags_); + } + + template + GLM_FUNC_QUALIFIER basic_format_saver::basic_format_saver(std::basic_ios& a) + : bss_(a) + { + a.imbue(std::locale(a.getloc(), new format_punct(get_facet >(a)))); + } + + template + GLM_FUNC_QUALIFIER + basic_format_saver::~basic_format_saver() + {} + + GLM_FUNC_QUALIFIER precision::precision(unsigned a) + : value(a) + {} + + GLM_FUNC_QUALIFIER width::width(unsigned a) + : value(a) + {} + + template + GLM_FUNC_QUALIFIER delimeter::delimeter(CTy a, CTy b, CTy c) + : value() + { + value[0] = a; + value[1] = b; + value[2] = c; + } + + GLM_FUNC_QUALIFIER order::order(order_type a) + : value(a) + {} + + template + GLM_FUNC_QUALIFIER FTy const& get_facet(std::basic_ios& ios) + { + if(!std::has_facet(ios.getloc())) + ios.imbue(std::locale(ios.getloc(), new FTy)); + + return std::use_facet(ios.getloc()); + } + + template + GLM_FUNC_QUALIFIER std::basic_ios& formatted(std::basic_ios& ios) + { + const_cast&>(get_facet >(ios)).formatted = true; + return ios; + } + + template + GLM_FUNC_QUALIFIER std::basic_ios& unformatted(std::basic_ios& ios) + { + const_cast&>(get_facet >(ios)).formatted = false; + return ios; + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, precision const& a) + { + const_cast&>(get_facet >(os)).precision = a.value; + return os; + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, width const& a) + { + const_cast&>(get_facet >(os)).width = a.value; + return os; + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, delimeter const& a) + { + format_punct & fmt(const_cast&>(get_facet >(os))); + + fmt.delim_left = a.value[0]; + fmt.delim_right = a.value[1]; + fmt.separator = a.value[2]; + + return os; + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, order const& a) + { + const_cast&>(get_facet >(os)).order = a.value; + return os; + } +} // namespace io + +namespace detail +{ + template + GLM_FUNC_QUALIFIER std::basic_ostream& + print_vector_on(std::basic_ostream& os, V const& a) + { + typename std::basic_ostream::sentry const cerberus(os); + + if(cerberus) + { + io::format_punct const& fmt(io::get_facet >(os)); + + length_t const& components(type::components); + + if(fmt.formatted) + { + io::basic_state_saver const bss(os); + + os << std::fixed << std::right << std::setprecision(fmt.precision) << std::setfill(fmt.space) << fmt.delim_left; + + for(length_t i(0); i < components; ++i) + { + os << std::setw(fmt.width) << a[i]; + if(components-1 != i) + os << fmt.separator; + } + + os << fmt.delim_right; + } + else + { + for(length_t i(0); i < components; ++i) + { + os << a[i]; + + if(components-1 != i) + os << fmt.space; + } + } + } + + return os; + } +}//namespace detail + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, qua const& a) + { + return detail::print_vector_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, vec<1, T, Q> const& a) + { + return detail::print_vector_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, vec<2, T, Q> const& a) + { + return detail::print_vector_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, vec<3, T, Q> const& a) + { + return detail::print_vector_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, vec<4, T, Q> const& a) + { + return detail::print_vector_on(os, a); + } + +namespace detail +{ + template class M, length_t C, length_t R, typename T, qualifier Q> + GLM_FUNC_QUALIFIER std::basic_ostream& print_matrix_on(std::basic_ostream& os, M const& a) + { + typename std::basic_ostream::sentry const cerberus(os); + + if(cerberus) + { + io::format_punct const& fmt(io::get_facet >(os)); + + length_t const& cols(type >::cols); + length_t const& rows(type >::rows); + + if(fmt.formatted) + { + os << fmt.newline << fmt.delim_left; + + switch(fmt.order) + { + case io::column_major: + { + for(length_t i(0); i < rows; ++i) + { + if (0 != i) + os << fmt.space; + + os << row(a, i); + + if(rows-1 != i) + os << fmt.newline; + } + } + break; + + case io::row_major: + { + for(length_t i(0); i < cols; ++i) + { + if(0 != i) + os << fmt.space; + + os << column(a, i); + + if(cols-1 != i) + os << fmt.newline; + } + } + break; + } + + os << fmt.delim_right; + } + else + { + switch (fmt.order) + { + case io::column_major: + { + for(length_t i(0); i < cols; ++i) + { + os << column(a, i); + + if(cols - 1 != i) + os << fmt.space; + } + } + break; + + case io::row_major: + { + for (length_t i(0); i < rows; ++i) + { + os << row(a, i); + + if (rows-1 != i) + os << fmt.space; + } + } + break; + } + } + } + + return os; + } +}//namespace detail + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<2, 2, T, Q> const& a) + { + return detail::print_matrix_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<2, 3, T, Q> const& a) + { + return detail::print_matrix_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<2, 4, T, Q> const& a) + { + return detail::print_matrix_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<3, 2, T, Q> const& a) + { + return detail::print_matrix_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<(std::basic_ostream& os, mat<3, 3, T, Q> const& a) + { + return detail::print_matrix_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream & operator<<(std::basic_ostream& os, mat<3, 4, T, Q> const& a) + { + return detail::print_matrix_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream & operator<<(std::basic_ostream& os, mat<4, 2, T, Q> const& a) + { + return detail::print_matrix_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream & operator<<(std::basic_ostream& os, mat<4, 3, T, Q> const& a) + { + return detail::print_matrix_on(os, a); + } + + template + GLM_FUNC_QUALIFIER std::basic_ostream & operator<<(std::basic_ostream& os, mat<4, 4, T, Q> const& a) + { + return detail::print_matrix_on(os, a); + } + +namespace detail +{ + template class M, length_t C, length_t R, typename T, qualifier Q> + GLM_FUNC_QUALIFIER std::basic_ostream& print_matrix_pair_on(std::basic_ostream& os, std::pair const, M const> const& a) + { + typename std::basic_ostream::sentry const cerberus(os); + + if(cerberus) + { + io::format_punct const& fmt(io::get_facet >(os)); + M const& ml(a.first); + M const& mr(a.second); + length_t const& cols(type >::cols); + length_t const& rows(type >::rows); + + if(fmt.formatted) + { + os << fmt.newline << fmt.delim_left; + + switch(fmt.order) + { + case io::column_major: + { + for(length_t i(0); i < rows; ++i) + { + if(0 != i) + os << fmt.space; + + os << row(ml, i) << ((rows-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << row(mr, i); + + if(rows-1 != i) + os << fmt.newline; + } + } + break; + case io::row_major: + { + for(length_t i(0); i < cols; ++i) + { + if(0 != i) + os << fmt.space; + + os << column(ml, i) << ((cols-1 != i) ? fmt.space : fmt.delim_right) << fmt.space << ((0 != i) ? fmt.space : fmt.delim_left) << column(mr, i); + + if(cols-1 != i) + os << fmt.newline; + } + } + break; + } + + os << fmt.delim_right; + } + else + { + os << ml << fmt.space << mr; + } + } + + return os; + } +}//namespace detail + + template + GLM_FUNC_QUALIFIER std::basic_ostream& operator<<( + std::basic_ostream & os, + std::pair const, + mat<4, 4, T, Q> const> const& a) + { + return detail::print_matrix_pair_on(os, a); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/log_base.hpp b/vendor/include/glm/gtx/log_base.hpp new file mode 100644 index 0000000..ba28c9d --- /dev/null +++ b/vendor/include/glm/gtx/log_base.hpp @@ -0,0 +1,48 @@ +/// @ref gtx_log_base +/// @file glm/gtx/log_base.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_log_base GLM_GTX_log_base +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Logarithm for any base. base can be a vector or a scalar. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_log_base is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_log_base extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_log_base + /// @{ + + /// Logarithm for any base. + /// From GLM_GTX_log_base. + template + GLM_FUNC_DECL genType log( + genType const& x, + genType const& base); + + /// Logarithm for any base. + /// From GLM_GTX_log_base. + template + GLM_FUNC_DECL vec sign( + vec const& x, + vec const& base); + + /// @} +}//namespace glm + +#include "log_base.inl" diff --git a/vendor/include/glm/gtx/log_base.inl b/vendor/include/glm/gtx/log_base.inl new file mode 100644 index 0000000..4bbb8e8 --- /dev/null +++ b/vendor/include/glm/gtx/log_base.inl @@ -0,0 +1,16 @@ +/// @ref gtx_log_base + +namespace glm +{ + template + GLM_FUNC_QUALIFIER genType log(genType const& x, genType const& base) + { + return glm::log(x) / glm::log(base); + } + + template + GLM_FUNC_QUALIFIER vec log(vec const& x, vec const& base) + { + return glm::log(x) / glm::log(base); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/matrix_cross_product.hpp b/vendor/include/glm/gtx/matrix_cross_product.hpp new file mode 100644 index 0000000..1e585f9 --- /dev/null +++ b/vendor/include/glm/gtx/matrix_cross_product.hpp @@ -0,0 +1,47 @@ +/// @ref gtx_matrix_cross_product +/// @file glm/gtx/matrix_cross_product.hpp +/// +/// @see core (dependence) +/// @see gtx_extented_min_max (dependence) +/// +/// @defgroup gtx_matrix_cross_product GLM_GTX_matrix_cross_product +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Build cross product matrices + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_matrix_cross_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_matrix_cross_product extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_matrix_cross_product + /// @{ + + //! Build a cross product matrix. + //! From GLM_GTX_matrix_cross_product extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> matrixCross3( + vec<3, T, Q> const& x); + + //! Build a cross product matrix. + //! From GLM_GTX_matrix_cross_product extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> matrixCross4( + vec<3, T, Q> const& x); + + /// @} +}//namespace glm + +#include "matrix_cross_product.inl" diff --git a/vendor/include/glm/gtx/matrix_cross_product.inl b/vendor/include/glm/gtx/matrix_cross_product.inl new file mode 100644 index 0000000..3a15397 --- /dev/null +++ b/vendor/include/glm/gtx/matrix_cross_product.inl @@ -0,0 +1,37 @@ +/// @ref gtx_matrix_cross_product + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> matrixCross3 + ( + vec<3, T, Q> const& x + ) + { + mat<3, 3, T, Q> Result(T(0)); + Result[0][1] = x.z; + Result[1][0] = -x.z; + Result[0][2] = -x.y; + Result[2][0] = x.y; + Result[1][2] = x.x; + Result[2][1] = -x.x; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> matrixCross4 + ( + vec<3, T, Q> const& x + ) + { + mat<4, 4, T, Q> Result(T(0)); + Result[0][1] = x.z; + Result[1][0] = -x.z; + Result[0][2] = -x.y; + Result[2][0] = x.y; + Result[1][2] = x.x; + Result[2][1] = -x.x; + return Result; + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/matrix_decompose.hpp b/vendor/include/glm/gtx/matrix_decompose.hpp new file mode 100644 index 0000000..acd7a7f --- /dev/null +++ b/vendor/include/glm/gtx/matrix_decompose.hpp @@ -0,0 +1,46 @@ +/// @ref gtx_matrix_decompose +/// @file glm/gtx/matrix_decompose.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_matrix_decompose GLM_GTX_matrix_decompose +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Decomposes a model matrix to translations, rotation and scale components + +#pragma once + +// Dependencies +#include "../mat4x4.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" +#include "../geometric.hpp" +#include "../gtc/quaternion.hpp" +#include "../gtc/matrix_transform.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_matrix_decompose is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_matrix_decompose extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_matrix_decompose + /// @{ + + /// Decomposes a model matrix to translations, rotation and scale components + /// @see gtx_matrix_decompose + template + GLM_FUNC_DECL bool decompose( + mat<4, 4, T, Q> const& modelMatrix, + vec<3, T, Q> & scale, qua & orientation, vec<3, T, Q> & translation, vec<3, T, Q> & skew, vec<4, T, Q> & perspective); + + /// @} +}//namespace glm + +#include "matrix_decompose.inl" diff --git a/vendor/include/glm/gtx/matrix_decompose.inl b/vendor/include/glm/gtx/matrix_decompose.inl new file mode 100644 index 0000000..694f5ec --- /dev/null +++ b/vendor/include/glm/gtx/matrix_decompose.inl @@ -0,0 +1,186 @@ +/// @ref gtx_matrix_decompose + +#include "../gtc/constants.hpp" +#include "../gtc/epsilon.hpp" + +namespace glm{ +namespace detail +{ + /// Make a linear combination of two vectors and return the result. + // result = (a * ascl) + (b * bscl) + template + GLM_FUNC_QUALIFIER vec<3, T, Q> combine( + vec<3, T, Q> const& a, + vec<3, T, Q> const& b, + T ascl, T bscl) + { + return (a * ascl) + (b * bscl); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> scale(vec<3, T, Q> const& v, T desiredLength) + { + return v * desiredLength / length(v); + } +}//namespace detail + + // Matrix decompose + // http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp + // Decomposes the mode matrix to translations,rotation scale components + + template + GLM_FUNC_QUALIFIER bool decompose(mat<4, 4, T, Q> const& ModelMatrix, vec<3, T, Q> & Scale, qua & Orientation, vec<3, T, Q> & Translation, vec<3, T, Q> & Skew, vec<4, T, Q> & Perspective) + { + mat<4, 4, T, Q> LocalMatrix(ModelMatrix); + + // Normalize the matrix. + if(epsilonEqual(LocalMatrix[3][3], static_cast(0), epsilon())) + return false; + + for(length_t i = 0; i < 4; ++i) + for(length_t j = 0; j < 4; ++j) + LocalMatrix[i][j] /= LocalMatrix[3][3]; + + // perspectiveMatrix is used to solve for perspective, but it also provides + // an easy way to test for singularity of the upper 3x3 component. + mat<4, 4, T, Q> PerspectiveMatrix(LocalMatrix); + + for(length_t i = 0; i < 3; i++) + PerspectiveMatrix[i][3] = static_cast(0); + PerspectiveMatrix[3][3] = static_cast(1); + + /// TODO: Fixme! + if(epsilonEqual(determinant(PerspectiveMatrix), static_cast(0), epsilon())) + return false; + + // First, isolate perspective. This is the messiest. + if( + epsilonNotEqual(LocalMatrix[0][3], static_cast(0), epsilon()) || + epsilonNotEqual(LocalMatrix[1][3], static_cast(0), epsilon()) || + epsilonNotEqual(LocalMatrix[2][3], static_cast(0), epsilon())) + { + // rightHandSide is the right hand side of the equation. + vec<4, T, Q> RightHandSide; + RightHandSide[0] = LocalMatrix[0][3]; + RightHandSide[1] = LocalMatrix[1][3]; + RightHandSide[2] = LocalMatrix[2][3]; + RightHandSide[3] = LocalMatrix[3][3]; + + // Solve the equation by inverting PerspectiveMatrix and multiplying + // rightHandSide by the inverse. (This is the easiest way, not + // necessarily the best.) + mat<4, 4, T, Q> InversePerspectiveMatrix = glm::inverse(PerspectiveMatrix);// inverse(PerspectiveMatrix, inversePerspectiveMatrix); + mat<4, 4, T, Q> TransposedInversePerspectiveMatrix = glm::transpose(InversePerspectiveMatrix);// transposeMatrix4(inversePerspectiveMatrix, transposedInversePerspectiveMatrix); + + Perspective = TransposedInversePerspectiveMatrix * RightHandSide; + // v4MulPointByMatrix(rightHandSide, transposedInversePerspectiveMatrix, perspectivePoint); + + // Clear the perspective partition + LocalMatrix[0][3] = LocalMatrix[1][3] = LocalMatrix[2][3] = static_cast(0); + LocalMatrix[3][3] = static_cast(1); + } + else + { + // No perspective. + Perspective = vec<4, T, Q>(0, 0, 0, 1); + } + + // Next take care of translation (easy). + Translation = vec<3, T, Q>(LocalMatrix[3]); + LocalMatrix[3] = vec<4, T, Q>(0, 0, 0, LocalMatrix[3].w); + + vec<3, T, Q> Row[3], Pdum3; + + // Now get scale and shear. + for(length_t i = 0; i < 3; ++i) + for(length_t j = 0; j < 3; ++j) + Row[i][j] = LocalMatrix[i][j]; + + // Compute X scale factor and normalize first row. + Scale.x = length(Row[0]);// v3Length(Row[0]); + + Row[0] = detail::scale(Row[0], static_cast(1)); + + // Compute XY shear factor and make 2nd row orthogonal to 1st. + Skew.z = dot(Row[0], Row[1]); + Row[1] = detail::combine(Row[1], Row[0], static_cast(1), -Skew.z); + + // Now, compute Y scale and normalize 2nd row. + Scale.y = length(Row[1]); + Row[1] = detail::scale(Row[1], static_cast(1)); + Skew.z /= Scale.y; + + // Compute XZ and YZ shears, orthogonalize 3rd row. + Skew.y = glm::dot(Row[0], Row[2]); + Row[2] = detail::combine(Row[2], Row[0], static_cast(1), -Skew.y); + Skew.x = glm::dot(Row[1], Row[2]); + Row[2] = detail::combine(Row[2], Row[1], static_cast(1), -Skew.x); + + // Next, get Z scale and normalize 3rd row. + Scale.z = length(Row[2]); + Row[2] = detail::scale(Row[2], static_cast(1)); + Skew.y /= Scale.z; + Skew.x /= Scale.z; + + // At this point, the matrix (in rows[]) is orthonormal. + // Check for a coordinate system flip. If the determinant + // is -1, then negate the matrix and the scaling factors. + Pdum3 = cross(Row[1], Row[2]); // v3Cross(row[1], row[2], Pdum3); + if(dot(Row[0], Pdum3) < 0) + { + for(length_t i = 0; i < 3; i++) + { + Scale[i] *= static_cast(-1); + Row[i] *= static_cast(-1); + } + } + + // Now, get the rotations out, as described in the gem. + + // FIXME - Add the ability to return either quaternions (which are + // easier to recompose with) or Euler angles (rx, ry, rz), which + // are easier for authors to deal with. The latter will only be useful + // when we fix https://bugs.webkit.org/show_bug.cgi?id=23799, so I + // will leave the Euler angle code here for now. + + // ret.rotateY = asin(-Row[0][2]); + // if (cos(ret.rotateY) != 0) { + // ret.rotateX = atan2(Row[1][2], Row[2][2]); + // ret.rotateZ = atan2(Row[0][1], Row[0][0]); + // } else { + // ret.rotateX = atan2(-Row[2][0], Row[1][1]); + // ret.rotateZ = 0; + // } + + int i, j, k = 0; + T root, trace = Row[0].x + Row[1].y + Row[2].z; + if(trace > static_cast(0)) + { + root = sqrt(trace + static_cast(1.0)); + Orientation.w = static_cast(0.5) * root; + root = static_cast(0.5) / root; + Orientation.x = root * (Row[1].z - Row[2].y); + Orientation.y = root * (Row[2].x - Row[0].z); + Orientation.z = root * (Row[0].y - Row[1].x); + } // End if > 0 + else + { + static int Next[3] = {1, 2, 0}; + i = 0; + if(Row[1].y > Row[0].x) i = 1; + if(Row[2].z > Row[i][i]) i = 2; + j = Next[i]; + k = Next[j]; + + root = sqrt(Row[i][i] - Row[j][j] - Row[k][k] + static_cast(1.0)); + + Orientation[i] = static_cast(0.5) * root; + root = static_cast(0.5) / root; + Orientation[j] = root * (Row[i][j] + Row[j][i]); + Orientation[k] = root * (Row[i][k] + Row[k][i]); + Orientation.w = root * (Row[j][k] - Row[k][j]); + } // End if <= 0 + + return true; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/matrix_factorisation.hpp b/vendor/include/glm/gtx/matrix_factorisation.hpp new file mode 100644 index 0000000..5a975d6 --- /dev/null +++ b/vendor/include/glm/gtx/matrix_factorisation.hpp @@ -0,0 +1,69 @@ +/// @ref gtx_matrix_factorisation +/// @file glm/gtx/matrix_factorisation.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_matrix_factorisation GLM_GTX_matrix_factorisation +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Functions to factor matrices in various forms + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_matrix_factorisation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_matrix_factorisation extension included") +# endif +#endif + +/* +Suggestions: + - Move helper functions flipud and fliplr to another file: They may be helpful in more general circumstances. + - Implement other types of matrix factorisation, such as: QL and LQ, L(D)U, eigendecompositions, etc... +*/ + +namespace glm +{ + /// @addtogroup gtx_matrix_factorisation + /// @{ + + /// Flips the matrix rows up and down. + /// + /// From GLM_GTX_matrix_factorisation extension. + template + GLM_FUNC_DECL mat flipud(mat const& in); + + /// Flips the matrix columns right and left. + /// + /// From GLM_GTX_matrix_factorisation extension. + template + GLM_FUNC_DECL mat fliplr(mat const& in); + + /// Performs QR factorisation of a matrix. + /// Returns 2 matrices, q and r, such that the columns of q are orthonormal and span the same subspace than those of the input matrix, r is an upper triangular matrix, and q*r=in. + /// Given an n-by-m input matrix, q has dimensions min(n,m)-by-m, and r has dimensions n-by-min(n,m). + /// + /// From GLM_GTX_matrix_factorisation extension. + template + GLM_FUNC_DECL void qr_decompose(mat const& in, mat<(C < R ? C : R), R, T, Q>& q, mat& r); + + /// Performs RQ factorisation of a matrix. + /// Returns 2 matrices, r and q, such that r is an upper triangular matrix, the rows of q are orthonormal and span the same subspace than those of the input matrix, and r*q=in. + /// Note that in the context of RQ factorisation, the diagonal is seen as starting in the lower-right corner of the matrix, instead of the usual upper-left. + /// Given an n-by-m input matrix, r has dimensions min(n,m)-by-m, and q has dimensions n-by-min(n,m). + /// + /// From GLM_GTX_matrix_factorisation extension. + template + GLM_FUNC_DECL void rq_decompose(mat const& in, mat<(C < R ? C : R), R, T, Q>& r, mat& q); + + /// @} +} + +#include "matrix_factorisation.inl" diff --git a/vendor/include/glm/gtx/matrix_factorisation.inl b/vendor/include/glm/gtx/matrix_factorisation.inl new file mode 100644 index 0000000..c479b8a --- /dev/null +++ b/vendor/include/glm/gtx/matrix_factorisation.inl @@ -0,0 +1,84 @@ +/// @ref gtx_matrix_factorisation + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat flipud(mat const& in) + { + mat tin = transpose(in); + tin = fliplr(tin); + mat out = transpose(tin); + + return out; + } + + template + GLM_FUNC_QUALIFIER mat fliplr(mat const& in) + { + mat out; + for (length_t i = 0; i < C; i++) + { + out[i] = in[(C - i) - 1]; + } + + return out; + } + + template + GLM_FUNC_QUALIFIER void qr_decompose(mat const& in, mat<(C < R ? C : R), R, T, Q>& q, mat& r) + { + // Uses modified Gram-Schmidt method + // Source: https://en.wikipedia.org/wiki/GramSchmidt_process + // And https://en.wikipedia.org/wiki/QR_decomposition + + //For all the linearly independs columns of the input... + // (there can be no more linearly independents columns than there are rows.) + for (length_t i = 0; i < (C < R ? C : R); i++) + { + //Copy in Q the input's i-th column. + q[i] = in[i]; + + //j = [0,i[ + // Make that column orthogonal to all the previous ones by substracting to it the non-orthogonal projection of all the previous columns. + // Also: Fill the zero elements of R + for (length_t j = 0; j < i; j++) + { + q[i] -= dot(q[i], q[j])*q[j]; + r[j][i] = 0; + } + + //Now, Q i-th column is orthogonal to all the previous columns. Normalize it. + q[i] = normalize(q[i]); + + //j = [i,C[ + //Finally, compute the corresponding coefficients of R by computing the projection of the resulting column on the other columns of the input. + for (length_t j = i; j < C; j++) + { + r[j][i] = dot(in[j], q[i]); + } + } + } + + template + GLM_FUNC_QUALIFIER void rq_decompose(mat const& in, mat<(C < R ? C : R), R, T, Q>& r, mat& q) + { + // From https://en.wikipedia.org/wiki/QR_decomposition: + // The RQ decomposition transforms a matrix A into the product of an upper triangular matrix R (also known as right-triangular) and an orthogonal matrix Q. The only difference from QR decomposition is the order of these matrices. + // QR decomposition is GramSchmidt orthogonalization of columns of A, started from the first column. + // RQ decomposition is GramSchmidt orthogonalization of rows of A, started from the last row. + + mat tin = transpose(in); + tin = fliplr(tin); + + mat tr; + mat<(C < R ? C : R), C, T, Q> tq; + qr_decompose(tin, tq, tr); + + tr = fliplr(tr); + r = transpose(tr); + r = fliplr(r); + + tq = fliplr(tq); + q = transpose(tq); + } +} //namespace glm diff --git a/vendor/include/glm/gtx/matrix_interpolation.hpp b/vendor/include/glm/gtx/matrix_interpolation.hpp new file mode 100644 index 0000000..7d5ad4c --- /dev/null +++ b/vendor/include/glm/gtx/matrix_interpolation.hpp @@ -0,0 +1,60 @@ +/// @ref gtx_matrix_interpolation +/// @file glm/gtx/matrix_interpolation.hpp +/// @author Ghenadii Ursachi (the.asteroth@gmail.com) +/// +/// @see core (dependence) +/// +/// @defgroup gtx_matrix_interpolation GLM_GTX_matrix_interpolation +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Allows to directly interpolate two matrices. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_matrix_interpolation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_matrix_interpolation extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_matrix_interpolation + /// @{ + + /// Get the axis and angle of the rotation from a matrix. + /// From GLM_GTX_matrix_interpolation extension. + template + GLM_FUNC_DECL void axisAngle( + mat<4, 4, T, Q> const& Mat, vec<3, T, Q> & Axis, T & Angle); + + /// Build a matrix from axis and angle. + /// From GLM_GTX_matrix_interpolation extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> axisAngleMatrix( + vec<3, T, Q> const& Axis, T const Angle); + + /// Extracts the rotation part of a matrix. + /// From GLM_GTX_matrix_interpolation extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> extractMatrixRotation( + mat<4, 4, T, Q> const& Mat); + + /// Build a interpolation of 4 * 4 matrixes. + /// From GLM_GTX_matrix_interpolation extension. + /// Warning! works only with rotation and/or translation matrixes, scale will generate unexpected results. + template + GLM_FUNC_DECL mat<4, 4, T, Q> interpolate( + mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const Delta); + + /// @} +}//namespace glm + +#include "matrix_interpolation.inl" diff --git a/vendor/include/glm/gtx/matrix_interpolation.inl b/vendor/include/glm/gtx/matrix_interpolation.inl new file mode 100644 index 0000000..de40b7d --- /dev/null +++ b/vendor/include/glm/gtx/matrix_interpolation.inl @@ -0,0 +1,129 @@ +/// @ref gtx_matrix_interpolation + +#include "../gtc/constants.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER void axisAngle(mat<4, 4, T, Q> const& m, vec<3, T, Q> & axis, T& angle) + { + T epsilon = static_cast(0.01); + T epsilon2 = static_cast(0.1); + + if((abs(m[1][0] - m[0][1]) < epsilon) && (abs(m[2][0] - m[0][2]) < epsilon) && (abs(m[2][1] - m[1][2]) < epsilon)) + { + if ((abs(m[1][0] + m[0][1]) < epsilon2) && (abs(m[2][0] + m[0][2]) < epsilon2) && (abs(m[2][1] + m[1][2]) < epsilon2) && (abs(m[0][0] + m[1][1] + m[2][2] - static_cast(3.0)) < epsilon2)) + { + angle = static_cast(0.0); + axis.x = static_cast(1.0); + axis.y = static_cast(0.0); + axis.z = static_cast(0.0); + return; + } + angle = static_cast(3.1415926535897932384626433832795); + T xx = (m[0][0] + static_cast(1.0)) * static_cast(0.5); + T yy = (m[1][1] + static_cast(1.0)) * static_cast(0.5); + T zz = (m[2][2] + static_cast(1.0)) * static_cast(0.5); + T xy = (m[1][0] + m[0][1]) * static_cast(0.25); + T xz = (m[2][0] + m[0][2]) * static_cast(0.25); + T yz = (m[2][1] + m[1][2]) * static_cast(0.25); + if((xx > yy) && (xx > zz)) + { + if(xx < epsilon) + { + axis.x = static_cast(0.0); + axis.y = static_cast(0.7071); + axis.z = static_cast(0.7071); + } + else + { + axis.x = sqrt(xx); + axis.y = xy / axis.x; + axis.z = xz / axis.x; + } + } + else if (yy > zz) + { + if(yy < epsilon) + { + axis.x = static_cast(0.7071); + axis.y = static_cast(0.0); + axis.z = static_cast(0.7071); + } + else + { + axis.y = sqrt(yy); + axis.x = xy / axis.y; + axis.z = yz / axis.y; + } + } + else + { + if (zz < epsilon) + { + axis.x = static_cast(0.7071); + axis.y = static_cast(0.7071); + axis.z = static_cast(0.0); + } + else + { + axis.z = sqrt(zz); + axis.x = xz / axis.z; + axis.y = yz / axis.z; + } + } + return; + } + T s = sqrt((m[2][1] - m[1][2]) * (m[2][1] - m[1][2]) + (m[2][0] - m[0][2]) * (m[2][0] - m[0][2]) + (m[1][0] - m[0][1]) * (m[1][0] - m[0][1])); + if (glm::abs(s) < T(0.001)) + s = static_cast(1); + T const angleCos = (m[0][0] + m[1][1] + m[2][2] - static_cast(1)) * static_cast(0.5); + if(angleCos - static_cast(1) < epsilon) + angle = pi() * static_cast(0.25); + else + angle = acos(angleCos); + axis.x = (m[1][2] - m[2][1]) / s; + axis.y = (m[2][0] - m[0][2]) / s; + axis.z = (m[0][1] - m[1][0]) / s; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> axisAngleMatrix(vec<3, T, Q> const& axis, T const angle) + { + T c = cos(angle); + T s = sin(angle); + T t = static_cast(1) - c; + vec<3, T, Q> n = normalize(axis); + + return mat<4, 4, T, Q>( + t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, static_cast(0.0), + t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, static_cast(0.0), + t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, static_cast(0.0), + static_cast(0.0), static_cast(0.0), static_cast(0.0), static_cast(1.0)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> extractMatrixRotation(mat<4, 4, T, Q> const& m) + { + return mat<4, 4, T, Q>( + m[0][0], m[0][1], m[0][2], static_cast(0.0), + m[1][0], m[1][1], m[1][2], static_cast(0.0), + m[2][0], m[2][1], m[2][2], static_cast(0.0), + static_cast(0.0), static_cast(0.0), static_cast(0.0), static_cast(1.0)); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> interpolate(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const delta) + { + mat<4, 4, T, Q> m1rot = extractMatrixRotation(m1); + mat<4, 4, T, Q> dltRotation = m2 * transpose(m1rot); + vec<3, T, Q> dltAxis; + T dltAngle; + axisAngle(dltRotation, dltAxis, dltAngle); + mat<4, 4, T, Q> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot; + out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]); + out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]); + out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]); + return out; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/matrix_major_storage.hpp b/vendor/include/glm/gtx/matrix_major_storage.hpp new file mode 100644 index 0000000..8c6bc22 --- /dev/null +++ b/vendor/include/glm/gtx/matrix_major_storage.hpp @@ -0,0 +1,119 @@ +/// @ref gtx_matrix_major_storage +/// @file glm/gtx/matrix_major_storage.hpp +/// +/// @see core (dependence) +/// @see gtx_extented_min_max (dependence) +/// +/// @defgroup gtx_matrix_major_storage GLM_GTX_matrix_major_storage +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Build matrices with specific matrix order, row or column + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_matrix_major_storage is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_matrix_major_storage extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_matrix_major_storage + /// @{ + + //! Build a row major matrix from row vectors. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2( + vec<2, T, Q> const& v1, + vec<2, T, Q> const& v2); + + //! Build a row major matrix from other matrix. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<2, 2, T, Q> rowMajor2( + mat<2, 2, T, Q> const& m); + + //! Build a row major matrix from row vectors. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3( + vec<3, T, Q> const& v1, + vec<3, T, Q> const& v2, + vec<3, T, Q> const& v3); + + //! Build a row major matrix from other matrix. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> rowMajor3( + mat<3, 3, T, Q> const& m); + + //! Build a row major matrix from row vectors. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4( + vec<4, T, Q> const& v1, + vec<4, T, Q> const& v2, + vec<4, T, Q> const& v3, + vec<4, T, Q> const& v4); + + //! Build a row major matrix from other matrix. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> rowMajor4( + mat<4, 4, T, Q> const& m); + + //! Build a column major matrix from column vectors. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<2, 2, T, Q> colMajor2( + vec<2, T, Q> const& v1, + vec<2, T, Q> const& v2); + + //! Build a column major matrix from other matrix. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<2, 2, T, Q> colMajor2( + mat<2, 2, T, Q> const& m); + + //! Build a column major matrix from column vectors. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> colMajor3( + vec<3, T, Q> const& v1, + vec<3, T, Q> const& v2, + vec<3, T, Q> const& v3); + + //! Build a column major matrix from other matrix. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> colMajor3( + mat<3, 3, T, Q> const& m); + + //! Build a column major matrix from column vectors. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> colMajor4( + vec<4, T, Q> const& v1, + vec<4, T, Q> const& v2, + vec<4, T, Q> const& v3, + vec<4, T, Q> const& v4); + + //! Build a column major matrix from other matrix. + //! From GLM_GTX_matrix_major_storage extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> colMajor4( + mat<4, 4, T, Q> const& m); + + /// @} +}//namespace glm + +#include "matrix_major_storage.inl" diff --git a/vendor/include/glm/gtx/matrix_major_storage.inl b/vendor/include/glm/gtx/matrix_major_storage.inl new file mode 100644 index 0000000..279dd34 --- /dev/null +++ b/vendor/include/glm/gtx/matrix_major_storage.inl @@ -0,0 +1,166 @@ +/// @ref gtx_matrix_major_storage + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2 + ( + vec<2, T, Q> const& v1, + vec<2, T, Q> const& v2 + ) + { + mat<2, 2, T, Q> Result; + Result[0][0] = v1.x; + Result[1][0] = v1.y; + Result[0][1] = v2.x; + Result[1][1] = v2.y; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> rowMajor2( + const mat<2, 2, T, Q>& m) + { + mat<2, 2, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3( + const vec<3, T, Q>& v1, + const vec<3, T, Q>& v2, + const vec<3, T, Q>& v3) + { + mat<3, 3, T, Q> Result; + Result[0][0] = v1.x; + Result[1][0] = v1.y; + Result[2][0] = v1.z; + Result[0][1] = v2.x; + Result[1][1] = v2.y; + Result[2][1] = v2.z; + Result[0][2] = v3.x; + Result[1][2] = v3.y; + Result[2][2] = v3.z; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rowMajor3( + const mat<3, 3, T, Q>& m) + { + mat<3, 3, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[0][2] = m[2][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[1][2] = m[2][1]; + Result[2][0] = m[0][2]; + Result[2][1] = m[1][2]; + Result[2][2] = m[2][2]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4( + const vec<4, T, Q>& v1, + const vec<4, T, Q>& v2, + const vec<4, T, Q>& v3, + const vec<4, T, Q>& v4) + { + mat<4, 4, T, Q> Result; + Result[0][0] = v1.x; + Result[1][0] = v1.y; + Result[2][0] = v1.z; + Result[3][0] = v1.w; + Result[0][1] = v2.x; + Result[1][1] = v2.y; + Result[2][1] = v2.z; + Result[3][1] = v2.w; + Result[0][2] = v3.x; + Result[1][2] = v3.y; + Result[2][2] = v3.z; + Result[3][2] = v3.w; + Result[0][3] = v4.x; + Result[1][3] = v4.y; + Result[2][3] = v4.z; + Result[3][3] = v4.w; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rowMajor4( + const mat<4, 4, T, Q>& m) + { + mat<4, 4, T, Q> Result; + Result[0][0] = m[0][0]; + Result[0][1] = m[1][0]; + Result[0][2] = m[2][0]; + Result[0][3] = m[3][0]; + Result[1][0] = m[0][1]; + Result[1][1] = m[1][1]; + Result[1][2] = m[2][1]; + Result[1][3] = m[3][1]; + Result[2][0] = m[0][2]; + Result[2][1] = m[1][2]; + Result[2][2] = m[2][2]; + Result[2][3] = m[3][2]; + Result[3][0] = m[0][3]; + Result[3][1] = m[1][3]; + Result[3][2] = m[2][3]; + Result[3][3] = m[3][3]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2( + const vec<2, T, Q>& v1, + const vec<2, T, Q>& v2) + { + return mat<2, 2, T, Q>(v1, v2); + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> colMajor2( + const mat<2, 2, T, Q>& m) + { + return mat<2, 2, T, Q>(m); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3( + const vec<3, T, Q>& v1, + const vec<3, T, Q>& v2, + const vec<3, T, Q>& v3) + { + return mat<3, 3, T, Q>(v1, v2, v3); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> colMajor3( + const mat<3, 3, T, Q>& m) + { + return mat<3, 3, T, Q>(m); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4( + const vec<4, T, Q>& v1, + const vec<4, T, Q>& v2, + const vec<4, T, Q>& v3, + const vec<4, T, Q>& v4) + { + return mat<4, 4, T, Q>(v1, v2, v3, v4); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> colMajor4( + const mat<4, 4, T, Q>& m) + { + return mat<4, 4, T, Q>(m); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/matrix_operation.hpp b/vendor/include/glm/gtx/matrix_operation.hpp new file mode 100644 index 0000000..de6ff1f --- /dev/null +++ b/vendor/include/glm/gtx/matrix_operation.hpp @@ -0,0 +1,103 @@ +/// @ref gtx_matrix_operation +/// @file glm/gtx/matrix_operation.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_matrix_operation GLM_GTX_matrix_operation +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Build diagonal matrices from vectors. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_matrix_operation is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_matrix_operation extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_matrix_operation + /// @{ + + //! Build a diagonal matrix. + //! From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<2, 2, T, Q> diagonal2x2( + vec<2, T, Q> const& v); + + //! Build a diagonal matrix. + //! From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<2, 3, T, Q> diagonal2x3( + vec<2, T, Q> const& v); + + //! Build a diagonal matrix. + //! From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<2, 4, T, Q> diagonal2x4( + vec<2, T, Q> const& v); + + //! Build a diagonal matrix. + //! From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<3, 2, T, Q> diagonal3x2( + vec<2, T, Q> const& v); + + //! Build a diagonal matrix. + //! From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> diagonal3x3( + vec<3, T, Q> const& v); + + //! Build a diagonal matrix. + //! From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<3, 4, T, Q> diagonal3x4( + vec<3, T, Q> const& v); + + //! Build a diagonal matrix. + //! From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<4, 2, T, Q> diagonal4x2( + vec<2, T, Q> const& v); + + //! Build a diagonal matrix. + //! From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<4, 3, T, Q> diagonal4x3( + vec<3, T, Q> const& v); + + //! Build a diagonal matrix. + //! From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> diagonal4x4( + vec<4, T, Q> const& v); + + /// Build an adjugate matrix. + /// From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m); + + /// Build an adjugate matrix. + /// From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m); + + /// Build an adjugate matrix. + /// From GLM_GTX_matrix_operation extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m); + + /// @} +}//namespace glm + +#include "matrix_operation.inl" diff --git a/vendor/include/glm/gtx/matrix_operation.inl b/vendor/include/glm/gtx/matrix_operation.inl new file mode 100644 index 0000000..9de83f8 --- /dev/null +++ b/vendor/include/glm/gtx/matrix_operation.inl @@ -0,0 +1,176 @@ +/// @ref gtx_matrix_operation + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> diagonal2x2 + ( + vec<2, T, Q> const& v + ) + { + mat<2, 2, T, Q> Result(static_cast(1)); + Result[0][0] = v[0]; + Result[1][1] = v[1]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 3, T, Q> diagonal2x3 + ( + vec<2, T, Q> const& v + ) + { + mat<2, 3, T, Q> Result(static_cast(1)); + Result[0][0] = v[0]; + Result[1][1] = v[1]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 4, T, Q> diagonal2x4 + ( + vec<2, T, Q> const& v + ) + { + mat<2, 4, T, Q> Result(static_cast(1)); + Result[0][0] = v[0]; + Result[1][1] = v[1]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 2, T, Q> diagonal3x2 + ( + vec<2, T, Q> const& v + ) + { + mat<3, 2, T, Q> Result(static_cast(1)); + Result[0][0] = v[0]; + Result[1][1] = v[1]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> diagonal3x3 + ( + vec<3, T, Q> const& v + ) + { + mat<3, 3, T, Q> Result(static_cast(1)); + Result[0][0] = v[0]; + Result[1][1] = v[1]; + Result[2][2] = v[2]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 4, T, Q> diagonal3x4 + ( + vec<3, T, Q> const& v + ) + { + mat<3, 4, T, Q> Result(static_cast(1)); + Result[0][0] = v[0]; + Result[1][1] = v[1]; + Result[2][2] = v[2]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> diagonal4x4 + ( + vec<4, T, Q> const& v + ) + { + mat<4, 4, T, Q> Result(static_cast(1)); + Result[0][0] = v[0]; + Result[1][1] = v[1]; + Result[2][2] = v[2]; + Result[3][3] = v[3]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 3, T, Q> diagonal4x3 + ( + vec<3, T, Q> const& v + ) + { + mat<4, 3, T, Q> Result(static_cast(1)); + Result[0][0] = v[0]; + Result[1][1] = v[1]; + Result[2][2] = v[2]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 2, T, Q> diagonal4x2 + ( + vec<2, T, Q> const& v + ) + { + mat<4, 2, T, Q> Result(static_cast(1)); + Result[0][0] = v[0]; + Result[1][1] = v[1]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<2, 2, T, Q> adjugate(mat<2, 2, T, Q> const& m) + { + return mat<2, 2, T, Q>( + +m[1][1], -m[1][0], + -m[0][1], +m[0][0]); + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> adjugate(mat<3, 3, T, Q> const& m) + { + T const m00 = determinant(mat<2, 2, T, Q>(m[1][1], m[2][1], m[1][2], m[2][2])); + T const m01 = determinant(mat<2, 2, T, Q>(m[0][1], m[2][1], m[0][2], m[2][2])); + T const m02 = determinant(mat<2, 2, T, Q>(m[0][1], m[1][1], m[0][2], m[1][2])); + + T const m10 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][2], m[2][2])); + T const m11 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][2], m[2][2])); + T const m12 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][2], m[1][2])); + + T const m20 = determinant(mat<2, 2, T, Q>(m[1][0], m[2][0], m[1][1], m[2][1])); + T const m21 = determinant(mat<2, 2, T, Q>(m[0][0], m[2][0], m[0][1], m[2][1])); + T const m22 = determinant(mat<2, 2, T, Q>(m[0][0], m[1][0], m[0][1], m[1][1])); + + return mat<3, 3, T, Q>( + +m00, -m01, +m02, + -m10, +m11, -m12, + +m20, -m21, +m22); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> adjugate(mat<4, 4, T, Q> const& m) + { + T const m00 = determinant(mat<3, 3, T, Q>(m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3])); + T const m01 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3])); + T const m02 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][1], m[3][3])); + T const m03 = determinant(mat<3, 3, T, Q>(m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2])); + + T const m10 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3])); + T const m11 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3])); + T const m12 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], m[3][3])); + T const m13 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2])); + + T const m20 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[3][1], m[3][2], m[3][3])); + T const m21 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[3][0], m[3][2], m[3][3])); + T const m22 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[3][0], m[3][1], m[3][3])); + T const m23 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[3][0], m[3][1], m[3][2])); + + T const m30 = determinant(mat<3, 3, T, Q>(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3])); + T const m31 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3])); + T const m32 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], m[2][3])); + T const m33 = determinant(mat<3, 3, T, Q>(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2])); + + return mat<4, 4, T, Q>( + +m00, -m01, +m02, -m03, + -m10, +m11, -m12, +m13, + +m20, -m21, +m22, -m23, + -m30, +m31, -m32, +m33); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/matrix_query.hpp b/vendor/include/glm/gtx/matrix_query.hpp new file mode 100644 index 0000000..8011b2b --- /dev/null +++ b/vendor/include/glm/gtx/matrix_query.hpp @@ -0,0 +1,77 @@ +/// @ref gtx_matrix_query +/// @file glm/gtx/matrix_query.hpp +/// +/// @see core (dependence) +/// @see gtx_vector_query (dependence) +/// +/// @defgroup gtx_matrix_query GLM_GTX_matrix_query +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Query to evaluate matrix properties + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtx/vector_query.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_matrix_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_matrix_query extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_matrix_query + /// @{ + + /// Return whether a matrix a null matrix. + /// From GLM_GTX_matrix_query extension. + template + GLM_FUNC_DECL bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon); + + /// Return whether a matrix a null matrix. + /// From GLM_GTX_matrix_query extension. + template + GLM_FUNC_DECL bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon); + + /// Return whether a matrix is a null matrix. + /// From GLM_GTX_matrix_query extension. + template + GLM_FUNC_DECL bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon); + + /// Return whether a matrix is an identity matrix. + /// From GLM_GTX_matrix_query extension. + template class matType> + GLM_FUNC_DECL bool isIdentity(matType const& m, T const& epsilon); + + /// Return whether a matrix is a normalized matrix. + /// From GLM_GTX_matrix_query extension. + template + GLM_FUNC_DECL bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon); + + /// Return whether a matrix is a normalized matrix. + /// From GLM_GTX_matrix_query extension. + template + GLM_FUNC_DECL bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon); + + /// Return whether a matrix is a normalized matrix. + /// From GLM_GTX_matrix_query extension. + template + GLM_FUNC_DECL bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon); + + /// Return whether a matrix is an orthonormalized matrix. + /// From GLM_GTX_matrix_query extension. + template class matType> + GLM_FUNC_DECL bool isOrthogonal(matType const& m, T const& epsilon); + + /// @} +}//namespace glm + +#include "matrix_query.inl" diff --git a/vendor/include/glm/gtx/matrix_query.inl b/vendor/include/glm/gtx/matrix_query.inl new file mode 100644 index 0000000..77bd231 --- /dev/null +++ b/vendor/include/glm/gtx/matrix_query.inl @@ -0,0 +1,113 @@ +/// @ref gtx_matrix_query + +namespace glm +{ + template + GLM_FUNC_QUALIFIER bool isNull(mat<2, 2, T, Q> const& m, T const& epsilon) + { + bool result = true; + for(length_t i = 0; result && i < m.length() ; ++i) + result = isNull(m[i], epsilon); + return result; + } + + template + GLM_FUNC_QUALIFIER bool isNull(mat<3, 3, T, Q> const& m, T const& epsilon) + { + bool result = true; + for(length_t i = 0; result && i < m.length() ; ++i) + result = isNull(m[i], epsilon); + return result; + } + + template + GLM_FUNC_QUALIFIER bool isNull(mat<4, 4, T, Q> const& m, T const& epsilon) + { + bool result = true; + for(length_t i = 0; result && i < m.length() ; ++i) + result = isNull(m[i], epsilon); + return result; + } + + template + GLM_FUNC_QUALIFIER bool isIdentity(mat const& m, T const& epsilon) + { + bool result = true; + for(length_t i = 0; result && i < m[0].length() ; ++i) + { + for(length_t j = 0; result && j < i ; ++j) + result = abs(m[i][j]) <= epsilon; + if(result) + result = abs(m[i][i] - 1) <= epsilon; + for(length_t j = i + 1; result && j < m.length(); ++j) + result = abs(m[i][j]) <= epsilon; + } + return result; + } + + template + GLM_FUNC_QUALIFIER bool isNormalized(mat<2, 2, T, Q> const& m, T const& epsilon) + { + bool result(true); + for(length_t i = 0; result && i < m.length(); ++i) + result = isNormalized(m[i], epsilon); + for(length_t i = 0; result && i < m.length(); ++i) + { + typename mat<2, 2, T, Q>::col_type v; + for(length_t j = 0; j < m.length(); ++j) + v[j] = m[j][i]; + result = isNormalized(v, epsilon); + } + return result; + } + + template + GLM_FUNC_QUALIFIER bool isNormalized(mat<3, 3, T, Q> const& m, T const& epsilon) + { + bool result(true); + for(length_t i = 0; result && i < m.length(); ++i) + result = isNormalized(m[i], epsilon); + for(length_t i = 0; result && i < m.length(); ++i) + { + typename mat<3, 3, T, Q>::col_type v; + for(length_t j = 0; j < m.length(); ++j) + v[j] = m[j][i]; + result = isNormalized(v, epsilon); + } + return result; + } + + template + GLM_FUNC_QUALIFIER bool isNormalized(mat<4, 4, T, Q> const& m, T const& epsilon) + { + bool result(true); + for(length_t i = 0; result && i < m.length(); ++i) + result = isNormalized(m[i], epsilon); + for(length_t i = 0; result && i < m.length(); ++i) + { + typename mat<4, 4, T, Q>::col_type v; + for(length_t j = 0; j < m.length(); ++j) + v[j] = m[j][i]; + result = isNormalized(v, epsilon); + } + return result; + } + + template + GLM_FUNC_QUALIFIER bool isOrthogonal(mat const& m, T const& epsilon) + { + bool result = true; + for(length_t i(0); result && i < m.length() - 1; ++i) + for(length_t j(i + 1); result && j < m.length(); ++j) + result = areOrthogonal(m[i], m[j], epsilon); + + if(result) + { + mat tmp = transpose(m); + for(length_t i(0); result && i < m.length() - 1 ; ++i) + for(length_t j(i + 1); result && j < m.length(); ++j) + result = areOrthogonal(tmp[i], tmp[j], epsilon); + } + return result; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/matrix_transform_2d.hpp b/vendor/include/glm/gtx/matrix_transform_2d.hpp new file mode 100644 index 0000000..5f9c540 --- /dev/null +++ b/vendor/include/glm/gtx/matrix_transform_2d.hpp @@ -0,0 +1,81 @@ +/// @ref gtx_matrix_transform_2d +/// @file glm/gtx/matrix_transform_2d.hpp +/// @author Miguel Ángel Pérez Martínez +/// +/// @see core (dependence) +/// +/// @defgroup gtx_matrix_transform_2d GLM_GTX_matrix_transform_2d +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Defines functions that generate common 2d transformation matrices. + +#pragma once + +// Dependency: +#include "../mat3x3.hpp" +#include "../vec2.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_matrix_transform_2d is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_matrix_transform_2d extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_matrix_transform_2d + /// @{ + + /// Builds a translation 3 * 3 matrix created from a vector of 2 components. + /// + /// @param m Input matrix multiplied by this translation matrix. + /// @param v Coordinates of a translation vector. + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate( + mat<3, 3, T, Q> const& m, + vec<2, T, Q> const& v); + + /// Builds a rotation 3 * 3 matrix created from an angle. + /// + /// @param m Input matrix multiplied by this translation matrix. + /// @param angle Rotation angle expressed in radians. + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate( + mat<3, 3, T, Q> const& m, + T angle); + + /// Builds a scale 3 * 3 matrix created from a vector of 2 components. + /// + /// @param m Input matrix multiplied by this translation matrix. + /// @param v Coordinates of a scale vector. + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale( + mat<3, 3, T, Q> const& m, + vec<2, T, Q> const& v); + + /// Builds an horizontal (parallel to the x axis) shear 3 * 3 matrix. + /// + /// @param m Input matrix multiplied by this translation matrix. + /// @param y Shear factor. + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX( + mat<3, 3, T, Q> const& m, + T y); + + /// Builds a vertical (parallel to the y axis) shear 3 * 3 matrix. + /// + /// @param m Input matrix multiplied by this translation matrix. + /// @param x Shear factor. + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY( + mat<3, 3, T, Q> const& m, + T x); + + /// @} +}//namespace glm + +#include "matrix_transform_2d.inl" diff --git a/vendor/include/glm/gtx/matrix_transform_2d.inl b/vendor/include/glm/gtx/matrix_transform_2d.inl new file mode 100644 index 0000000..a68d24d --- /dev/null +++ b/vendor/include/glm/gtx/matrix_transform_2d.inl @@ -0,0 +1,68 @@ +/// @ref gtx_matrix_transform_2d +/// @author Miguel Ángel Pérez Martínez + +#include "../trigonometric.hpp" + +namespace glm +{ + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> translate( + mat<3, 3, T, Q> const& m, + vec<2, T, Q> const& v) + { + mat<3, 3, T, Q> Result(m); + Result[2] = m[0] * v[0] + m[1] * v[1] + m[2]; + return Result; + } + + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> rotate( + mat<3, 3, T, Q> const& m, + T angle) + { + T const a = angle; + T const c = cos(a); + T const s = sin(a); + + mat<3, 3, T, Q> Result; + Result[0] = m[0] * c + m[1] * s; + Result[1] = m[0] * -s + m[1] * c; + Result[2] = m[2]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> scale( + mat<3, 3, T, Q> const& m, + vec<2, T, Q> const& v) + { + mat<3, 3, T, Q> Result; + Result[0] = m[0] * v[0]; + Result[1] = m[1] * v[1]; + Result[2] = m[2]; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX( + mat<3, 3, T, Q> const& m, + T y) + { + mat<3, 3, T, Q> Result(1); + Result[0][1] = y; + return m * Result; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY( + mat<3, 3, T, Q> const& m, + T x) + { + mat<3, 3, T, Q> Result(1); + Result[1][0] = x; + return m * Result; + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/mixed_product.hpp b/vendor/include/glm/gtx/mixed_product.hpp new file mode 100644 index 0000000..b242e35 --- /dev/null +++ b/vendor/include/glm/gtx/mixed_product.hpp @@ -0,0 +1,41 @@ +/// @ref gtx_mixed_product +/// @file glm/gtx/mixed_product.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_mixed_product GLM_GTX_mixed_producte +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Mixed product of 3 vectors. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_mixed_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_mixed_product extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_mixed_product + /// @{ + + /// @brief Mixed product of 3 vectors (from GLM_GTX_mixed_product extension) + template + GLM_FUNC_DECL T mixedProduct( + vec<3, T, Q> const& v1, + vec<3, T, Q> const& v2, + vec<3, T, Q> const& v3); + + /// @} +}// namespace glm + +#include "mixed_product.inl" diff --git a/vendor/include/glm/gtx/mixed_product.inl b/vendor/include/glm/gtx/mixed_product.inl new file mode 100644 index 0000000..e5cdbdb --- /dev/null +++ b/vendor/include/glm/gtx/mixed_product.inl @@ -0,0 +1,15 @@ +/// @ref gtx_mixed_product + +namespace glm +{ + template + GLM_FUNC_QUALIFIER T mixedProduct + ( + vec<3, T, Q> const& v1, + vec<3, T, Q> const& v2, + vec<3, T, Q> const& v3 + ) + { + return dot(cross(v1, v2), v3); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/norm.hpp b/vendor/include/glm/gtx/norm.hpp new file mode 100644 index 0000000..dfaebb7 --- /dev/null +++ b/vendor/include/glm/gtx/norm.hpp @@ -0,0 +1,88 @@ +/// @ref gtx_norm +/// @file glm/gtx/norm.hpp +/// +/// @see core (dependence) +/// @see gtx_quaternion (dependence) +/// @see gtx_component_wise (dependence) +/// +/// @defgroup gtx_norm GLM_GTX_norm +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Various ways to compute vector norms. + +#pragma once + +// Dependency: +#include "../geometric.hpp" +#include "../gtx/quaternion.hpp" +#include "../gtx/component_wise.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_norm is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_norm extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_norm + /// @{ + + /// Returns the squared length of x. + /// From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T length2(vec const& x); + + /// Returns the squared distance between p0 and p1, i.e., length2(p0 - p1). + /// From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T distance2(vec const& p0, vec const& p1); + + //! Returns the L1 norm between x and y. + //! From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y); + + //! Returns the L1 norm of v. + //! From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T l1Norm(vec<3, T, Q> const& v); + + //! Returns the L2 norm between x and y. + //! From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x, vec<3, T, Q> const& y); + + //! Returns the L2 norm of v. + //! From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T l2Norm(vec<3, T, Q> const& x); + + //! Returns the L norm between x and y. + //! From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth); + + //! Returns the L norm of v. + //! From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T lxNorm(vec<3, T, Q> const& x, unsigned int Depth); + + //! Returns the LMax norm between x and y. + //! From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y); + + //! Returns the LMax norm of v. + //! From GLM_GTX_norm extension. + template + GLM_FUNC_DECL T lMaxNorm(vec<3, T, Q> const& x); + + /// @} +}//namespace glm + +#include "norm.inl" diff --git a/vendor/include/glm/gtx/norm.inl b/vendor/include/glm/gtx/norm.inl new file mode 100644 index 0000000..6db561b --- /dev/null +++ b/vendor/include/glm/gtx/norm.inl @@ -0,0 +1,95 @@ +/// @ref gtx_norm + +#include "../detail/qualifier.hpp" + +namespace glm{ +namespace detail +{ + template + struct compute_length2 + { + GLM_FUNC_QUALIFIER static T call(vec const& v) + { + return dot(v, v); + } + }; +}//namespace detail + + template + GLM_FUNC_QUALIFIER genType length2(genType x) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length2' accepts only floating-point inputs"); + return x * x; + } + + template + GLM_FUNC_QUALIFIER T length2(vec const& v) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'length2' accepts only floating-point inputs"); + return detail::compute_length2::value>::call(v); + } + + template + GLM_FUNC_QUALIFIER T distance2(T p0, T p1) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'distance2' accepts only floating-point inputs"); + return length2(p1 - p0); + } + + template + GLM_FUNC_QUALIFIER T distance2(vec const& p0, vec const& p1) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'distance2' accepts only floating-point inputs"); + return length2(p1 - p0); + } + + template + GLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b) + { + return abs(b.x - a.x) + abs(b.y - a.y) + abs(b.z - a.z); + } + + template + GLM_FUNC_QUALIFIER T l1Norm(vec<3, T, Q> const& v) + { + return abs(v.x) + abs(v.y) + abs(v.z); + } + + template + GLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& a, vec<3, T, Q> const& b + ) + { + return length(b - a); + } + + template + GLM_FUNC_QUALIFIER T l2Norm(vec<3, T, Q> const& v) + { + return length(v); + } + + template + GLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& x, vec<3, T, Q> const& y, unsigned int Depth) + { + return pow(pow(abs(y.x - x.x), T(Depth)) + pow(abs(y.y - x.y), T(Depth)) + pow(abs(y.z - x.z), T(Depth)), T(1) / T(Depth)); + } + + template + GLM_FUNC_QUALIFIER T lxNorm(vec<3, T, Q> const& v, unsigned int Depth) + { + return pow(pow(abs(v.x), T(Depth)) + pow(abs(v.y), T(Depth)) + pow(abs(v.z), T(Depth)), T(1) / T(Depth)); + } + + template + GLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& a, vec<3, T, Q> const& b) + { + return compMax(abs(b - a)); + } + + template + GLM_FUNC_QUALIFIER T lMaxNorm(vec<3, T, Q> const& v) + { + return compMax(abs(v)); + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/normal.hpp b/vendor/include/glm/gtx/normal.hpp new file mode 100644 index 0000000..068682f --- /dev/null +++ b/vendor/include/glm/gtx/normal.hpp @@ -0,0 +1,41 @@ +/// @ref gtx_normal +/// @file glm/gtx/normal.hpp +/// +/// @see core (dependence) +/// @see gtx_extented_min_max (dependence) +/// +/// @defgroup gtx_normal GLM_GTX_normal +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Compute the normal of a triangle. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_normal is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_normal extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_normal + /// @{ + + /// Computes triangle normal from triangle points. + /// + /// @see gtx_normal + template + GLM_FUNC_DECL vec<3, T, Q> triangleNormal(vec<3, T, Q> const& p1, vec<3, T, Q> const& p2, vec<3, T, Q> const& p3); + + /// @} +}//namespace glm + +#include "normal.inl" diff --git a/vendor/include/glm/gtx/normal.inl b/vendor/include/glm/gtx/normal.inl new file mode 100644 index 0000000..74f9fc9 --- /dev/null +++ b/vendor/include/glm/gtx/normal.inl @@ -0,0 +1,15 @@ +/// @ref gtx_normal + +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec<3, T, Q> triangleNormal + ( + vec<3, T, Q> const& p1, + vec<3, T, Q> const& p2, + vec<3, T, Q> const& p3 + ) + { + return normalize(cross(p1 - p2, p1 - p3)); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/normalize_dot.hpp b/vendor/include/glm/gtx/normalize_dot.hpp new file mode 100644 index 0000000..5195802 --- /dev/null +++ b/vendor/include/glm/gtx/normalize_dot.hpp @@ -0,0 +1,49 @@ +/// @ref gtx_normalize_dot +/// @file glm/gtx/normalize_dot.hpp +/// +/// @see core (dependence) +/// @see gtx_fast_square_root (dependence) +/// +/// @defgroup gtx_normalize_dot GLM_GTX_normalize_dot +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Dot product of vectors that need to be normalize with a single square root. + +#pragma once + +// Dependency: +#include "../gtx/fast_square_root.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_normalize_dot is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_normalize_dot extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_normalize_dot + /// @{ + + /// Normalize parameters and returns the dot product of x and y. + /// It's faster that dot(normalize(x), normalize(y)). + /// + /// @see gtx_normalize_dot extension. + template + GLM_FUNC_DECL T normalizeDot(vec const& x, vec const& y); + + /// Normalize parameters and returns the dot product of x and y. + /// Faster that dot(fastNormalize(x), fastNormalize(y)). + /// + /// @see gtx_normalize_dot extension. + template + GLM_FUNC_DECL T fastNormalizeDot(vec const& x, vec const& y); + + /// @} +}//namespace glm + +#include "normalize_dot.inl" diff --git a/vendor/include/glm/gtx/normalize_dot.inl b/vendor/include/glm/gtx/normalize_dot.inl new file mode 100644 index 0000000..7bcd9a5 --- /dev/null +++ b/vendor/include/glm/gtx/normalize_dot.inl @@ -0,0 +1,16 @@ +/// @ref gtx_normalize_dot + +namespace glm +{ + template + GLM_FUNC_QUALIFIER T normalizeDot(vec const& x, vec const& y) + { + return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y)); + } + + template + GLM_FUNC_QUALIFIER T fastNormalizeDot(vec const& x, vec const& y) + { + return glm::dot(x, y) * glm::fastInverseSqrt(glm::dot(x, x) * glm::dot(y, y)); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/number_precision.hpp b/vendor/include/glm/gtx/number_precision.hpp new file mode 100644 index 0000000..3a606bd --- /dev/null +++ b/vendor/include/glm/gtx/number_precision.hpp @@ -0,0 +1,61 @@ +/// @ref gtx_number_precision +/// @file glm/gtx/number_precision.hpp +/// +/// @see core (dependence) +/// @see gtc_type_precision (dependence) +/// @see gtc_quaternion (dependence) +/// +/// @defgroup gtx_number_precision GLM_GTX_number_precision +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Defined size types. + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/type_precision.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_number_precision is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_number_precision extension included") +# endif +#endif + +namespace glm{ +namespace gtx +{ + ///////////////////////////// + // Unsigned int vector types + + /// @addtogroup gtx_number_precision + /// @{ + + typedef u8 u8vec1; //!< \brief 8bit unsigned integer scalar. (from GLM_GTX_number_precision extension) + typedef u16 u16vec1; //!< \brief 16bit unsigned integer scalar. (from GLM_GTX_number_precision extension) + typedef u32 u32vec1; //!< \brief 32bit unsigned integer scalar. (from GLM_GTX_number_precision extension) + typedef u64 u64vec1; //!< \brief 64bit unsigned integer scalar. (from GLM_GTX_number_precision extension) + + ////////////////////// + // Float vector types + + typedef f32 f32vec1; //!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) + typedef f64 f64vec1; //!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) + + ////////////////////// + // Float matrix types + + typedef f32 f32mat1; //!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) + typedef f32 f32mat1x1; //!< \brief Single-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) + typedef f64 f64mat1; //!< \brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) + typedef f64 f64mat1x1; //!< \brief Double-qualifier floating-point scalar. (from GLM_GTX_number_precision extension) + + /// @} +}//namespace gtx +}//namespace glm + +#include "number_precision.inl" diff --git a/vendor/include/glm/gtx/number_precision.inl b/vendor/include/glm/gtx/number_precision.inl new file mode 100644 index 0000000..b39d71c --- /dev/null +++ b/vendor/include/glm/gtx/number_precision.inl @@ -0,0 +1,6 @@ +/// @ref gtx_number_precision + +namespace glm +{ + +} diff --git a/vendor/include/glm/gtx/optimum_pow.hpp b/vendor/include/glm/gtx/optimum_pow.hpp new file mode 100644 index 0000000..9284a47 --- /dev/null +++ b/vendor/include/glm/gtx/optimum_pow.hpp @@ -0,0 +1,54 @@ +/// @ref gtx_optimum_pow +/// @file glm/gtx/optimum_pow.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_optimum_pow GLM_GTX_optimum_pow +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Integer exponentiation of power functions. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_optimum_pow is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_optimum_pow extension included") +# endif +#endif + +namespace glm{ +namespace gtx +{ + /// @addtogroup gtx_optimum_pow + /// @{ + + /// Returns x raised to the power of 2. + /// + /// @see gtx_optimum_pow + template + GLM_FUNC_DECL genType pow2(genType const& x); + + /// Returns x raised to the power of 3. + /// + /// @see gtx_optimum_pow + template + GLM_FUNC_DECL genType pow3(genType const& x); + + /// Returns x raised to the power of 4. + /// + /// @see gtx_optimum_pow + template + GLM_FUNC_DECL genType pow4(genType const& x); + + /// @} +}//namespace gtx +}//namespace glm + +#include "optimum_pow.inl" diff --git a/vendor/include/glm/gtx/optimum_pow.inl b/vendor/include/glm/gtx/optimum_pow.inl new file mode 100644 index 0000000..a26c19c --- /dev/null +++ b/vendor/include/glm/gtx/optimum_pow.inl @@ -0,0 +1,22 @@ +/// @ref gtx_optimum_pow + +namespace glm +{ + template + GLM_FUNC_QUALIFIER genType pow2(genType const& x) + { + return x * x; + } + + template + GLM_FUNC_QUALIFIER genType pow3(genType const& x) + { + return x * x * x; + } + + template + GLM_FUNC_QUALIFIER genType pow4(genType const& x) + { + return (x * x) * (x * x); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/orthonormalize.hpp b/vendor/include/glm/gtx/orthonormalize.hpp new file mode 100644 index 0000000..3e004fb --- /dev/null +++ b/vendor/include/glm/gtx/orthonormalize.hpp @@ -0,0 +1,49 @@ +/// @ref gtx_orthonormalize +/// @file glm/gtx/orthonormalize.hpp +/// +/// @see core (dependence) +/// @see gtx_extented_min_max (dependence) +/// +/// @defgroup gtx_orthonormalize GLM_GTX_orthonormalize +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Orthonormalize matrices. + +#pragma once + +// Dependency: +#include "../vec3.hpp" +#include "../mat3x3.hpp" +#include "../geometric.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_orthonormalize is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_orthonormalize extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_orthonormalize + /// @{ + + /// Returns the orthonormalized matrix of m. + /// + /// @see gtx_orthonormalize + template + GLM_FUNC_DECL mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m); + + /// Orthonormalizes x according y. + /// + /// @see gtx_orthonormalize + template + GLM_FUNC_DECL vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y); + + /// @} +}//namespace glm + +#include "orthonormalize.inl" diff --git a/vendor/include/glm/gtx/orthonormalize.inl b/vendor/include/glm/gtx/orthonormalize.inl new file mode 100644 index 0000000..cb553ba --- /dev/null +++ b/vendor/include/glm/gtx/orthonormalize.inl @@ -0,0 +1,29 @@ +/// @ref gtx_orthonormalize + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m) + { + mat<3, 3, T, Q> r = m; + + r[0] = normalize(r[0]); + + T d0 = dot(r[0], r[1]); + r[1] -= r[0] * d0; + r[1] = normalize(r[1]); + + T d1 = dot(r[1], r[2]); + d0 = dot(r[0], r[2]); + r[2] -= r[0] * d0 + r[1] * d1; + r[2] = normalize(r[2]); + + return r; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y) + { + return normalize(x - y * dot(y, x)); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/perpendicular.hpp b/vendor/include/glm/gtx/perpendicular.hpp new file mode 100644 index 0000000..72b77b6 --- /dev/null +++ b/vendor/include/glm/gtx/perpendicular.hpp @@ -0,0 +1,41 @@ +/// @ref gtx_perpendicular +/// @file glm/gtx/perpendicular.hpp +/// +/// @see core (dependence) +/// @see gtx_projection (dependence) +/// +/// @defgroup gtx_perpendicular GLM_GTX_perpendicular +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Perpendicular of a vector from other one + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtx/projection.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_perpendicular is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_perpendicular extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_perpendicular + /// @{ + + //! Projects x a perpendicular axis of Normal. + //! From GLM_GTX_perpendicular extension. + template + GLM_FUNC_DECL genType perp(genType const& x, genType const& Normal); + + /// @} +}//namespace glm + +#include "perpendicular.inl" diff --git a/vendor/include/glm/gtx/perpendicular.inl b/vendor/include/glm/gtx/perpendicular.inl new file mode 100644 index 0000000..1e72f33 --- /dev/null +++ b/vendor/include/glm/gtx/perpendicular.inl @@ -0,0 +1,10 @@ +/// @ref gtx_perpendicular + +namespace glm +{ + template + GLM_FUNC_QUALIFIER genType perp(genType const& x, genType const& Normal) + { + return x - proj(x, Normal); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/polar_coordinates.hpp b/vendor/include/glm/gtx/polar_coordinates.hpp new file mode 100644 index 0000000..76beb82 --- /dev/null +++ b/vendor/include/glm/gtx/polar_coordinates.hpp @@ -0,0 +1,48 @@ +/// @ref gtx_polar_coordinates +/// @file glm/gtx/polar_coordinates.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_polar_coordinates GLM_GTX_polar_coordinates +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Conversion from Euclidean space to polar space and revert. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_polar_coordinates is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_polar_coordinates extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_polar_coordinates + /// @{ + + /// Convert Euclidean to Polar coordinates, x is the latitude, y the longitude and z the xz distance. + /// + /// @see gtx_polar_coordinates + template + GLM_FUNC_DECL vec<3, T, Q> polar( + vec<3, T, Q> const& euclidean); + + /// Convert Polar to Euclidean coordinates. + /// + /// @see gtx_polar_coordinates + template + GLM_FUNC_DECL vec<3, T, Q> euclidean( + vec<2, T, Q> const& polar); + + /// @} +}//namespace glm + +#include "polar_coordinates.inl" diff --git a/vendor/include/glm/gtx/polar_coordinates.inl b/vendor/include/glm/gtx/polar_coordinates.inl new file mode 100644 index 0000000..371c8dd --- /dev/null +++ b/vendor/include/glm/gtx/polar_coordinates.inl @@ -0,0 +1,36 @@ +/// @ref gtx_polar_coordinates + +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec<3, T, Q> polar + ( + vec<3, T, Q> const& euclidean + ) + { + T const Length(length(euclidean)); + vec<3, T, Q> const tmp(euclidean / Length); + T const xz_dist(sqrt(tmp.x * tmp.x + tmp.z * tmp.z)); + + return vec<3, T, Q>( + asin(tmp.y), // latitude + atan(tmp.x, tmp.z), // longitude + xz_dist); // xz distance + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> euclidean + ( + vec<2, T, Q> const& polar + ) + { + T const latitude(polar.x); + T const longitude(polar.y); + + return vec<3, T, Q>( + cos(latitude) * sin(longitude), + sin(latitude), + cos(latitude) * cos(longitude)); + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/projection.hpp b/vendor/include/glm/gtx/projection.hpp new file mode 100644 index 0000000..678f3ad --- /dev/null +++ b/vendor/include/glm/gtx/projection.hpp @@ -0,0 +1,43 @@ +/// @ref gtx_projection +/// @file glm/gtx/projection.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_projection GLM_GTX_projection +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Projection of a vector to other one + +#pragma once + +// Dependency: +#include "../geometric.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_projection is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_projection extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_projection + /// @{ + + /// Projects x on Normal. + /// + /// @param[in] x A vector to project + /// @param[in] Normal A normal that doesn't need to be of unit length. + /// + /// @see gtx_projection + template + GLM_FUNC_DECL genType proj(genType const& x, genType const& Normal); + + /// @} +}//namespace glm + +#include "projection.inl" diff --git a/vendor/include/glm/gtx/projection.inl b/vendor/include/glm/gtx/projection.inl new file mode 100644 index 0000000..f23f884 --- /dev/null +++ b/vendor/include/glm/gtx/projection.inl @@ -0,0 +1,10 @@ +/// @ref gtx_projection + +namespace glm +{ + template + GLM_FUNC_QUALIFIER genType proj(genType const& x, genType const& Normal) + { + return glm::dot(x, Normal) / glm::dot(Normal, Normal) * Normal; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/quaternion.hpp b/vendor/include/glm/gtx/quaternion.hpp new file mode 100644 index 0000000..5c2b5ad --- /dev/null +++ b/vendor/include/glm/gtx/quaternion.hpp @@ -0,0 +1,174 @@ +/// @ref gtx_quaternion +/// @file glm/gtx/quaternion.hpp +/// +/// @see core (dependence) +/// @see gtx_extented_min_max (dependence) +/// +/// @defgroup gtx_quaternion GLM_GTX_quaternion +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Extented quaternion types and functions + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/constants.hpp" +#include "../gtc/quaternion.hpp" +#include "../ext/quaternion_exponential.hpp" +#include "../gtx/norm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_quaternion is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_quaternion extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_quaternion + /// @{ + + /// Create an identity quaternion. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL GLM_CONSTEXPR qua quat_identity(); + + /// Compute a cross product between a quaternion and a vector. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL vec<3, T, Q> cross( + qua const& q, + vec<3, T, Q> const& v); + + //! Compute a cross product between a vector and a quaternion. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL vec<3, T, Q> cross( + vec<3, T, Q> const& v, + qua const& q); + + //! Compute a point on a path according squad equation. + //! q1 and q2 are control points; s1 and s2 are intermediate control points. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL qua squad( + qua const& q1, + qua const& q2, + qua const& s1, + qua const& s2, + T const& h); + + //! Returns an intermediate control point for squad interpolation. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL qua intermediate( + qua const& prev, + qua const& curr, + qua const& next); + + //! Returns quarternion square root. + /// + /// @see gtx_quaternion + //template + //qua sqrt( + // qua const& q); + + //! Rotates a 3 components vector by a quaternion. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL vec<3, T, Q> rotate( + qua const& q, + vec<3, T, Q> const& v); + + /// Rotates a 4 components vector by a quaternion. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL vec<4, T, Q> rotate( + qua const& q, + vec<4, T, Q> const& v); + + /// Extract the real component of a quaternion. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL T extractRealComponent( + qua const& q); + + /// Converts a quaternion to a 3 * 3 matrix. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL mat<3, 3, T, Q> toMat3( + qua const& x){return mat3_cast(x);} + + /// Converts a quaternion to a 4 * 4 matrix. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL mat<4, 4, T, Q> toMat4( + qua const& x){return mat4_cast(x);} + + /// Converts a 3 * 3 matrix to a quaternion. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL qua toQuat( + mat<3, 3, T, Q> const& x){return quat_cast(x);} + + /// Converts a 4 * 4 matrix to a quaternion. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL qua toQuat( + mat<4, 4, T, Q> const& x){return quat_cast(x);} + + /// Quaternion interpolation using the rotation short path. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL qua shortMix( + qua const& x, + qua const& y, + T const& a); + + /// Quaternion normalized linear interpolation. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL qua fastMix( + qua const& x, + qua const& y, + T const& a); + + /// Compute the rotation between two vectors. + /// @param orig vector, needs to be normalized + /// @param dest vector, needs to be normalized + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL qua rotation( + vec<3, T, Q> const& orig, + vec<3, T, Q> const& dest); + + /// Returns the squared length of x. + /// + /// @see gtx_quaternion + template + GLM_FUNC_DECL GLM_CONSTEXPR T length2(qua const& q); + + /// @} +}//namespace glm + +#include "quaternion.inl" diff --git a/vendor/include/glm/gtx/quaternion.inl b/vendor/include/glm/gtx/quaternion.inl new file mode 100644 index 0000000..d125bcc --- /dev/null +++ b/vendor/include/glm/gtx/quaternion.inl @@ -0,0 +1,159 @@ +/// @ref gtx_quaternion + +#include +#include "../gtc/constants.hpp" + +namespace glm +{ + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR qua quat_identity() + { + return qua(static_cast(1), static_cast(0), static_cast(0), static_cast(0)); + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& v, qua const& q) + { + return inverse(q) * v; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> cross(qua const& q, vec<3, T, Q> const& v) + { + return q * v; + } + + template + GLM_FUNC_QUALIFIER qua squad + ( + qua const& q1, + qua const& q2, + qua const& s1, + qua const& s2, + T const& h) + { + return mix(mix(q1, q2, h), mix(s1, s2, h), static_cast(2) * (static_cast(1) - h) * h); + } + + template + GLM_FUNC_QUALIFIER qua intermediate + ( + qua const& prev, + qua const& curr, + qua const& next + ) + { + qua invQuat = inverse(curr); + return exp((log(next * invQuat) + log(prev * invQuat)) / static_cast(-4)) * curr; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> rotate(qua const& q, vec<3, T, Q> const& v) + { + return q * v; + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> rotate(qua const& q, vec<4, T, Q> const& v) + { + return q * v; + } + + template + GLM_FUNC_QUALIFIER T extractRealComponent(qua const& q) + { + T w = static_cast(1) - q.x * q.x - q.y * q.y - q.z * q.z; + if(w < T(0)) + return T(0); + else + return -sqrt(w); + } + + template + GLM_FUNC_QUALIFIER GLM_CONSTEXPR T length2(qua const& q) + { + return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w; + } + + template + GLM_FUNC_QUALIFIER qua shortMix(qua const& x, qua const& y, T const& a) + { + if(a <= static_cast(0)) return x; + if(a >= static_cast(1)) return y; + + T fCos = dot(x, y); + qua y2(y); //BUG!!! qua y2; + if(fCos < static_cast(0)) + { + y2 = -y; + fCos = -fCos; + } + + //if(fCos > 1.0f) // problem + T k0, k1; + if(fCos > (static_cast(1) - epsilon())) + { + k0 = static_cast(1) - a; + k1 = static_cast(0) + a; //BUG!!! 1.0f + a; + } + else + { + T fSin = sqrt(T(1) - fCos * fCos); + T fAngle = atan(fSin, fCos); + T fOneOverSin = static_cast(1) / fSin; + k0 = sin((static_cast(1) - a) * fAngle) * fOneOverSin; + k1 = sin((static_cast(0) + a) * fAngle) * fOneOverSin; + } + + return qua( + k0 * x.w + k1 * y2.w, + k0 * x.x + k1 * y2.x, + k0 * x.y + k1 * y2.y, + k0 * x.z + k1 * y2.z); + } + + template + GLM_FUNC_QUALIFIER qua fastMix(qua const& x, qua const& y, T const& a) + { + return glm::normalize(x * (static_cast(1) - a) + (y * a)); + } + + template + GLM_FUNC_QUALIFIER qua rotation(vec<3, T, Q> const& orig, vec<3, T, Q> const& dest) + { + T cosTheta = dot(orig, dest); + vec<3, T, Q> rotationAxis; + + if(cosTheta >= static_cast(1) - epsilon()) { + // orig and dest point in the same direction + return quat_identity(); + } + + if(cosTheta < static_cast(-1) + epsilon()) + { + // special case when vectors in opposite directions : + // there is no "ideal" rotation axis + // So guess one; any will do as long as it's perpendicular to start + // This implementation favors a rotation around the Up axis (Y), + // since it's often what you want to do. + rotationAxis = cross(vec<3, T, Q>(0, 0, 1), orig); + if(length2(rotationAxis) < epsilon()) // bad luck, they were parallel, try again! + rotationAxis = cross(vec<3, T, Q>(1, 0, 0), orig); + + rotationAxis = normalize(rotationAxis); + return angleAxis(pi(), rotationAxis); + } + + // Implementation from Stan Melax's Game Programming Gems 1 article + rotationAxis = cross(orig, dest); + + T s = sqrt((T(1) + cosTheta) * static_cast(2)); + T invs = static_cast(1) / s; + + return qua( + s * static_cast(0.5f), + rotationAxis.x * invs, + rotationAxis.y * invs, + rotationAxis.z * invs); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/range.hpp b/vendor/include/glm/gtx/range.hpp new file mode 100644 index 0000000..93bcb9a --- /dev/null +++ b/vendor/include/glm/gtx/range.hpp @@ -0,0 +1,98 @@ +/// @ref gtx_range +/// @file glm/gtx/range.hpp +/// @author Joshua Moerman +/// +/// @defgroup gtx_range GLM_GTX_range +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Defines begin and end for vectors and matrices. Useful for range-based for loop. +/// The range is defined over the elements, not over columns or rows (e.g. mat4 has 16 elements). + +#pragma once + +// Dependencies +#include "../detail/setup.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_range is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_range extension included") +# endif +#endif + +#include "../gtc/type_ptr.hpp" +#include "../gtc/vec1.hpp" + +namespace glm +{ + /// @addtogroup gtx_range + /// @{ + +# if GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(push) +# pragma warning(disable : 4100) // unreferenced formal parameter +# endif + + template + inline length_t components(vec<1, T, Q> const& v) + { + return v.length(); + } + + template + inline length_t components(vec<2, T, Q> const& v) + { + return v.length(); + } + + template + inline length_t components(vec<3, T, Q> const& v) + { + return v.length(); + } + + template + inline length_t components(vec<4, T, Q> const& v) + { + return v.length(); + } + + template + inline length_t components(genType const& m) + { + return m.length() * m[0].length(); + } + + template + inline typename genType::value_type const * begin(genType const& v) + { + return value_ptr(v); + } + + template + inline typename genType::value_type const * end(genType const& v) + { + return begin(v) + components(v); + } + + template + inline typename genType::value_type * begin(genType& v) + { + return value_ptr(v); + } + + template + inline typename genType::value_type * end(genType& v) + { + return begin(v) + components(v); + } + +# if GLM_COMPILER & GLM_COMPILER_VC +# pragma warning(pop) +# endif + + /// @} +}//namespace glm diff --git a/vendor/include/glm/gtx/raw_data.hpp b/vendor/include/glm/gtx/raw_data.hpp new file mode 100644 index 0000000..86cbe77 --- /dev/null +++ b/vendor/include/glm/gtx/raw_data.hpp @@ -0,0 +1,51 @@ +/// @ref gtx_raw_data +/// @file glm/gtx/raw_data.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_raw_data GLM_GTX_raw_data +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Projection of a vector to other one + +#pragma once + +// Dependencies +#include "../ext/scalar_uint_sized.hpp" +#include "../detail/setup.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_raw_data is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_raw_data extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_raw_data + /// @{ + + //! Type for byte numbers. + //! From GLM_GTX_raw_data extension. + typedef detail::uint8 byte; + + //! Type for word numbers. + //! From GLM_GTX_raw_data extension. + typedef detail::uint16 word; + + //! Type for dword numbers. + //! From GLM_GTX_raw_data extension. + typedef detail::uint32 dword; + + //! Type for qword numbers. + //! From GLM_GTX_raw_data extension. + typedef detail::uint64 qword; + + /// @} +}// namespace glm + +#include "raw_data.inl" diff --git a/vendor/include/glm/gtx/raw_data.inl b/vendor/include/glm/gtx/raw_data.inl new file mode 100644 index 0000000..c740317 --- /dev/null +++ b/vendor/include/glm/gtx/raw_data.inl @@ -0,0 +1,2 @@ +/// @ref gtx_raw_data + diff --git a/vendor/include/glm/gtx/rotate_normalized_axis.hpp b/vendor/include/glm/gtx/rotate_normalized_axis.hpp new file mode 100644 index 0000000..2103ca0 --- /dev/null +++ b/vendor/include/glm/gtx/rotate_normalized_axis.hpp @@ -0,0 +1,68 @@ +/// @ref gtx_rotate_normalized_axis +/// @file glm/gtx/rotate_normalized_axis.hpp +/// +/// @see core (dependence) +/// @see gtc_matrix_transform +/// @see gtc_quaternion +/// +/// @defgroup gtx_rotate_normalized_axis GLM_GTX_rotate_normalized_axis +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Quaternions and matrices rotations around normalized axis. + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/epsilon.hpp" +#include "../gtc/quaternion.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_rotate_normalized_axis is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_rotate_normalized_axis extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_rotate_normalized_axis + /// @{ + + /// Builds a rotation 4 * 4 matrix created from a normalized axis and an angle. + /// + /// @param m Input matrix multiplied by this rotation matrix. + /// @param angle Rotation angle expressed in radians. + /// @param axis Rotation axis, must be normalized. + /// @tparam T Value type used to build the matrix. Currently supported: half (not recommended), float or double. + /// + /// @see gtx_rotate_normalized_axis + /// @see - rotate(T angle, T x, T y, T z) + /// @see - rotate(mat<4, 4, T, Q> const& m, T angle, T x, T y, T z) + /// @see - rotate(T angle, vec<3, T, Q> const& v) + template + GLM_FUNC_DECL mat<4, 4, T, Q> rotateNormalizedAxis( + mat<4, 4, T, Q> const& m, + T const& angle, + vec<3, T, Q> const& axis); + + /// Rotates a quaternion from a vector of 3 components normalized axis and an angle. + /// + /// @param q Source orientation + /// @param angle Angle expressed in radians. + /// @param axis Normalized axis of the rotation, must be normalized. + /// + /// @see gtx_rotate_normalized_axis + template + GLM_FUNC_DECL qua rotateNormalizedAxis( + qua const& q, + T const& angle, + vec<3, T, Q> const& axis); + + /// @} +}//namespace glm + +#include "rotate_normalized_axis.inl" diff --git a/vendor/include/glm/gtx/rotate_normalized_axis.inl b/vendor/include/glm/gtx/rotate_normalized_axis.inl new file mode 100644 index 0000000..b2e9278 --- /dev/null +++ b/vendor/include/glm/gtx/rotate_normalized_axis.inl @@ -0,0 +1,58 @@ +/// @ref gtx_rotate_normalized_axis + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotateNormalizedAxis + ( + mat<4, 4, T, Q> const& m, + T const& angle, + vec<3, T, Q> const& v + ) + { + T const a = angle; + T const c = cos(a); + T const s = sin(a); + + vec<3, T, Q> const axis(v); + + vec<3, T, Q> const temp((static_cast(1) - c) * axis); + + mat<4, 4, T, Q> Rotate; + Rotate[0][0] = c + temp[0] * axis[0]; + Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2]; + Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1]; + + Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2]; + Rotate[1][1] = c + temp[1] * axis[1]; + Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0]; + + Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1]; + Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0]; + Rotate[2][2] = c + temp[2] * axis[2]; + + mat<4, 4, T, Q> Result; + Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2]; + Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2]; + Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2]; + Result[3] = m[3]; + return Result; + } + + template + GLM_FUNC_QUALIFIER qua rotateNormalizedAxis + ( + qua const& q, + T const& angle, + vec<3, T, Q> const& v + ) + { + vec<3, T, Q> const Tmp(v); + + T const AngleRad(angle); + T const Sin = sin(AngleRad * T(0.5)); + + return q * qua(cos(AngleRad * static_cast(0.5)), Tmp.x * Sin, Tmp.y * Sin, Tmp.z * Sin); + //return gtc::quaternion::cross(q, tquat(cos(AngleRad * T(0.5)), Tmp.x * fSin, Tmp.y * fSin, Tmp.z * fSin)); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/rotate_vector.hpp b/vendor/include/glm/gtx/rotate_vector.hpp new file mode 100644 index 0000000..dcd5b95 --- /dev/null +++ b/vendor/include/glm/gtx/rotate_vector.hpp @@ -0,0 +1,123 @@ +/// @ref gtx_rotate_vector +/// @file glm/gtx/rotate_vector.hpp +/// +/// @see core (dependence) +/// @see gtx_transform (dependence) +/// +/// @defgroup gtx_rotate_vector GLM_GTX_rotate_vector +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Function to directly rotate a vector + +#pragma once + +// Dependency: +#include "../gtx/transform.hpp" +#include "../gtc/epsilon.hpp" +#include "../ext/vector_relational.hpp" +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_rotate_vector is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_rotate_vector extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_rotate_vector + /// @{ + + /// Returns Spherical interpolation between two vectors + /// + /// @param x A first vector + /// @param y A second vector + /// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1]. + /// + /// @see gtx_rotate_vector + template + GLM_FUNC_DECL vec<3, T, Q> slerp( + vec<3, T, Q> const& x, + vec<3, T, Q> const& y, + T const& a); + + //! Rotate a two dimensional vector. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL vec<2, T, Q> rotate( + vec<2, T, Q> const& v, + T const& angle); + + //! Rotate a three dimensional vector around an axis. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL vec<3, T, Q> rotate( + vec<3, T, Q> const& v, + T const& angle, + vec<3, T, Q> const& normal); + + //! Rotate a four dimensional vector around an axis. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL vec<4, T, Q> rotate( + vec<4, T, Q> const& v, + T const& angle, + vec<3, T, Q> const& normal); + + //! Rotate a three dimensional vector around the X axis. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL vec<3, T, Q> rotateX( + vec<3, T, Q> const& v, + T const& angle); + + //! Rotate a three dimensional vector around the Y axis. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL vec<3, T, Q> rotateY( + vec<3, T, Q> const& v, + T const& angle); + + //! Rotate a three dimensional vector around the Z axis. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL vec<3, T, Q> rotateZ( + vec<3, T, Q> const& v, + T const& angle); + + //! Rotate a four dimensional vector around the X axis. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL vec<4, T, Q> rotateX( + vec<4, T, Q> const& v, + T const& angle); + + //! Rotate a four dimensional vector around the Y axis. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL vec<4, T, Q> rotateY( + vec<4, T, Q> const& v, + T const& angle); + + //! Rotate a four dimensional vector around the Z axis. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL vec<4, T, Q> rotateZ( + vec<4, T, Q> const& v, + T const& angle); + + //! Build a rotation matrix from a normal and a up vector. + //! From GLM_GTX_rotate_vector extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> orientation( + vec<3, T, Q> const& Normal, + vec<3, T, Q> const& Up); + + /// @} +}//namespace glm + +#include "rotate_vector.inl" diff --git a/vendor/include/glm/gtx/rotate_vector.inl b/vendor/include/glm/gtx/rotate_vector.inl new file mode 100644 index 0000000..f8136e7 --- /dev/null +++ b/vendor/include/glm/gtx/rotate_vector.inl @@ -0,0 +1,187 @@ +/// @ref gtx_rotate_vector + +namespace glm +{ + template + GLM_FUNC_QUALIFIER vec<3, T, Q> slerp + ( + vec<3, T, Q> const& x, + vec<3, T, Q> const& y, + T const& a + ) + { + // get cosine of angle between vectors (-1 -> 1) + T CosAlpha = dot(x, y); + // get angle (0 -> pi) + T Alpha = acos(CosAlpha); + // get sine of angle between vectors (0 -> 1) + T SinAlpha = sin(Alpha); + // this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi + T t1 = sin((static_cast(1) - a) * Alpha) / SinAlpha; + T t2 = sin(a * Alpha) / SinAlpha; + + // interpolate src vectors + return x * t1 + y * t2; + } + + template + GLM_FUNC_QUALIFIER vec<2, T, Q> rotate + ( + vec<2, T, Q> const& v, + T const& angle + ) + { + vec<2, T, Q> Result; + T const Cos(cos(angle)); + T const Sin(sin(angle)); + + Result.x = v.x * Cos - v.y * Sin; + Result.y = v.x * Sin + v.y * Cos; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> rotate + ( + vec<3, T, Q> const& v, + T const& angle, + vec<3, T, Q> const& normal + ) + { + return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v; + } + /* + template + GLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX( + const vec<3, T, Q>& x, + T angle, + const vec<3, T, Q>& normal) + { + const T Cos = cos(radians(angle)); + const T Sin = sin(radians(angle)); + return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin; + } + */ + template + GLM_FUNC_QUALIFIER vec<4, T, Q> rotate + ( + vec<4, T, Q> const& v, + T const& angle, + vec<3, T, Q> const& normal + ) + { + return rotate(angle, normal) * v; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX + ( + vec<3, T, Q> const& v, + T const& angle + ) + { + vec<3, T, Q> Result(v); + T const Cos(cos(angle)); + T const Sin(sin(angle)); + + Result.y = v.y * Cos - v.z * Sin; + Result.z = v.y * Sin + v.z * Cos; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY + ( + vec<3, T, Q> const& v, + T const& angle + ) + { + vec<3, T, Q> Result = v; + T const Cos(cos(angle)); + T const Sin(sin(angle)); + + Result.x = v.x * Cos + v.z * Sin; + Result.z = -v.x * Sin + v.z * Cos; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ + ( + vec<3, T, Q> const& v, + T const& angle + ) + { + vec<3, T, Q> Result = v; + T const Cos(cos(angle)); + T const Sin(sin(angle)); + + Result.x = v.x * Cos - v.y * Sin; + Result.y = v.x * Sin + v.y * Cos; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX + ( + vec<4, T, Q> const& v, + T const& angle + ) + { + vec<4, T, Q> Result = v; + T const Cos(cos(angle)); + T const Sin(sin(angle)); + + Result.y = v.y * Cos - v.z * Sin; + Result.z = v.y * Sin + v.z * Cos; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY + ( + vec<4, T, Q> const& v, + T const& angle + ) + { + vec<4, T, Q> Result = v; + T const Cos(cos(angle)); + T const Sin(sin(angle)); + + Result.x = v.x * Cos + v.z * Sin; + Result.z = -v.x * Sin + v.z * Cos; + return Result; + } + + template + GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ + ( + vec<4, T, Q> const& v, + T const& angle + ) + { + vec<4, T, Q> Result = v; + T const Cos(cos(angle)); + T const Sin(sin(angle)); + + Result.x = v.x * Cos - v.y * Sin; + Result.y = v.x * Sin + v.y * Cos; + return Result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation + ( + vec<3, T, Q> const& Normal, + vec<3, T, Q> const& Up + ) + { + if(all(equal(Normal, Up, epsilon()))) + return mat<4, 4, T, Q>(static_cast(1)); + + vec<3, T, Q> RotationAxis = cross(Up, Normal); + T Angle = acos(dot(Normal, Up)); + + return rotate(Angle, RotationAxis); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/scalar_multiplication.hpp b/vendor/include/glm/gtx/scalar_multiplication.hpp new file mode 100644 index 0000000..496ba19 --- /dev/null +++ b/vendor/include/glm/gtx/scalar_multiplication.hpp @@ -0,0 +1,75 @@ +/// @ref gtx +/// @file glm/gtx/scalar_multiplication.hpp +/// @author Joshua Moerman +/// +/// Include to use the features of this extension. +/// +/// Enables scalar multiplication for all types +/// +/// Since GLSL is very strict about types, the following (often used) combinations do not work: +/// double * vec4 +/// int * vec4 +/// vec4 / int +/// So we'll fix that! Of course "float * vec4" should remain the same (hence the enable_if magic) + +#pragma once + +#include "../detail/setup.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_scalar_multiplication is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_scalar_multiplication extension included") +# endif +#endif + +#include "../vec2.hpp" +#include "../vec3.hpp" +#include "../vec4.hpp" +#include "../mat2x2.hpp" +#include + +namespace glm +{ + template + using return_type_scalar_multiplication = typename std::enable_if< + !std::is_same::value // T may not be a float + && std::is_arithmetic::value, Vec // But it may be an int or double (no vec3 or mat3, ...) + >::type; + +#define GLM_IMPLEMENT_SCAL_MULT(Vec) \ + template \ + return_type_scalar_multiplication \ + operator*(T const& s, Vec rh){ \ + return rh *= static_cast(s); \ + } \ + \ + template \ + return_type_scalar_multiplication \ + operator*(Vec lh, T const& s){ \ + return lh *= static_cast(s); \ + } \ + \ + template \ + return_type_scalar_multiplication \ + operator/(Vec lh, T const& s){ \ + return lh *= 1.0f / static_cast(s); \ + } + +GLM_IMPLEMENT_SCAL_MULT(vec2) +GLM_IMPLEMENT_SCAL_MULT(vec3) +GLM_IMPLEMENT_SCAL_MULT(vec4) + +GLM_IMPLEMENT_SCAL_MULT(mat2) +GLM_IMPLEMENT_SCAL_MULT(mat2x3) +GLM_IMPLEMENT_SCAL_MULT(mat2x4) +GLM_IMPLEMENT_SCAL_MULT(mat3x2) +GLM_IMPLEMENT_SCAL_MULT(mat3) +GLM_IMPLEMENT_SCAL_MULT(mat3x4) +GLM_IMPLEMENT_SCAL_MULT(mat4x2) +GLM_IMPLEMENT_SCAL_MULT(mat4x3) +GLM_IMPLEMENT_SCAL_MULT(mat4) + +#undef GLM_IMPLEMENT_SCAL_MULT +} // namespace glm diff --git a/vendor/include/glm/gtx/scalar_relational.hpp b/vendor/include/glm/gtx/scalar_relational.hpp new file mode 100644 index 0000000..8be9c57 --- /dev/null +++ b/vendor/include/glm/gtx/scalar_relational.hpp @@ -0,0 +1,36 @@ +/// @ref gtx_scalar_relational +/// @file glm/gtx/scalar_relational.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_scalar_relational GLM_GTX_scalar_relational +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Extend a position from a source to a position at a defined length. + +#pragma once + +// Dependency: +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_extend extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_scalar_relational + /// @{ + + + + /// @} +}//namespace glm + +#include "scalar_relational.inl" diff --git a/vendor/include/glm/gtx/scalar_relational.inl b/vendor/include/glm/gtx/scalar_relational.inl new file mode 100644 index 0000000..c2a121c --- /dev/null +++ b/vendor/include/glm/gtx/scalar_relational.inl @@ -0,0 +1,88 @@ +/// @ref gtx_scalar_relational + +namespace glm +{ + template + GLM_FUNC_QUALIFIER bool lessThan + ( + T const& x, + T const& y + ) + { + return x < y; + } + + template + GLM_FUNC_QUALIFIER bool lessThanEqual + ( + T const& x, + T const& y + ) + { + return x <= y; + } + + template + GLM_FUNC_QUALIFIER bool greaterThan + ( + T const& x, + T const& y + ) + { + return x > y; + } + + template + GLM_FUNC_QUALIFIER bool greaterThanEqual + ( + T const& x, + T const& y + ) + { + return x >= y; + } + + template + GLM_FUNC_QUALIFIER bool equal + ( + T const& x, + T const& y + ) + { + return detail::compute_equal::is_iec559>::call(x, y); + } + + template + GLM_FUNC_QUALIFIER bool notEqual + ( + T const& x, + T const& y + ) + { + return !detail::compute_equal::is_iec559>::call(x, y); + } + + GLM_FUNC_QUALIFIER bool any + ( + bool const& x + ) + { + return x; + } + + GLM_FUNC_QUALIFIER bool all + ( + bool const& x + ) + { + return x; + } + + GLM_FUNC_QUALIFIER bool not_ + ( + bool const& x + ) + { + return !x; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/spline.hpp b/vendor/include/glm/gtx/spline.hpp new file mode 100644 index 0000000..731c979 --- /dev/null +++ b/vendor/include/glm/gtx/spline.hpp @@ -0,0 +1,65 @@ +/// @ref gtx_spline +/// @file glm/gtx/spline.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_spline GLM_GTX_spline +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Spline functions + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtx/optimum_pow.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_spline is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_spline extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_spline + /// @{ + + /// Return a point from a catmull rom curve. + /// @see gtx_spline extension. + template + GLM_FUNC_DECL genType catmullRom( + genType const& v1, + genType const& v2, + genType const& v3, + genType const& v4, + typename genType::value_type const& s); + + /// Return a point from a hermite curve. + /// @see gtx_spline extension. + template + GLM_FUNC_DECL genType hermite( + genType const& v1, + genType const& t1, + genType const& v2, + genType const& t2, + typename genType::value_type const& s); + + /// Return a point from a cubic curve. + /// @see gtx_spline extension. + template + GLM_FUNC_DECL genType cubic( + genType const& v1, + genType const& v2, + genType const& v3, + genType const& v4, + typename genType::value_type const& s); + + /// @} +}//namespace glm + +#include "spline.inl" diff --git a/vendor/include/glm/gtx/spline.inl b/vendor/include/glm/gtx/spline.inl new file mode 100644 index 0000000..c3fd056 --- /dev/null +++ b/vendor/include/glm/gtx/spline.inl @@ -0,0 +1,60 @@ +/// @ref gtx_spline + +namespace glm +{ + template + GLM_FUNC_QUALIFIER genType catmullRom + ( + genType const& v1, + genType const& v2, + genType const& v3, + genType const& v4, + typename genType::value_type const& s + ) + { + typename genType::value_type s2 = pow2(s); + typename genType::value_type s3 = pow3(s); + + typename genType::value_type f1 = -s3 + typename genType::value_type(2) * s2 - s; + typename genType::value_type f2 = typename genType::value_type(3) * s3 - typename genType::value_type(5) * s2 + typename genType::value_type(2); + typename genType::value_type f3 = typename genType::value_type(-3) * s3 + typename genType::value_type(4) * s2 + s; + typename genType::value_type f4 = s3 - s2; + + return (f1 * v1 + f2 * v2 + f3 * v3 + f4 * v4) / typename genType::value_type(2); + + } + + template + GLM_FUNC_QUALIFIER genType hermite + ( + genType const& v1, + genType const& t1, + genType const& v2, + genType const& t2, + typename genType::value_type const& s + ) + { + typename genType::value_type s2 = pow2(s); + typename genType::value_type s3 = pow3(s); + + typename genType::value_type f1 = typename genType::value_type(2) * s3 - typename genType::value_type(3) * s2 + typename genType::value_type(1); + typename genType::value_type f2 = typename genType::value_type(-2) * s3 + typename genType::value_type(3) * s2; + typename genType::value_type f3 = s3 - typename genType::value_type(2) * s2 + s; + typename genType::value_type f4 = s3 - s2; + + return f1 * v1 + f2 * v2 + f3 * t1 + f4 * t2; + } + + template + GLM_FUNC_QUALIFIER genType cubic + ( + genType const& v1, + genType const& v2, + genType const& v3, + genType const& v4, + typename genType::value_type const& s + ) + { + return ((v1 * s + v2) * s + v3) * s + v4; + } +}//namespace glm diff --git a/vendor/include/glm/gtx/std_based_type.hpp b/vendor/include/glm/gtx/std_based_type.hpp new file mode 100644 index 0000000..cd3be8c --- /dev/null +++ b/vendor/include/glm/gtx/std_based_type.hpp @@ -0,0 +1,68 @@ +/// @ref gtx_std_based_type +/// @file glm/gtx/std_based_type.hpp +/// +/// @see core (dependence) +/// @see gtx_extented_min_max (dependence) +/// +/// @defgroup gtx_std_based_type GLM_GTX_std_based_type +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Adds vector types based on STL value types. + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_std_based_type is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_std_based_type extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_std_based_type + /// @{ + + /// Vector type based of one std::size_t component. + /// @see GLM_GTX_std_based_type + typedef vec<1, std::size_t, defaultp> size1; + + /// Vector type based of two std::size_t components. + /// @see GLM_GTX_std_based_type + typedef vec<2, std::size_t, defaultp> size2; + + /// Vector type based of three std::size_t components. + /// @see GLM_GTX_std_based_type + typedef vec<3, std::size_t, defaultp> size3; + + /// Vector type based of four std::size_t components. + /// @see GLM_GTX_std_based_type + typedef vec<4, std::size_t, defaultp> size4; + + /// Vector type based of one std::size_t component. + /// @see GLM_GTX_std_based_type + typedef vec<1, std::size_t, defaultp> size1_t; + + /// Vector type based of two std::size_t components. + /// @see GLM_GTX_std_based_type + typedef vec<2, std::size_t, defaultp> size2_t; + + /// Vector type based of three std::size_t components. + /// @see GLM_GTX_std_based_type + typedef vec<3, std::size_t, defaultp> size3_t; + + /// Vector type based of four std::size_t components. + /// @see GLM_GTX_std_based_type + typedef vec<4, std::size_t, defaultp> size4_t; + + /// @} +}//namespace glm + +#include "std_based_type.inl" diff --git a/vendor/include/glm/gtx/std_based_type.inl b/vendor/include/glm/gtx/std_based_type.inl new file mode 100644 index 0000000..9c34bdb --- /dev/null +++ b/vendor/include/glm/gtx/std_based_type.inl @@ -0,0 +1,6 @@ +/// @ref gtx_std_based_type + +namespace glm +{ + +} diff --git a/vendor/include/glm/gtx/string_cast.hpp b/vendor/include/glm/gtx/string_cast.hpp new file mode 100644 index 0000000..27846bf --- /dev/null +++ b/vendor/include/glm/gtx/string_cast.hpp @@ -0,0 +1,52 @@ +/// @ref gtx_string_cast +/// @file glm/gtx/string_cast.hpp +/// +/// @see core (dependence) +/// @see gtx_integer (dependence) +/// @see gtx_quaternion (dependence) +/// +/// @defgroup gtx_string_cast GLM_GTX_string_cast +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Setup strings for GLM type values +/// +/// This extension is not supported with CUDA + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/type_precision.hpp" +#include "../gtc/quaternion.hpp" +#include "../gtx/dual_quaternion.hpp" +#include +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_string_cast is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_string_cast extension included") +# endif +#endif + +#if(GLM_COMPILER & GLM_COMPILER_CUDA) +# error "GLM_GTX_string_cast is not supported on CUDA compiler" +#endif + +namespace glm +{ + /// @addtogroup gtx_string_cast + /// @{ + + /// Create a string from a GLM vector or matrix typed variable. + /// @see gtx_string_cast extension. + template + GLM_FUNC_DECL std::string to_string(genType const& x); + + /// @} +}//namespace glm + +#include "string_cast.inl" diff --git a/vendor/include/glm/gtx/string_cast.inl b/vendor/include/glm/gtx/string_cast.inl new file mode 100644 index 0000000..f67751d --- /dev/null +++ b/vendor/include/glm/gtx/string_cast.inl @@ -0,0 +1,492 @@ +/// @ref gtx_string_cast + +#include +#include + +namespace glm{ +namespace detail +{ + template + struct cast + { + typedef T value_type; + }; + + template <> + struct cast + { + typedef double value_type; + }; + + GLM_FUNC_QUALIFIER std::string format(const char* msg, ...) + { + std::size_t const STRING_BUFFER(4096); + char text[STRING_BUFFER]; + va_list list; + + if(msg == GLM_NULLPTR) + return std::string(); + + va_start(list, msg); +# if (GLM_COMPILER & GLM_COMPILER_VC) + vsprintf_s(text, STRING_BUFFER, msg, list); +# else// + std::vsprintf(text, msg, list); +# endif// + va_end(list); + + return std::string(text); + } + + static const char* LabelTrue = "true"; + static const char* LabelFalse = "false"; + + template + struct literal + { + GLM_FUNC_QUALIFIER static char const * value() {return "%d";} + }; + + template + struct literal + { + GLM_FUNC_QUALIFIER static char const * value() {return "%f";} + }; + +# if GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC + template<> + struct literal + { + GLM_FUNC_QUALIFIER static char const * value() {return "%lld";} + }; + + template<> + struct literal + { + GLM_FUNC_QUALIFIER static char const * value() {return "%lld";} + }; +# endif//GLM_MODEL == GLM_MODEL_32 && GLM_COMPILER && GLM_COMPILER_VC + + template + struct prefix{}; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "d";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "b";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "u8";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "i8";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "u16";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "i16";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "u";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "i";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "u64";} + }; + + template<> + struct prefix + { + GLM_FUNC_QUALIFIER static char const * value() {return "i64";} + }; + + template + struct compute_to_string + {}; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(vec<1, bool, Q> const& x) + { + return detail::format("bvec1(%s)", + x[0] ? detail::LabelTrue : detail::LabelFalse); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(vec<2, bool, Q> const& x) + { + return detail::format("bvec2(%s, %s)", + x[0] ? detail::LabelTrue : detail::LabelFalse, + x[1] ? detail::LabelTrue : detail::LabelFalse); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(vec<3, bool, Q> const& x) + { + return detail::format("bvec3(%s, %s, %s)", + x[0] ? detail::LabelTrue : detail::LabelFalse, + x[1] ? detail::LabelTrue : detail::LabelFalse, + x[2] ? detail::LabelTrue : detail::LabelFalse); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(vec<4, bool, Q> const& x) + { + return detail::format("bvec4(%s, %s, %s, %s)", + x[0] ? detail::LabelTrue : detail::LabelFalse, + x[1] ? detail::LabelTrue : detail::LabelFalse, + x[2] ? detail::LabelTrue : detail::LabelFalse, + x[3] ? detail::LabelTrue : detail::LabelFalse); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(vec<1, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%svec1(%s)", + PrefixStr, + LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(vec<2, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%svec2(%s, %s)", + PrefixStr, + LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0]), + static_cast::value_type>(x[1])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(vec<3, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%svec3(%s, %s, %s)", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0]), + static_cast::value_type>(x[1]), + static_cast::value_type>(x[2])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(vec<4, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%svec4(%s, %s, %s, %s)", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0]), + static_cast::value_type>(x[1]), + static_cast::value_type>(x[2]), + static_cast::value_type>(x[3])); + } + }; + + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(mat<2, 2, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%smat2x2((%s, %s), (%s, %s))", + PrefixStr, + LiteralStr, LiteralStr, + LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), + static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(mat<2, 3, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%smat2x3((%s, %s, %s), (%s, %s, %s))", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), + static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(mat<2, 4, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%smat2x4((%s, %s, %s, %s), (%s, %s, %s, %s))", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), static_cast::value_type>(x[0][3]), + static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), static_cast::value_type>(x[1][3])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(mat<3, 2, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%smat3x2((%s, %s), (%s, %s), (%s, %s))", + PrefixStr, + LiteralStr, LiteralStr, + LiteralStr, LiteralStr, + LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), + static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), + static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(mat<3, 3, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%smat3x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s))", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), + static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), + static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), static_cast::value_type>(x[2][2])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(mat<3, 4, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%smat3x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), static_cast::value_type>(x[0][3]), + static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), static_cast::value_type>(x[1][3]), + static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), static_cast::value_type>(x[2][2]), static_cast::value_type>(x[2][3])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(mat<4, 2, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%smat4x2((%s, %s), (%s, %s), (%s, %s), (%s, %s))", + PrefixStr, + LiteralStr, LiteralStr, + LiteralStr, LiteralStr, + LiteralStr, LiteralStr, + LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), + static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), + static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), + static_cast::value_type>(x[3][0]), static_cast::value_type>(x[3][1])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(mat<4, 3, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%smat4x3((%s, %s, %s), (%s, %s, %s), (%s, %s, %s), (%s, %s, %s))", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), + static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), + static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), static_cast::value_type>(x[2][2]), + static_cast::value_type>(x[3][0]), static_cast::value_type>(x[3][1]), static_cast::value_type>(x[3][2])); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(mat<4, 4, T, Q> const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%smat4x4((%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s), (%s, %s, %s, %s))", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x[0][0]), static_cast::value_type>(x[0][1]), static_cast::value_type>(x[0][2]), static_cast::value_type>(x[0][3]), + static_cast::value_type>(x[1][0]), static_cast::value_type>(x[1][1]), static_cast::value_type>(x[1][2]), static_cast::value_type>(x[1][3]), + static_cast::value_type>(x[2][0]), static_cast::value_type>(x[2][1]), static_cast::value_type>(x[2][2]), static_cast::value_type>(x[2][3]), + static_cast::value_type>(x[3][0]), static_cast::value_type>(x[3][1]), static_cast::value_type>(x[3][2]), static_cast::value_type>(x[3][3])); + } + }; + + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(qua const& q) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%squat(%s, {%s, %s, %s})", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(q.w), + static_cast::value_type>(q.x), + static_cast::value_type>(q.y), + static_cast::value_type>(q.z)); + } + }; + + template + struct compute_to_string > + { + GLM_FUNC_QUALIFIER static std::string call(tdualquat const& x) + { + char const * PrefixStr = prefix::value(); + char const * LiteralStr = literal::is_iec559>::value(); + std::string FormatStr(detail::format("%sdualquat((%s, {%s, %s, %s}), (%s, {%s, %s, %s}))", + PrefixStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr, + LiteralStr, LiteralStr, LiteralStr, LiteralStr)); + + return detail::format(FormatStr.c_str(), + static_cast::value_type>(x.real.w), + static_cast::value_type>(x.real.x), + static_cast::value_type>(x.real.y), + static_cast::value_type>(x.real.z), + static_cast::value_type>(x.dual.w), + static_cast::value_type>(x.dual.x), + static_cast::value_type>(x.dual.y), + static_cast::value_type>(x.dual.z)); + } + }; + +}//namespace detail + +template +GLM_FUNC_QUALIFIER std::string to_string(matType const& x) +{ + return detail::compute_to_string::call(x); +} + +}//namespace glm diff --git a/vendor/include/glm/gtx/texture.hpp b/vendor/include/glm/gtx/texture.hpp new file mode 100644 index 0000000..20585e6 --- /dev/null +++ b/vendor/include/glm/gtx/texture.hpp @@ -0,0 +1,46 @@ +/// @ref gtx_texture +/// @file glm/gtx/texture.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_texture GLM_GTX_texture +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Wrapping mode of texture coordinates. + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/integer.hpp" +#include "../gtx/component_wise.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_texture is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_texture extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_texture + /// @{ + + /// Compute the number of mipmaps levels necessary to create a mipmap complete texture + /// + /// @param Extent Extent of the texture base level mipmap + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point or signed integer scalar types + /// @tparam Q Value from qualifier enum + template + T levels(vec const& Extent); + + /// @} +}// namespace glm + +#include "texture.inl" + diff --git a/vendor/include/glm/gtx/texture.inl b/vendor/include/glm/gtx/texture.inl new file mode 100644 index 0000000..593c826 --- /dev/null +++ b/vendor/include/glm/gtx/texture.inl @@ -0,0 +1,17 @@ +/// @ref gtx_texture + +namespace glm +{ + template + inline T levels(vec const& Extent) + { + return glm::log2(compMax(Extent)) + static_cast(1); + } + + template + inline T levels(T Extent) + { + return vec<1, T, defaultp>(Extent).x; + } +}//namespace glm + diff --git a/vendor/include/glm/gtx/transform.hpp b/vendor/include/glm/gtx/transform.hpp new file mode 100644 index 0000000..0279fc8 --- /dev/null +++ b/vendor/include/glm/gtx/transform.hpp @@ -0,0 +1,60 @@ +/// @ref gtx_transform +/// @file glm/gtx/transform.hpp +/// +/// @see core (dependence) +/// @see gtc_matrix_transform (dependence) +/// @see gtx_transform +/// @see gtx_transform2 +/// +/// @defgroup gtx_transform GLM_GTX_transform +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Add transformation matrices + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/matrix_transform.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_transform is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_transform extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_transform + /// @{ + + /// Transforms a matrix with a translation 4 * 4 matrix created from 3 scalars. + /// @see gtc_matrix_transform + /// @see gtx_transform + template + GLM_FUNC_DECL mat<4, 4, T, Q> translate( + vec<3, T, Q> const& v); + + /// Builds a rotation 4 * 4 matrix created from an axis of 3 scalars and an angle expressed in radians. + /// @see gtc_matrix_transform + /// @see gtx_transform + template + GLM_FUNC_DECL mat<4, 4, T, Q> rotate( + T angle, + vec<3, T, Q> const& v); + + /// Transforms a matrix with a scale 4 * 4 matrix created from a vector of 3 components. + /// @see gtc_matrix_transform + /// @see gtx_transform + template + GLM_FUNC_DECL mat<4, 4, T, Q> scale( + vec<3, T, Q> const& v); + + /// @} +}// namespace glm + +#include "transform.inl" diff --git a/vendor/include/glm/gtx/transform.inl b/vendor/include/glm/gtx/transform.inl new file mode 100644 index 0000000..48ee680 --- /dev/null +++ b/vendor/include/glm/gtx/transform.inl @@ -0,0 +1,23 @@ +/// @ref gtx_transform + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(vec<3, T, Q> const& v) + { + return translate(mat<4, 4, T, Q>(static_cast(1)), v); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(T angle, vec<3, T, Q> const& v) + { + return rotate(mat<4, 4, T, Q>(static_cast(1)), angle, v); + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(vec<3, T, Q> const& v) + { + return scale(mat<4, 4, T, Q>(static_cast(1)), v); + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/transform2.hpp b/vendor/include/glm/gtx/transform2.hpp new file mode 100644 index 0000000..0d8ba9d --- /dev/null +++ b/vendor/include/glm/gtx/transform2.hpp @@ -0,0 +1,89 @@ +/// @ref gtx_transform2 +/// @file glm/gtx/transform2.hpp +/// +/// @see core (dependence) +/// @see gtx_transform (dependence) +/// +/// @defgroup gtx_transform2 GLM_GTX_transform2 +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Add extra transformation matrices + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtx/transform.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_transform2 is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_transform2 extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_transform2 + /// @{ + + //! Transforms a matrix with a shearing on X axis. + //! From GLM_GTX_transform2 extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T y); + + //! Transforms a matrix with a shearing on Y axis. + //! From GLM_GTX_transform2 extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T x); + + //! Transforms a matrix with a shearing on X axis + //! From GLM_GTX_transform2 extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T y, T z); + + //! Transforms a matrix with a shearing on Y axis. + //! From GLM_GTX_transform2 extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T x, T z); + + //! Transforms a matrix with a shearing on Z axis. + //! From GLM_GTX_transform2 extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T x, T y); + + //template GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shear(const mat<4, 4, T, Q> & m, shearPlane, planePoint, angle) + // Identity + tan(angle) * cross(Normal, OnPlaneVector) 0 + // - dot(PointOnPlane, normal) * OnPlaneVector 1 + + // Reflect functions seem to don't work + //template mat<3, 3, T, Q> reflect2D(const mat<3, 3, T, Q> & m, const vec<3, T, Q>& normal){return reflect2DGTX(m, normal);} //!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension) + //template mat<4, 4, T, Q> reflect3D(const mat<4, 4, T, Q> & m, const vec<3, T, Q>& normal){return reflect3DGTX(m, normal);} //!< \brief Build a reflection matrix (from GLM_GTX_transform2 extension) + + //! Build planar projection matrix along normal axis. + //! From GLM_GTX_transform2 extension. + template + GLM_FUNC_DECL mat<3, 3, T, Q> proj2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal); + + //! Build planar projection matrix along normal axis. + //! From GLM_GTX_transform2 extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> proj3D(mat<4, 4, T, Q> const & m, vec<3, T, Q> const& normal); + + //! Build a scale bias matrix. + //! From GLM_GTX_transform2 extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(T scale, T bias); + + //! Build a scale bias matrix. + //! From GLM_GTX_transform2 extension. + template + GLM_FUNC_DECL mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias); + + /// @} +}// namespace glm + +#include "transform2.inl" diff --git a/vendor/include/glm/gtx/transform2.inl b/vendor/include/glm/gtx/transform2.inl new file mode 100644 index 0000000..2b53198 --- /dev/null +++ b/vendor/include/glm/gtx/transform2.inl @@ -0,0 +1,125 @@ +/// @ref gtx_transform2 + +namespace glm +{ + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearX2D(mat<3, 3, T, Q> const& m, T s) + { + mat<3, 3, T, Q> r(1); + r[1][0] = s; + return m * r; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> shearY2D(mat<3, 3, T, Q> const& m, T s) + { + mat<3, 3, T, Q> r(1); + r[0][1] = s; + return m * r; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearX3D(mat<4, 4, T, Q> const& m, T s, T t) + { + mat<4, 4, T, Q> r(1); + r[0][1] = s; + r[0][2] = t; + return m * r; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearY3D(mat<4, 4, T, Q> const& m, T s, T t) + { + mat<4, 4, T, Q> r(1); + r[1][0] = s; + r[1][2] = t; + return m * r; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> shearZ3D(mat<4, 4, T, Q> const& m, T s, T t) + { + mat<4, 4, T, Q> r(1); + r[2][0] = s; + r[2][1] = t; + return m * r; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> reflect2D(mat<3, 3, T, Q> const& m, vec<3, T, Q> const& normal) + { + mat<3, 3, T, Q> r(static_cast(1)); + r[0][0] = static_cast(1) - static_cast(2) * normal.x * normal.x; + r[0][1] = -static_cast(2) * normal.x * normal.y; + r[1][0] = -static_cast(2) * normal.x * normal.y; + r[1][1] = static_cast(1) - static_cast(2) * normal.y * normal.y; + return m * r; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> reflect3D(mat<4, 4, T, Q> const& m, vec<3, T, Q> const& normal) + { + mat<4, 4, T, Q> r(static_cast(1)); + r[0][0] = static_cast(1) - static_cast(2) * normal.x * normal.x; + r[0][1] = -static_cast(2) * normal.x * normal.y; + r[0][2] = -static_cast(2) * normal.x * normal.z; + + r[1][0] = -static_cast(2) * normal.x * normal.y; + r[1][1] = static_cast(1) - static_cast(2) * normal.y * normal.y; + r[1][2] = -static_cast(2) * normal.y * normal.z; + + r[2][0] = -static_cast(2) * normal.x * normal.z; + r[2][1] = -static_cast(2) * normal.y * normal.z; + r[2][2] = static_cast(1) - static_cast(2) * normal.z * normal.z; + return m * r; + } + + template + GLM_FUNC_QUALIFIER mat<3, 3, T, Q> proj2D( + const mat<3, 3, T, Q>& m, + const vec<3, T, Q>& normal) + { + mat<3, 3, T, Q> r(static_cast(1)); + r[0][0] = static_cast(1) - normal.x * normal.x; + r[0][1] = - normal.x * normal.y; + r[1][0] = - normal.x * normal.y; + r[1][1] = static_cast(1) - normal.y * normal.y; + return m * r; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> proj3D( + const mat<4, 4, T, Q>& m, + const vec<3, T, Q>& normal) + { + mat<4, 4, T, Q> r(static_cast(1)); + r[0][0] = static_cast(1) - normal.x * normal.x; + r[0][1] = - normal.x * normal.y; + r[0][2] = - normal.x * normal.z; + r[1][0] = - normal.x * normal.y; + r[1][1] = static_cast(1) - normal.y * normal.y; + r[1][2] = - normal.y * normal.z; + r[2][0] = - normal.x * normal.z; + r[2][1] = - normal.y * normal.z; + r[2][2] = static_cast(1) - normal.z * normal.z; + return m * r; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(T scale, T bias) + { + mat<4, 4, T, Q> result; + result[3] = vec<4, T, Q>(vec<3, T, Q>(bias), static_cast(1)); + result[0][0] = scale; + result[1][1] = scale; + result[2][2] = scale; + return result; + } + + template + GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scaleBias(mat<4, 4, T, Q> const& m, T scale, T bias) + { + return m * scaleBias(scale, bias); + } +}//namespace glm + diff --git a/vendor/include/glm/gtx/type_aligned.hpp b/vendor/include/glm/gtx/type_aligned.hpp new file mode 100644 index 0000000..2ae522c --- /dev/null +++ b/vendor/include/glm/gtx/type_aligned.hpp @@ -0,0 +1,982 @@ +/// @ref gtx_type_aligned +/// @file glm/gtx/type_aligned.hpp +/// +/// @see core (dependence) +/// @see gtc_quaternion (dependence) +/// +/// @defgroup gtx_type_aligned GLM_GTX_type_aligned +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Defines aligned types. + +#pragma once + +// Dependency: +#include "../gtc/type_precision.hpp" +#include "../gtc/quaternion.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_type_aligned is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_type_aligned extension included") +# endif +#endif + +namespace glm +{ + /////////////////////////// + // Signed int vector types + + /// @addtogroup gtx_type_aligned + /// @{ + + /// Low qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_int8, aligned_lowp_int8, 1); + + /// Low qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_int16, aligned_lowp_int16, 2); + + /// Low qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_int32, aligned_lowp_int32, 4); + + /// Low qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_int64, aligned_lowp_int64, 8); + + + /// Low qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_int8_t, aligned_lowp_int8_t, 1); + + /// Low qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_int16_t, aligned_lowp_int16_t, 2); + + /// Low qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_int32_t, aligned_lowp_int32_t, 4); + + /// Low qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_int64_t, aligned_lowp_int64_t, 8); + + + /// Low qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_i8, aligned_lowp_i8, 1); + + /// Low qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_i16, aligned_lowp_i16, 2); + + /// Low qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_i32, aligned_lowp_i32, 4); + + /// Low qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_i64, aligned_lowp_i64, 8); + + + /// Medium qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_int8, aligned_mediump_int8, 1); + + /// Medium qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_int16, aligned_mediump_int16, 2); + + /// Medium qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_int32, aligned_mediump_int32, 4); + + /// Medium qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_int64, aligned_mediump_int64, 8); + + + /// Medium qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_int8_t, aligned_mediump_int8_t, 1); + + /// Medium qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_int16_t, aligned_mediump_int16_t, 2); + + /// Medium qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_int32_t, aligned_mediump_int32_t, 4); + + /// Medium qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_int64_t, aligned_mediump_int64_t, 8); + + + /// Medium qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_i8, aligned_mediump_i8, 1); + + /// Medium qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_i16, aligned_mediump_i16, 2); + + /// Medium qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_i32, aligned_mediump_i32, 4); + + /// Medium qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_i64, aligned_mediump_i64, 8); + + + /// High qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_int8, aligned_highp_int8, 1); + + /// High qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_int16, aligned_highp_int16, 2); + + /// High qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_int32, aligned_highp_int32, 4); + + /// High qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_int64, aligned_highp_int64, 8); + + + /// High qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_int8_t, aligned_highp_int8_t, 1); + + /// High qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_int16_t, aligned_highp_int16_t, 2); + + /// High qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_int32_t, aligned_highp_int32_t, 4); + + /// High qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_int64_t, aligned_highp_int64_t, 8); + + + /// High qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_i8, aligned_highp_i8, 1); + + /// High qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_i16, aligned_highp_i16, 2); + + /// High qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_i32, aligned_highp_i32, 4); + + /// High qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_i64, aligned_highp_i64, 8); + + + /// Default qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(int8, aligned_int8, 1); + + /// Default qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(int16, aligned_int16, 2); + + /// Default qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(int32, aligned_int32, 4); + + /// Default qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(int64, aligned_int64, 8); + + + /// Default qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(int8_t, aligned_int8_t, 1); + + /// Default qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(int16_t, aligned_int16_t, 2); + + /// Default qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(int32_t, aligned_int32_t, 4); + + /// Default qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(int64_t, aligned_int64_t, 8); + + + /// Default qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i8, aligned_i8, 1); + + /// Default qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i16, aligned_i16, 2); + + /// Default qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i32, aligned_i32, 4); + + /// Default qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i64, aligned_i64, 8); + + + /// Default qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(ivec1, aligned_ivec1, 4); + + /// Default qualifier 32 bit signed integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(ivec2, aligned_ivec2, 8); + + /// Default qualifier 32 bit signed integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(ivec3, aligned_ivec3, 16); + + /// Default qualifier 32 bit signed integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(ivec4, aligned_ivec4, 16); + + + /// Default qualifier 8 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i8vec1, aligned_i8vec1, 1); + + /// Default qualifier 8 bit signed integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i8vec2, aligned_i8vec2, 2); + + /// Default qualifier 8 bit signed integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i8vec3, aligned_i8vec3, 4); + + /// Default qualifier 8 bit signed integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i8vec4, aligned_i8vec4, 4); + + + /// Default qualifier 16 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i16vec1, aligned_i16vec1, 2); + + /// Default qualifier 16 bit signed integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i16vec2, aligned_i16vec2, 4); + + /// Default qualifier 16 bit signed integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i16vec3, aligned_i16vec3, 8); + + /// Default qualifier 16 bit signed integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i16vec4, aligned_i16vec4, 8); + + + /// Default qualifier 32 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i32vec1, aligned_i32vec1, 4); + + /// Default qualifier 32 bit signed integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i32vec2, aligned_i32vec2, 8); + + /// Default qualifier 32 bit signed integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i32vec3, aligned_i32vec3, 16); + + /// Default qualifier 32 bit signed integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i32vec4, aligned_i32vec4, 16); + + + /// Default qualifier 64 bit signed integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i64vec1, aligned_i64vec1, 8); + + /// Default qualifier 64 bit signed integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i64vec2, aligned_i64vec2, 16); + + /// Default qualifier 64 bit signed integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i64vec3, aligned_i64vec3, 32); + + /// Default qualifier 64 bit signed integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(i64vec4, aligned_i64vec4, 32); + + + ///////////////////////////// + // Unsigned int vector types + + /// Low qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_uint8, aligned_lowp_uint8, 1); + + /// Low qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_uint16, aligned_lowp_uint16, 2); + + /// Low qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_uint32, aligned_lowp_uint32, 4); + + /// Low qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_uint64, aligned_lowp_uint64, 8); + + + /// Low qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_uint8_t, aligned_lowp_uint8_t, 1); + + /// Low qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_uint16_t, aligned_lowp_uint16_t, 2); + + /// Low qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_uint32_t, aligned_lowp_uint32_t, 4); + + /// Low qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_uint64_t, aligned_lowp_uint64_t, 8); + + + /// Low qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_u8, aligned_lowp_u8, 1); + + /// Low qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_u16, aligned_lowp_u16, 2); + + /// Low qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_u32, aligned_lowp_u32, 4); + + /// Low qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(lowp_u64, aligned_lowp_u64, 8); + + + /// Medium qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_uint8, aligned_mediump_uint8, 1); + + /// Medium qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_uint16, aligned_mediump_uint16, 2); + + /// Medium qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_uint32, aligned_mediump_uint32, 4); + + /// Medium qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_uint64, aligned_mediump_uint64, 8); + + + /// Medium qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_uint8_t, aligned_mediump_uint8_t, 1); + + /// Medium qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_uint16_t, aligned_mediump_uint16_t, 2); + + /// Medium qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_uint32_t, aligned_mediump_uint32_t, 4); + + /// Medium qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_uint64_t, aligned_mediump_uint64_t, 8); + + + /// Medium qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_u8, aligned_mediump_u8, 1); + + /// Medium qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_u16, aligned_mediump_u16, 2); + + /// Medium qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_u32, aligned_mediump_u32, 4); + + /// Medium qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mediump_u64, aligned_mediump_u64, 8); + + + /// High qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_uint8, aligned_highp_uint8, 1); + + /// High qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_uint16, aligned_highp_uint16, 2); + + /// High qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_uint32, aligned_highp_uint32, 4); + + /// High qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_uint64, aligned_highp_uint64, 8); + + + /// High qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_uint8_t, aligned_highp_uint8_t, 1); + + /// High qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_uint16_t, aligned_highp_uint16_t, 2); + + /// High qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_uint32_t, aligned_highp_uint32_t, 4); + + /// High qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_uint64_t, aligned_highp_uint64_t, 8); + + + /// High qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_u8, aligned_highp_u8, 1); + + /// High qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_u16, aligned_highp_u16, 2); + + /// High qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_u32, aligned_highp_u32, 4); + + /// High qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(highp_u64, aligned_highp_u64, 8); + + + /// Default qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uint8, aligned_uint8, 1); + + /// Default qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uint16, aligned_uint16, 2); + + /// Default qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uint32, aligned_uint32, 4); + + /// Default qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uint64, aligned_uint64, 8); + + + /// Default qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uint8_t, aligned_uint8_t, 1); + + /// Default qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uint16_t, aligned_uint16_t, 2); + + /// Default qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uint32_t, aligned_uint32_t, 4); + + /// Default qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uint64_t, aligned_uint64_t, 8); + + + /// Default qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u8, aligned_u8, 1); + + /// Default qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u16, aligned_u16, 2); + + /// Default qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u32, aligned_u32, 4); + + /// Default qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u64, aligned_u64, 8); + + + /// Default qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uvec1, aligned_uvec1, 4); + + /// Default qualifier 32 bit unsigned integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uvec2, aligned_uvec2, 8); + + /// Default qualifier 32 bit unsigned integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uvec3, aligned_uvec3, 16); + + /// Default qualifier 32 bit unsigned integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(uvec4, aligned_uvec4, 16); + + + /// Default qualifier 8 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u8vec1, aligned_u8vec1, 1); + + /// Default qualifier 8 bit unsigned integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u8vec2, aligned_u8vec2, 2); + + /// Default qualifier 8 bit unsigned integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u8vec3, aligned_u8vec3, 4); + + /// Default qualifier 8 bit unsigned integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u8vec4, aligned_u8vec4, 4); + + + /// Default qualifier 16 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u16vec1, aligned_u16vec1, 2); + + /// Default qualifier 16 bit unsigned integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u16vec2, aligned_u16vec2, 4); + + /// Default qualifier 16 bit unsigned integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u16vec3, aligned_u16vec3, 8); + + /// Default qualifier 16 bit unsigned integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u16vec4, aligned_u16vec4, 8); + + + /// Default qualifier 32 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u32vec1, aligned_u32vec1, 4); + + /// Default qualifier 32 bit unsigned integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u32vec2, aligned_u32vec2, 8); + + /// Default qualifier 32 bit unsigned integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u32vec3, aligned_u32vec3, 16); + + /// Default qualifier 32 bit unsigned integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u32vec4, aligned_u32vec4, 16); + + + /// Default qualifier 64 bit unsigned integer aligned scalar type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u64vec1, aligned_u64vec1, 8); + + /// Default qualifier 64 bit unsigned integer aligned vector of 2 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u64vec2, aligned_u64vec2, 16); + + /// Default qualifier 64 bit unsigned integer aligned vector of 3 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u64vec3, aligned_u64vec3, 32); + + /// Default qualifier 64 bit unsigned integer aligned vector of 4 components type. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(u64vec4, aligned_u64vec4, 32); + + + ////////////////////// + // Float vector types + + /// 32 bit single-qualifier floating-point aligned scalar. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(float32, aligned_float32, 4); + + /// 32 bit single-qualifier floating-point aligned scalar. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(float32_t, aligned_float32_t, 4); + + /// 32 bit single-qualifier floating-point aligned scalar. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(float32, aligned_f32, 4); + +# ifndef GLM_FORCE_SINGLE_ONLY + + /// 64 bit double-qualifier floating-point aligned scalar. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(float64, aligned_float64, 8); + + /// 64 bit double-qualifier floating-point aligned scalar. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(float64_t, aligned_float64_t, 8); + + /// 64 bit double-qualifier floating-point aligned scalar. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(float64, aligned_f64, 8); + +# endif//GLM_FORCE_SINGLE_ONLY + + + /// Single-qualifier floating-point aligned vector of 1 component. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(vec1, aligned_vec1, 4); + + /// Single-qualifier floating-point aligned vector of 2 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(vec2, aligned_vec2, 8); + + /// Single-qualifier floating-point aligned vector of 3 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(vec3, aligned_vec3, 16); + + /// Single-qualifier floating-point aligned vector of 4 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(vec4, aligned_vec4, 16); + + + /// Single-qualifier floating-point aligned vector of 1 component. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fvec1, aligned_fvec1, 4); + + /// Single-qualifier floating-point aligned vector of 2 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fvec2, aligned_fvec2, 8); + + /// Single-qualifier floating-point aligned vector of 3 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fvec3, aligned_fvec3, 16); + + /// Single-qualifier floating-point aligned vector of 4 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fvec4, aligned_fvec4, 16); + + + /// Single-qualifier floating-point aligned vector of 1 component. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32vec1, aligned_f32vec1, 4); + + /// Single-qualifier floating-point aligned vector of 2 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32vec2, aligned_f32vec2, 8); + + /// Single-qualifier floating-point aligned vector of 3 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32vec3, aligned_f32vec3, 16); + + /// Single-qualifier floating-point aligned vector of 4 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32vec4, aligned_f32vec4, 16); + + + /// Double-qualifier floating-point aligned vector of 1 component. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(dvec1, aligned_dvec1, 8); + + /// Double-qualifier floating-point aligned vector of 2 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(dvec2, aligned_dvec2, 16); + + /// Double-qualifier floating-point aligned vector of 3 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(dvec3, aligned_dvec3, 32); + + /// Double-qualifier floating-point aligned vector of 4 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(dvec4, aligned_dvec4, 32); + + +# ifndef GLM_FORCE_SINGLE_ONLY + + /// Double-qualifier floating-point aligned vector of 1 component. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64vec1, aligned_f64vec1, 8); + + /// Double-qualifier floating-point aligned vector of 2 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64vec2, aligned_f64vec2, 16); + + /// Double-qualifier floating-point aligned vector of 3 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64vec3, aligned_f64vec3, 32); + + /// Double-qualifier floating-point aligned vector of 4 components. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64vec4, aligned_f64vec4, 32); + +# endif//GLM_FORCE_SINGLE_ONLY + + ////////////////////// + // Float matrix types + + /// Single-qualifier floating-point aligned 1x1 matrix. + /// @see gtx_type_aligned + //typedef detail::tmat1 mat1; + + /// Single-qualifier floating-point aligned 2x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mat2, aligned_mat2, 16); + + /// Single-qualifier floating-point aligned 3x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mat3, aligned_mat3, 16); + + /// Single-qualifier floating-point aligned 4x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mat4, aligned_mat4, 16); + + + /// Single-qualifier floating-point aligned 1x1 matrix. + /// @see gtx_type_aligned + //typedef detail::tmat1x1 mat1; + + /// Single-qualifier floating-point aligned 2x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mat2x2, aligned_mat2x2, 16); + + /// Single-qualifier floating-point aligned 3x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mat3x3, aligned_mat3x3, 16); + + /// Single-qualifier floating-point aligned 4x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(mat4x4, aligned_mat4x4, 16); + + + /// Single-qualifier floating-point aligned 1x1 matrix. + /// @see gtx_type_aligned + //typedef detail::tmat1x1 fmat1; + + /// Single-qualifier floating-point aligned 2x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2, 16); + + /// Single-qualifier floating-point aligned 3x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3, 16); + + /// Single-qualifier floating-point aligned 4x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4, 16); + + + /// Single-qualifier floating-point aligned 1x1 matrix. + /// @see gtx_type_aligned + //typedef f32 fmat1x1; + + /// Single-qualifier floating-point aligned 2x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat2x2, aligned_fmat2x2, 16); + + /// Single-qualifier floating-point aligned 2x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat2x3, aligned_fmat2x3, 16); + + /// Single-qualifier floating-point aligned 2x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat2x4, aligned_fmat2x4, 16); + + /// Single-qualifier floating-point aligned 3x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat3x2, aligned_fmat3x2, 16); + + /// Single-qualifier floating-point aligned 3x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat3x3, aligned_fmat3x3, 16); + + /// Single-qualifier floating-point aligned 3x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat3x4, aligned_fmat3x4, 16); + + /// Single-qualifier floating-point aligned 4x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat4x2, aligned_fmat4x2, 16); + + /// Single-qualifier floating-point aligned 4x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat4x3, aligned_fmat4x3, 16); + + /// Single-qualifier floating-point aligned 4x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(fmat4x4, aligned_fmat4x4, 16); + + + /// Single-qualifier floating-point aligned 1x1 matrix. + /// @see gtx_type_aligned + //typedef detail::tmat1x1 f32mat1; + + /// Single-qualifier floating-point aligned 2x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2, 16); + + /// Single-qualifier floating-point aligned 3x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3, 16); + + /// Single-qualifier floating-point aligned 4x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4, 16); + + + /// Single-qualifier floating-point aligned 1x1 matrix. + /// @see gtx_type_aligned + //typedef f32 f32mat1x1; + + /// Single-qualifier floating-point aligned 2x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat2x2, aligned_f32mat2x2, 16); + + /// Single-qualifier floating-point aligned 2x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat2x3, aligned_f32mat2x3, 16); + + /// Single-qualifier floating-point aligned 2x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat2x4, aligned_f32mat2x4, 16); + + /// Single-qualifier floating-point aligned 3x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat3x2, aligned_f32mat3x2, 16); + + /// Single-qualifier floating-point aligned 3x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat3x3, aligned_f32mat3x3, 16); + + /// Single-qualifier floating-point aligned 3x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat3x4, aligned_f32mat3x4, 16); + + /// Single-qualifier floating-point aligned 4x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat4x2, aligned_f32mat4x2, 16); + + /// Single-qualifier floating-point aligned 4x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat4x3, aligned_f32mat4x3, 16); + + /// Single-qualifier floating-point aligned 4x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32mat4x4, aligned_f32mat4x4, 16); + + +# ifndef GLM_FORCE_SINGLE_ONLY + + /// Double-qualifier floating-point aligned 1x1 matrix. + /// @see gtx_type_aligned + //typedef detail::tmat1x1 f64mat1; + + /// Double-qualifier floating-point aligned 2x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2, 32); + + /// Double-qualifier floating-point aligned 3x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3, 32); + + /// Double-qualifier floating-point aligned 4x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4, 32); + + + /// Double-qualifier floating-point aligned 1x1 matrix. + /// @see gtx_type_aligned + //typedef f64 f64mat1x1; + + /// Double-qualifier floating-point aligned 2x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat2x2, aligned_f64mat2x2, 32); + + /// Double-qualifier floating-point aligned 2x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat2x3, aligned_f64mat2x3, 32); + + /// Double-qualifier floating-point aligned 2x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat2x4, aligned_f64mat2x4, 32); + + /// Double-qualifier floating-point aligned 3x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat3x2, aligned_f64mat3x2, 32); + + /// Double-qualifier floating-point aligned 3x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat3x3, aligned_f64mat3x3, 32); + + /// Double-qualifier floating-point aligned 3x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat3x4, aligned_f64mat3x4, 32); + + /// Double-qualifier floating-point aligned 4x2 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat4x2, aligned_f64mat4x2, 32); + + /// Double-qualifier floating-point aligned 4x3 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat4x3, aligned_f64mat4x3, 32); + + /// Double-qualifier floating-point aligned 4x4 matrix. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64mat4x4, aligned_f64mat4x4, 32); + +# endif//GLM_FORCE_SINGLE_ONLY + + + ////////////////////////// + // Quaternion types + + /// Single-qualifier floating-point aligned quaternion. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(quat, aligned_quat, 16); + + /// Single-qualifier floating-point aligned quaternion. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(quat, aligned_fquat, 16); + + /// Double-qualifier floating-point aligned quaternion. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(dquat, aligned_dquat, 32); + + /// Single-qualifier floating-point aligned quaternion. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f32quat, aligned_f32quat, 16); + +# ifndef GLM_FORCE_SINGLE_ONLY + + /// Double-qualifier floating-point aligned quaternion. + /// @see gtx_type_aligned + GLM_ALIGNED_TYPEDEF(f64quat, aligned_f64quat, 32); + +# endif//GLM_FORCE_SINGLE_ONLY + + /// @} +}//namespace glm + +#include "type_aligned.inl" diff --git a/vendor/include/glm/gtx/type_aligned.inl b/vendor/include/glm/gtx/type_aligned.inl new file mode 100644 index 0000000..54c1b81 --- /dev/null +++ b/vendor/include/glm/gtx/type_aligned.inl @@ -0,0 +1,6 @@ +/// @ref gtc_type_aligned + +namespace glm +{ + +} diff --git a/vendor/include/glm/gtx/type_trait.hpp b/vendor/include/glm/gtx/type_trait.hpp new file mode 100644 index 0000000..56685c8 --- /dev/null +++ b/vendor/include/glm/gtx/type_trait.hpp @@ -0,0 +1,85 @@ +/// @ref gtx_type_trait +/// @file glm/gtx/type_trait.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_type_trait GLM_GTX_type_trait +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Defines traits for each type. + +#pragma once + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_type_trait is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_type_trait extension included") +# endif +#endif + +// Dependency: +#include "../detail/qualifier.hpp" +#include "../gtc/quaternion.hpp" +#include "../gtx/dual_quaternion.hpp" + +namespace glm +{ + /// @addtogroup gtx_type_trait + /// @{ + + template + struct type + { + static bool const is_vec = false; + static bool const is_mat = false; + static bool const is_quat = false; + static length_t const components = 0; + static length_t const cols = 0; + static length_t const rows = 0; + }; + + template + struct type > + { + static bool const is_vec = true; + static bool const is_mat = false; + static bool const is_quat = false; + static length_t const components = L; + }; + + template + struct type > + { + static bool const is_vec = false; + static bool const is_mat = true; + static bool const is_quat = false; + static length_t const components = C; + static length_t const cols = C; + static length_t const rows = R; + }; + + template + struct type > + { + static bool const is_vec = false; + static bool const is_mat = false; + static bool const is_quat = true; + static length_t const components = 4; + }; + + template + struct type > + { + static bool const is_vec = false; + static bool const is_mat = false; + static bool const is_quat = true; + static length_t const components = 8; + }; + + /// @} +}//namespace glm + +#include "type_trait.inl" diff --git a/vendor/include/glm/gtx/type_trait.inl b/vendor/include/glm/gtx/type_trait.inl new file mode 100644 index 0000000..045de95 --- /dev/null +++ b/vendor/include/glm/gtx/type_trait.inl @@ -0,0 +1,61 @@ +/// @ref gtx_type_trait + +namespace glm +{ + template + bool const type::is_vec; + template + bool const type::is_mat; + template + bool const type::is_quat; + template + length_t const type::components; + template + length_t const type::cols; + template + length_t const type::rows; + + // vec + template + bool const type >::is_vec; + template + bool const type >::is_mat; + template + bool const type >::is_quat; + template + length_t const type >::components; + + // mat + template + bool const type >::is_vec; + template + bool const type >::is_mat; + template + bool const type >::is_quat; + template + length_t const type >::components; + template + length_t const type >::cols; + template + length_t const type >::rows; + + // tquat + template + bool const type >::is_vec; + template + bool const type >::is_mat; + template + bool const type >::is_quat; + template + length_t const type >::components; + + // tdualquat + template + bool const type >::is_vec; + template + bool const type >::is_mat; + template + bool const type >::is_quat; + template + length_t const type >::components; +}//namespace glm diff --git a/vendor/include/glm/gtx/vec_swizzle.hpp b/vendor/include/glm/gtx/vec_swizzle.hpp new file mode 100644 index 0000000..1c49abc --- /dev/null +++ b/vendor/include/glm/gtx/vec_swizzle.hpp @@ -0,0 +1,2782 @@ +/// @ref gtx_vec_swizzle +/// @file glm/gtx/vec_swizzle.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_vec_swizzle GLM_GTX_vec_swizzle +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Functions to perform swizzle operation. + +#pragma once + +#include "../glm.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_vec_swizzle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_vec_swizzle extension included") +# endif +#endif + +namespace glm { + // xx + template + GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<1, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.x); + } + + template + GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<2, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.x); + } + + template + GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<3, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.x); + } + + template + GLM_INLINE glm::vec<2, T, Q> xx(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.x); + } + + // xy + template + GLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<2, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.y); + } + + template + GLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<3, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.y); + } + + template + GLM_INLINE glm::vec<2, T, Q> xy(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.y); + } + + // xz + template + GLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<3, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.z); + } + + template + GLM_INLINE glm::vec<2, T, Q> xz(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.z); + } + + // xw + template + GLM_INLINE glm::vec<2, T, Q> xw(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.x, v.w); + } + + // yx + template + GLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<2, T, Q> &v) { + return glm::vec<2, T, Q>(v.y, v.x); + } + + template + GLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<3, T, Q> &v) { + return glm::vec<2, T, Q>(v.y, v.x); + } + + template + GLM_INLINE glm::vec<2, T, Q> yx(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.y, v.x); + } + + // yy + template + GLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<2, T, Q> &v) { + return glm::vec<2, T, Q>(v.y, v.y); + } + + template + GLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<3, T, Q> &v) { + return glm::vec<2, T, Q>(v.y, v.y); + } + + template + GLM_INLINE glm::vec<2, T, Q> yy(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.y, v.y); + } + + // yz + template + GLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<3, T, Q> &v) { + return glm::vec<2, T, Q>(v.y, v.z); + } + + template + GLM_INLINE glm::vec<2, T, Q> yz(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.y, v.z); + } + + // yw + template + GLM_INLINE glm::vec<2, T, Q> yw(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.y, v.w); + } + + // zx + template + GLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<3, T, Q> &v) { + return glm::vec<2, T, Q>(v.z, v.x); + } + + template + GLM_INLINE glm::vec<2, T, Q> zx(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.z, v.x); + } + + // zy + template + GLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<3, T, Q> &v) { + return glm::vec<2, T, Q>(v.z, v.y); + } + + template + GLM_INLINE glm::vec<2, T, Q> zy(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.z, v.y); + } + + // zz + template + GLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<3, T, Q> &v) { + return glm::vec<2, T, Q>(v.z, v.z); + } + + template + GLM_INLINE glm::vec<2, T, Q> zz(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.z, v.z); + } + + // zw + template + GLM_INLINE glm::vec<2, T, Q> zw(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.z, v.w); + } + + // wx + template + GLM_INLINE glm::vec<2, T, Q> wx(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.w, v.x); + } + + // wy + template + GLM_INLINE glm::vec<2, T, Q> wy(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.w, v.y); + } + + // wz + template + GLM_INLINE glm::vec<2, T, Q> wz(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.w, v.z); + } + + // ww + template + GLM_INLINE glm::vec<2, T, Q> ww(const glm::vec<4, T, Q> &v) { + return glm::vec<2, T, Q>(v.w, v.w); + } + + // xxx + template + GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<1, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<2, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> xxx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.x); + } + + // xxy + template + GLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<2, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> xxy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.y); + } + + // xxz + template + GLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.z); + } + + template + GLM_INLINE glm::vec<3, T, Q> xxz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.z); + } + + // xxw + template + GLM_INLINE glm::vec<3, T, Q> xxw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.x, v.w); + } + + // xyx + template + GLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<2, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.y, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.y, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> xyx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.y, v.x); + } + + // xyy + template + GLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<2, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.y, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.y, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> xyy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.y, v.y); + } + + // xyz + template + GLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.y, v.z); + } + + template + GLM_INLINE glm::vec<3, T, Q> xyz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.y, v.z); + } + + // xyw + template + GLM_INLINE glm::vec<3, T, Q> xyw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.y, v.w); + } + + // xzx + template + GLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.z, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> xzx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.z, v.x); + } + + // xzy + template + GLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.z, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> xzy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.z, v.y); + } + + // xzz + template + GLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.z, v.z); + } + + template + GLM_INLINE glm::vec<3, T, Q> xzz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.z, v.z); + } + + // xzw + template + GLM_INLINE glm::vec<3, T, Q> xzw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.z, v.w); + } + + // xwx + template + GLM_INLINE glm::vec<3, T, Q> xwx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.w, v.x); + } + + // xwy + template + GLM_INLINE glm::vec<3, T, Q> xwy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.w, v.y); + } + + // xwz + template + GLM_INLINE glm::vec<3, T, Q> xwz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.w, v.z); + } + + // xww + template + GLM_INLINE glm::vec<3, T, Q> xww(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.x, v.w, v.w); + } + + // yxx + template + GLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<2, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.x, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.x, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> yxx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.x, v.x); + } + + // yxy + template + GLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<2, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.x, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.x, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> yxy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.x, v.y); + } + + // yxz + template + GLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.x, v.z); + } + + template + GLM_INLINE glm::vec<3, T, Q> yxz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.x, v.z); + } + + // yxw + template + GLM_INLINE glm::vec<3, T, Q> yxw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.x, v.w); + } + + // yyx + template + GLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<2, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.y, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.y, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> yyx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.y, v.x); + } + + // yyy + template + GLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<2, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.y, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.y, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> yyy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.y, v.y); + } + + // yyz + template + GLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.y, v.z); + } + + template + GLM_INLINE glm::vec<3, T, Q> yyz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.y, v.z); + } + + // yyw + template + GLM_INLINE glm::vec<3, T, Q> yyw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.y, v.w); + } + + // yzx + template + GLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.z, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> yzx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.z, v.x); + } + + // yzy + template + GLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.z, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> yzy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.z, v.y); + } + + // yzz + template + GLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.z, v.z); + } + + template + GLM_INLINE glm::vec<3, T, Q> yzz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.z, v.z); + } + + // yzw + template + GLM_INLINE glm::vec<3, T, Q> yzw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.z, v.w); + } + + // ywx + template + GLM_INLINE glm::vec<3, T, Q> ywx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.w, v.x); + } + + // ywy + template + GLM_INLINE glm::vec<3, T, Q> ywy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.w, v.y); + } + + // ywz + template + GLM_INLINE glm::vec<3, T, Q> ywz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.w, v.z); + } + + // yww + template + GLM_INLINE glm::vec<3, T, Q> yww(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.y, v.w, v.w); + } + + // zxx + template + GLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.x, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> zxx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.x, v.x); + } + + // zxy + template + GLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.x, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> zxy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.x, v.y); + } + + // zxz + template + GLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.x, v.z); + } + + template + GLM_INLINE glm::vec<3, T, Q> zxz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.x, v.z); + } + + // zxw + template + GLM_INLINE glm::vec<3, T, Q> zxw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.x, v.w); + } + + // zyx + template + GLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.y, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> zyx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.y, v.x); + } + + // zyy + template + GLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.y, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> zyy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.y, v.y); + } + + // zyz + template + GLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.y, v.z); + } + + template + GLM_INLINE glm::vec<3, T, Q> zyz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.y, v.z); + } + + // zyw + template + GLM_INLINE glm::vec<3, T, Q> zyw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.y, v.w); + } + + // zzx + template + GLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.z, v.x); + } + + template + GLM_INLINE glm::vec<3, T, Q> zzx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.z, v.x); + } + + // zzy + template + GLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.z, v.y); + } + + template + GLM_INLINE glm::vec<3, T, Q> zzy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.z, v.y); + } + + // zzz + template + GLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<3, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.z, v.z); + } + + template + GLM_INLINE glm::vec<3, T, Q> zzz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.z, v.z); + } + + // zzw + template + GLM_INLINE glm::vec<3, T, Q> zzw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.z, v.w); + } + + // zwx + template + GLM_INLINE glm::vec<3, T, Q> zwx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.w, v.x); + } + + // zwy + template + GLM_INLINE glm::vec<3, T, Q> zwy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.w, v.y); + } + + // zwz + template + GLM_INLINE glm::vec<3, T, Q> zwz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.w, v.z); + } + + // zww + template + GLM_INLINE glm::vec<3, T, Q> zww(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.z, v.w, v.w); + } + + // wxx + template + GLM_INLINE glm::vec<3, T, Q> wxx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.x, v.x); + } + + // wxy + template + GLM_INLINE glm::vec<3, T, Q> wxy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.x, v.y); + } + + // wxz + template + GLM_INLINE glm::vec<3, T, Q> wxz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.x, v.z); + } + + // wxw + template + GLM_INLINE glm::vec<3, T, Q> wxw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.x, v.w); + } + + // wyx + template + GLM_INLINE glm::vec<3, T, Q> wyx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.y, v.x); + } + + // wyy + template + GLM_INLINE glm::vec<3, T, Q> wyy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.y, v.y); + } + + // wyz + template + GLM_INLINE glm::vec<3, T, Q> wyz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.y, v.z); + } + + // wyw + template + GLM_INLINE glm::vec<3, T, Q> wyw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.y, v.w); + } + + // wzx + template + GLM_INLINE glm::vec<3, T, Q> wzx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.z, v.x); + } + + // wzy + template + GLM_INLINE glm::vec<3, T, Q> wzy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.z, v.y); + } + + // wzz + template + GLM_INLINE glm::vec<3, T, Q> wzz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.z, v.z); + } + + // wzw + template + GLM_INLINE glm::vec<3, T, Q> wzw(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.z, v.w); + } + + // wwx + template + GLM_INLINE glm::vec<3, T, Q> wwx(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.w, v.x); + } + + // wwy + template + GLM_INLINE glm::vec<3, T, Q> wwy(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.w, v.y); + } + + // wwz + template + GLM_INLINE glm::vec<3, T, Q> wwz(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.w, v.z); + } + + // www + template + GLM_INLINE glm::vec<3, T, Q> www(const glm::vec<4, T, Q> &v) { + return glm::vec<3, T, Q>(v.w, v.w, v.w); + } + + // xxxx + template + GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<1, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.x); + } + + // xxxy + template + GLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.y); + } + + // xxxz + template + GLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.z); + } + + // xxxw + template + GLM_INLINE glm::vec<4, T, Q> xxxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.x, v.w); + } + + // xxyx + template + GLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.y, v.x); + } + + // xxyy + template + GLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.y, v.y); + } + + // xxyz + template + GLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.y, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.y, v.z); + } + + // xxyw + template + GLM_INLINE glm::vec<4, T, Q> xxyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.y, v.w); + } + + // xxzx + template + GLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.z, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.z, v.x); + } + + // xxzy + template + GLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.z, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.z, v.y); + } + + // xxzz + template + GLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.z, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> xxzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.z, v.z); + } + + // xxzw + template + GLM_INLINE glm::vec<4, T, Q> xxzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.z, v.w); + } + + // xxwx + template + GLM_INLINE glm::vec<4, T, Q> xxwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.w, v.x); + } + + // xxwy + template + GLM_INLINE glm::vec<4, T, Q> xxwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.w, v.y); + } + + // xxwz + template + GLM_INLINE glm::vec<4, T, Q> xxwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.w, v.z); + } + + // xxww + template + GLM_INLINE glm::vec<4, T, Q> xxww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.x, v.w, v.w); + } + + // xyxx + template + GLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.x, v.x); + } + + // xyxy + template + GLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.x, v.y); + } + + // xyxz + template + GLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.x, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.x, v.z); + } + + // xyxw + template + GLM_INLINE glm::vec<4, T, Q> xyxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.x, v.w); + } + + // xyyx + template + GLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.y, v.x); + } + + // xyyy + template + GLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.y, v.y); + } + + // xyyz + template + GLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.y, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.y, v.z); + } + + // xyyw + template + GLM_INLINE glm::vec<4, T, Q> xyyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.y, v.w); + } + + // xyzx + template + GLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.z, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.z, v.x); + } + + // xyzy + template + GLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.z, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.z, v.y); + } + + // xyzz + template + GLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.z, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> xyzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.z, v.z); + } + + // xyzw + template + GLM_INLINE glm::vec<4, T, Q> xyzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.z, v.w); + } + + // xywx + template + GLM_INLINE glm::vec<4, T, Q> xywx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.w, v.x); + } + + // xywy + template + GLM_INLINE glm::vec<4, T, Q> xywy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.w, v.y); + } + + // xywz + template + GLM_INLINE glm::vec<4, T, Q> xywz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.w, v.z); + } + + // xyww + template + GLM_INLINE glm::vec<4, T, Q> xyww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.y, v.w, v.w); + } + + // xzxx + template + GLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xzxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.x, v.x); + } + + // xzxy + template + GLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xzxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.x, v.y); + } + + // xzxz + template + GLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.x, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> xzxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.x, v.z); + } + + // xzxw + template + GLM_INLINE glm::vec<4, T, Q> xzxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.x, v.w); + } + + // xzyx + template + GLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xzyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.y, v.x); + } + + // xzyy + template + GLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xzyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.y, v.y); + } + + // xzyz + template + GLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.y, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> xzyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.y, v.z); + } + + // xzyw + template + GLM_INLINE glm::vec<4, T, Q> xzyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.y, v.w); + } + + // xzzx + template + GLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.z, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> xzzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.z, v.x); + } + + // xzzy + template + GLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.z, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> xzzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.z, v.y); + } + + // xzzz + template + GLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.z, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> xzzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.z, v.z); + } + + // xzzw + template + GLM_INLINE glm::vec<4, T, Q> xzzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.z, v.w); + } + + // xzwx + template + GLM_INLINE glm::vec<4, T, Q> xzwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.w, v.x); + } + + // xzwy + template + GLM_INLINE glm::vec<4, T, Q> xzwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.w, v.y); + } + + // xzwz + template + GLM_INLINE glm::vec<4, T, Q> xzwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.w, v.z); + } + + // xzww + template + GLM_INLINE glm::vec<4, T, Q> xzww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.z, v.w, v.w); + } + + // xwxx + template + GLM_INLINE glm::vec<4, T, Q> xwxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.x, v.x); + } + + // xwxy + template + GLM_INLINE glm::vec<4, T, Q> xwxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.x, v.y); + } + + // xwxz + template + GLM_INLINE glm::vec<4, T, Q> xwxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.x, v.z); + } + + // xwxw + template + GLM_INLINE glm::vec<4, T, Q> xwxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.x, v.w); + } + + // xwyx + template + GLM_INLINE glm::vec<4, T, Q> xwyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.y, v.x); + } + + // xwyy + template + GLM_INLINE glm::vec<4, T, Q> xwyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.y, v.y); + } + + // xwyz + template + GLM_INLINE glm::vec<4, T, Q> xwyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.y, v.z); + } + + // xwyw + template + GLM_INLINE glm::vec<4, T, Q> xwyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.y, v.w); + } + + // xwzx + template + GLM_INLINE glm::vec<4, T, Q> xwzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.z, v.x); + } + + // xwzy + template + GLM_INLINE glm::vec<4, T, Q> xwzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.z, v.y); + } + + // xwzz + template + GLM_INLINE glm::vec<4, T, Q> xwzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.z, v.z); + } + + // xwzw + template + GLM_INLINE glm::vec<4, T, Q> xwzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.z, v.w); + } + + // xwwx + template + GLM_INLINE glm::vec<4, T, Q> xwwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.w, v.x); + } + + // xwwy + template + GLM_INLINE glm::vec<4, T, Q> xwwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.w, v.y); + } + + // xwwz + template + GLM_INLINE glm::vec<4, T, Q> xwwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.w, v.z); + } + + // xwww + template + GLM_INLINE glm::vec<4, T, Q> xwww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.x, v.w, v.w, v.w); + } + + // yxxx + template + GLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.x, v.x); + } + + // yxxy + template + GLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.x, v.y); + } + + // yxxz + template + GLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.x, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.x, v.z); + } + + // yxxw + template + GLM_INLINE glm::vec<4, T, Q> yxxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.x, v.w); + } + + // yxyx + template + GLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.y, v.x); + } + + // yxyy + template + GLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.y, v.y); + } + + // yxyz + template + GLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.y, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.y, v.z); + } + + // yxyw + template + GLM_INLINE glm::vec<4, T, Q> yxyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.y, v.w); + } + + // yxzx + template + GLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.z, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.z, v.x); + } + + // yxzy + template + GLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.z, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.z, v.y); + } + + // yxzz + template + GLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.z, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> yxzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.z, v.z); + } + + // yxzw + template + GLM_INLINE glm::vec<4, T, Q> yxzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.z, v.w); + } + + // yxwx + template + GLM_INLINE glm::vec<4, T, Q> yxwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.w, v.x); + } + + // yxwy + template + GLM_INLINE glm::vec<4, T, Q> yxwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.w, v.y); + } + + // yxwz + template + GLM_INLINE glm::vec<4, T, Q> yxwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.w, v.z); + } + + // yxww + template + GLM_INLINE glm::vec<4, T, Q> yxww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.x, v.w, v.w); + } + + // yyxx + template + GLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.x, v.x); + } + + // yyxy + template + GLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.x, v.y); + } + + // yyxz + template + GLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.x, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.x, v.z); + } + + // yyxw + template + GLM_INLINE glm::vec<4, T, Q> yyxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.x, v.w); + } + + // yyyx + template + GLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.y, v.x); + } + + // yyyy + template + GLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<2, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.y, v.y); + } + + // yyyz + template + GLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.y, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.y, v.z); + } + + // yyyw + template + GLM_INLINE glm::vec<4, T, Q> yyyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.y, v.w); + } + + // yyzx + template + GLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.z, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.z, v.x); + } + + // yyzy + template + GLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.z, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.z, v.y); + } + + // yyzz + template + GLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.z, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> yyzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.z, v.z); + } + + // yyzw + template + GLM_INLINE glm::vec<4, T, Q> yyzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.z, v.w); + } + + // yywx + template + GLM_INLINE glm::vec<4, T, Q> yywx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.w, v.x); + } + + // yywy + template + GLM_INLINE glm::vec<4, T, Q> yywy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.w, v.y); + } + + // yywz + template + GLM_INLINE glm::vec<4, T, Q> yywz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.w, v.z); + } + + // yyww + template + GLM_INLINE glm::vec<4, T, Q> yyww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.y, v.w, v.w); + } + + // yzxx + template + GLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yzxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.x, v.x); + } + + // yzxy + template + GLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yzxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.x, v.y); + } + + // yzxz + template + GLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.x, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> yzxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.x, v.z); + } + + // yzxw + template + GLM_INLINE glm::vec<4, T, Q> yzxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.x, v.w); + } + + // yzyx + template + GLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yzyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.y, v.x); + } + + // yzyy + template + GLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yzyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.y, v.y); + } + + // yzyz + template + GLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.y, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> yzyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.y, v.z); + } + + // yzyw + template + GLM_INLINE glm::vec<4, T, Q> yzyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.y, v.w); + } + + // yzzx + template + GLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.z, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> yzzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.z, v.x); + } + + // yzzy + template + GLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.z, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> yzzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.z, v.y); + } + + // yzzz + template + GLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.z, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> yzzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.z, v.z); + } + + // yzzw + template + GLM_INLINE glm::vec<4, T, Q> yzzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.z, v.w); + } + + // yzwx + template + GLM_INLINE glm::vec<4, T, Q> yzwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.w, v.x); + } + + // yzwy + template + GLM_INLINE glm::vec<4, T, Q> yzwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.w, v.y); + } + + // yzwz + template + GLM_INLINE glm::vec<4, T, Q> yzwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.w, v.z); + } + + // yzww + template + GLM_INLINE glm::vec<4, T, Q> yzww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.z, v.w, v.w); + } + + // ywxx + template + GLM_INLINE glm::vec<4, T, Q> ywxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.x, v.x); + } + + // ywxy + template + GLM_INLINE glm::vec<4, T, Q> ywxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.x, v.y); + } + + // ywxz + template + GLM_INLINE glm::vec<4, T, Q> ywxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.x, v.z); + } + + // ywxw + template + GLM_INLINE glm::vec<4, T, Q> ywxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.x, v.w); + } + + // ywyx + template + GLM_INLINE glm::vec<4, T, Q> ywyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.y, v.x); + } + + // ywyy + template + GLM_INLINE glm::vec<4, T, Q> ywyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.y, v.y); + } + + // ywyz + template + GLM_INLINE glm::vec<4, T, Q> ywyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.y, v.z); + } + + // ywyw + template + GLM_INLINE glm::vec<4, T, Q> ywyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.y, v.w); + } + + // ywzx + template + GLM_INLINE glm::vec<4, T, Q> ywzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.z, v.x); + } + + // ywzy + template + GLM_INLINE glm::vec<4, T, Q> ywzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.z, v.y); + } + + // ywzz + template + GLM_INLINE glm::vec<4, T, Q> ywzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.z, v.z); + } + + // ywzw + template + GLM_INLINE glm::vec<4, T, Q> ywzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.z, v.w); + } + + // ywwx + template + GLM_INLINE glm::vec<4, T, Q> ywwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.w, v.x); + } + + // ywwy + template + GLM_INLINE glm::vec<4, T, Q> ywwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.w, v.y); + } + + // ywwz + template + GLM_INLINE glm::vec<4, T, Q> ywwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.w, v.z); + } + + // ywww + template + GLM_INLINE glm::vec<4, T, Q> ywww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.y, v.w, v.w, v.w); + } + + // zxxx + template + GLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> zxxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.x, v.x); + } + + // zxxy + template + GLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> zxxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.x, v.y); + } + + // zxxz + template + GLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.x, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> zxxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.x, v.z); + } + + // zxxw + template + GLM_INLINE glm::vec<4, T, Q> zxxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.x, v.w); + } + + // zxyx + template + GLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> zxyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.y, v.x); + } + + // zxyy + template + GLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> zxyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.y, v.y); + } + + // zxyz + template + GLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.y, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> zxyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.y, v.z); + } + + // zxyw + template + GLM_INLINE glm::vec<4, T, Q> zxyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.y, v.w); + } + + // zxzx + template + GLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.z, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> zxzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.z, v.x); + } + + // zxzy + template + GLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.z, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> zxzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.z, v.y); + } + + // zxzz + template + GLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.z, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> zxzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.z, v.z); + } + + // zxzw + template + GLM_INLINE glm::vec<4, T, Q> zxzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.z, v.w); + } + + // zxwx + template + GLM_INLINE glm::vec<4, T, Q> zxwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.w, v.x); + } + + // zxwy + template + GLM_INLINE glm::vec<4, T, Q> zxwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.w, v.y); + } + + // zxwz + template + GLM_INLINE glm::vec<4, T, Q> zxwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.w, v.z); + } + + // zxww + template + GLM_INLINE glm::vec<4, T, Q> zxww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.x, v.w, v.w); + } + + // zyxx + template + GLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> zyxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.x, v.x); + } + + // zyxy + template + GLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> zyxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.x, v.y); + } + + // zyxz + template + GLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.x, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> zyxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.x, v.z); + } + + // zyxw + template + GLM_INLINE glm::vec<4, T, Q> zyxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.x, v.w); + } + + // zyyx + template + GLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> zyyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.y, v.x); + } + + // zyyy + template + GLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> zyyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.y, v.y); + } + + // zyyz + template + GLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.y, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> zyyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.y, v.z); + } + + // zyyw + template + GLM_INLINE glm::vec<4, T, Q> zyyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.y, v.w); + } + + // zyzx + template + GLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.z, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> zyzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.z, v.x); + } + + // zyzy + template + GLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.z, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> zyzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.z, v.y); + } + + // zyzz + template + GLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.z, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> zyzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.z, v.z); + } + + // zyzw + template + GLM_INLINE glm::vec<4, T, Q> zyzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.z, v.w); + } + + // zywx + template + GLM_INLINE glm::vec<4, T, Q> zywx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.w, v.x); + } + + // zywy + template + GLM_INLINE glm::vec<4, T, Q> zywy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.w, v.y); + } + + // zywz + template + GLM_INLINE glm::vec<4, T, Q> zywz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.w, v.z); + } + + // zyww + template + GLM_INLINE glm::vec<4, T, Q> zyww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.y, v.w, v.w); + } + + // zzxx + template + GLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.x, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> zzxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.x, v.x); + } + + // zzxy + template + GLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.x, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> zzxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.x, v.y); + } + + // zzxz + template + GLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.x, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> zzxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.x, v.z); + } + + // zzxw + template + GLM_INLINE glm::vec<4, T, Q> zzxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.x, v.w); + } + + // zzyx + template + GLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.y, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> zzyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.y, v.x); + } + + // zzyy + template + GLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.y, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> zzyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.y, v.y); + } + + // zzyz + template + GLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.y, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> zzyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.y, v.z); + } + + // zzyw + template + GLM_INLINE glm::vec<4, T, Q> zzyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.y, v.w); + } + + // zzzx + template + GLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.z, v.x); + } + + template + GLM_INLINE glm::vec<4, T, Q> zzzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.z, v.x); + } + + // zzzy + template + GLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.z, v.y); + } + + template + GLM_INLINE glm::vec<4, T, Q> zzzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.z, v.y); + } + + // zzzz + template + GLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<3, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.z, v.z); + } + + template + GLM_INLINE glm::vec<4, T, Q> zzzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.z, v.z); + } + + // zzzw + template + GLM_INLINE glm::vec<4, T, Q> zzzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.z, v.w); + } + + // zzwx + template + GLM_INLINE glm::vec<4, T, Q> zzwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.w, v.x); + } + + // zzwy + template + GLM_INLINE glm::vec<4, T, Q> zzwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.w, v.y); + } + + // zzwz + template + GLM_INLINE glm::vec<4, T, Q> zzwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.w, v.z); + } + + // zzww + template + GLM_INLINE glm::vec<4, T, Q> zzww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.z, v.w, v.w); + } + + // zwxx + template + GLM_INLINE glm::vec<4, T, Q> zwxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.x, v.x); + } + + // zwxy + template + GLM_INLINE glm::vec<4, T, Q> zwxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.x, v.y); + } + + // zwxz + template + GLM_INLINE glm::vec<4, T, Q> zwxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.x, v.z); + } + + // zwxw + template + GLM_INLINE glm::vec<4, T, Q> zwxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.x, v.w); + } + + // zwyx + template + GLM_INLINE glm::vec<4, T, Q> zwyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.y, v.x); + } + + // zwyy + template + GLM_INLINE glm::vec<4, T, Q> zwyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.y, v.y); + } + + // zwyz + template + GLM_INLINE glm::vec<4, T, Q> zwyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.y, v.z); + } + + // zwyw + template + GLM_INLINE glm::vec<4, T, Q> zwyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.y, v.w); + } + + // zwzx + template + GLM_INLINE glm::vec<4, T, Q> zwzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.z, v.x); + } + + // zwzy + template + GLM_INLINE glm::vec<4, T, Q> zwzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.z, v.y); + } + + // zwzz + template + GLM_INLINE glm::vec<4, T, Q> zwzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.z, v.z); + } + + // zwzw + template + GLM_INLINE glm::vec<4, T, Q> zwzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.z, v.w); + } + + // zwwx + template + GLM_INLINE glm::vec<4, T, Q> zwwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.w, v.x); + } + + // zwwy + template + GLM_INLINE glm::vec<4, T, Q> zwwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.w, v.y); + } + + // zwwz + template + GLM_INLINE glm::vec<4, T, Q> zwwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.w, v.z); + } + + // zwww + template + GLM_INLINE glm::vec<4, T, Q> zwww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.z, v.w, v.w, v.w); + } + + // wxxx + template + GLM_INLINE glm::vec<4, T, Q> wxxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.x, v.x); + } + + // wxxy + template + GLM_INLINE glm::vec<4, T, Q> wxxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.x, v.y); + } + + // wxxz + template + GLM_INLINE glm::vec<4, T, Q> wxxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.x, v.z); + } + + // wxxw + template + GLM_INLINE glm::vec<4, T, Q> wxxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.x, v.w); + } + + // wxyx + template + GLM_INLINE glm::vec<4, T, Q> wxyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.y, v.x); + } + + // wxyy + template + GLM_INLINE glm::vec<4, T, Q> wxyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.y, v.y); + } + + // wxyz + template + GLM_INLINE glm::vec<4, T, Q> wxyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.y, v.z); + } + + // wxyw + template + GLM_INLINE glm::vec<4, T, Q> wxyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.y, v.w); + } + + // wxzx + template + GLM_INLINE glm::vec<4, T, Q> wxzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.z, v.x); + } + + // wxzy + template + GLM_INLINE glm::vec<4, T, Q> wxzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.z, v.y); + } + + // wxzz + template + GLM_INLINE glm::vec<4, T, Q> wxzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.z, v.z); + } + + // wxzw + template + GLM_INLINE glm::vec<4, T, Q> wxzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.z, v.w); + } + + // wxwx + template + GLM_INLINE glm::vec<4, T, Q> wxwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.w, v.x); + } + + // wxwy + template + GLM_INLINE glm::vec<4, T, Q> wxwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.w, v.y); + } + + // wxwz + template + GLM_INLINE glm::vec<4, T, Q> wxwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.w, v.z); + } + + // wxww + template + GLM_INLINE glm::vec<4, T, Q> wxww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.x, v.w, v.w); + } + + // wyxx + template + GLM_INLINE glm::vec<4, T, Q> wyxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.x, v.x); + } + + // wyxy + template + GLM_INLINE glm::vec<4, T, Q> wyxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.x, v.y); + } + + // wyxz + template + GLM_INLINE glm::vec<4, T, Q> wyxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.x, v.z); + } + + // wyxw + template + GLM_INLINE glm::vec<4, T, Q> wyxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.x, v.w); + } + + // wyyx + template + GLM_INLINE glm::vec<4, T, Q> wyyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.y, v.x); + } + + // wyyy + template + GLM_INLINE glm::vec<4, T, Q> wyyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.y, v.y); + } + + // wyyz + template + GLM_INLINE glm::vec<4, T, Q> wyyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.y, v.z); + } + + // wyyw + template + GLM_INLINE glm::vec<4, T, Q> wyyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.y, v.w); + } + + // wyzx + template + GLM_INLINE glm::vec<4, T, Q> wyzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.z, v.x); + } + + // wyzy + template + GLM_INLINE glm::vec<4, T, Q> wyzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.z, v.y); + } + + // wyzz + template + GLM_INLINE glm::vec<4, T, Q> wyzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.z, v.z); + } + + // wyzw + template + GLM_INLINE glm::vec<4, T, Q> wyzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.z, v.w); + } + + // wywx + template + GLM_INLINE glm::vec<4, T, Q> wywx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.w, v.x); + } + + // wywy + template + GLM_INLINE glm::vec<4, T, Q> wywy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.w, v.y); + } + + // wywz + template + GLM_INLINE glm::vec<4, T, Q> wywz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.w, v.z); + } + + // wyww + template + GLM_INLINE glm::vec<4, T, Q> wyww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.y, v.w, v.w); + } + + // wzxx + template + GLM_INLINE glm::vec<4, T, Q> wzxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.x, v.x); + } + + // wzxy + template + GLM_INLINE glm::vec<4, T, Q> wzxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.x, v.y); + } + + // wzxz + template + GLM_INLINE glm::vec<4, T, Q> wzxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.x, v.z); + } + + // wzxw + template + GLM_INLINE glm::vec<4, T, Q> wzxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.x, v.w); + } + + // wzyx + template + GLM_INLINE glm::vec<4, T, Q> wzyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.y, v.x); + } + + // wzyy + template + GLM_INLINE glm::vec<4, T, Q> wzyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.y, v.y); + } + + // wzyz + template + GLM_INLINE glm::vec<4, T, Q> wzyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.y, v.z); + } + + // wzyw + template + GLM_INLINE glm::vec<4, T, Q> wzyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.y, v.w); + } + + // wzzx + template + GLM_INLINE glm::vec<4, T, Q> wzzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.z, v.x); + } + + // wzzy + template + GLM_INLINE glm::vec<4, T, Q> wzzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.z, v.y); + } + + // wzzz + template + GLM_INLINE glm::vec<4, T, Q> wzzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.z, v.z); + } + + // wzzw + template + GLM_INLINE glm::vec<4, T, Q> wzzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.z, v.w); + } + + // wzwx + template + GLM_INLINE glm::vec<4, T, Q> wzwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.w, v.x); + } + + // wzwy + template + GLM_INLINE glm::vec<4, T, Q> wzwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.w, v.y); + } + + // wzwz + template + GLM_INLINE glm::vec<4, T, Q> wzwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.w, v.z); + } + + // wzww + template + GLM_INLINE glm::vec<4, T, Q> wzww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.z, v.w, v.w); + } + + // wwxx + template + GLM_INLINE glm::vec<4, T, Q> wwxx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.x, v.x); + } + + // wwxy + template + GLM_INLINE glm::vec<4, T, Q> wwxy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.x, v.y); + } + + // wwxz + template + GLM_INLINE glm::vec<4, T, Q> wwxz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.x, v.z); + } + + // wwxw + template + GLM_INLINE glm::vec<4, T, Q> wwxw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.x, v.w); + } + + // wwyx + template + GLM_INLINE glm::vec<4, T, Q> wwyx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.y, v.x); + } + + // wwyy + template + GLM_INLINE glm::vec<4, T, Q> wwyy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.y, v.y); + } + + // wwyz + template + GLM_INLINE glm::vec<4, T, Q> wwyz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.y, v.z); + } + + // wwyw + template + GLM_INLINE glm::vec<4, T, Q> wwyw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.y, v.w); + } + + // wwzx + template + GLM_INLINE glm::vec<4, T, Q> wwzx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.z, v.x); + } + + // wwzy + template + GLM_INLINE glm::vec<4, T, Q> wwzy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.z, v.y); + } + + // wwzz + template + GLM_INLINE glm::vec<4, T, Q> wwzz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.z, v.z); + } + + // wwzw + template + GLM_INLINE glm::vec<4, T, Q> wwzw(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.z, v.w); + } + + // wwwx + template + GLM_INLINE glm::vec<4, T, Q> wwwx(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.w, v.x); + } + + // wwwy + template + GLM_INLINE glm::vec<4, T, Q> wwwy(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.w, v.y); + } + + // wwwz + template + GLM_INLINE glm::vec<4, T, Q> wwwz(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.w, v.z); + } + + // wwww + template + GLM_INLINE glm::vec<4, T, Q> wwww(const glm::vec<4, T, Q> &v) { + return glm::vec<4, T, Q>(v.w, v.w, v.w, v.w); + } + +} diff --git a/vendor/include/glm/gtx/vector_angle.hpp b/vendor/include/glm/gtx/vector_angle.hpp new file mode 100644 index 0000000..9ae4371 --- /dev/null +++ b/vendor/include/glm/gtx/vector_angle.hpp @@ -0,0 +1,57 @@ +/// @ref gtx_vector_angle +/// @file glm/gtx/vector_angle.hpp +/// +/// @see core (dependence) +/// @see gtx_quaternion (dependence) +/// @see gtx_epsilon (dependence) +/// +/// @defgroup gtx_vector_angle GLM_GTX_vector_angle +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Compute angle between vectors + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../gtc/epsilon.hpp" +#include "../gtx/quaternion.hpp" +#include "../gtx/rotate_vector.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_vector_angle is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_vector_angle extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_vector_angle + /// @{ + + //! Returns the absolute angle between two vectors. + //! Parameters need to be normalized. + /// @see gtx_vector_angle extension. + template + GLM_FUNC_DECL T angle(vec const& x, vec const& y); + + //! Returns the oriented angle between two 2d vectors. + //! Parameters need to be normalized. + /// @see gtx_vector_angle extension. + template + GLM_FUNC_DECL T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y); + + //! Returns the oriented angle between two 3d vectors based from a reference axis. + //! Parameters need to be normalized. + /// @see gtx_vector_angle extension. + template + GLM_FUNC_DECL T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref); + + /// @} +}// namespace glm + +#include "vector_angle.inl" diff --git a/vendor/include/glm/gtx/vector_angle.inl b/vendor/include/glm/gtx/vector_angle.inl new file mode 100644 index 0000000..a1f957a --- /dev/null +++ b/vendor/include/glm/gtx/vector_angle.inl @@ -0,0 +1,44 @@ +/// @ref gtx_vector_angle + +namespace glm +{ + template + GLM_FUNC_QUALIFIER genType angle + ( + genType const& x, + genType const& y + ) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'angle' only accept floating-point inputs"); + return acos(clamp(dot(x, y), genType(-1), genType(1))); + } + + template + GLM_FUNC_QUALIFIER T angle(vec const& x, vec const& y) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'angle' only accept floating-point inputs"); + return acos(clamp(dot(x, y), T(-1), T(1))); + } + + //! \todo epsilon is hard coded to 0.01 + template + GLM_FUNC_QUALIFIER T orientedAngle(vec<2, T, Q> const& x, vec<2, T, Q> const& y) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'orientedAngle' only accept floating-point inputs"); + T const Angle(acos(clamp(dot(x, y), T(-1), T(1)))); + + if(all(epsilonEqual(y, glm::rotate(x, Angle), T(0.0001)))) + return Angle; + else + return -Angle; + } + + template + GLM_FUNC_QUALIFIER T orientedAngle(vec<3, T, Q> const& x, vec<3, T, Q> const& y, vec<3, T, Q> const& ref) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'orientedAngle' only accept floating-point inputs"); + + T const Angle(acos(clamp(dot(x, y), T(-1), T(1)))); + return mix(Angle, -Angle, dot(ref, cross(x, y)) < T(0)); + } +}//namespace glm diff --git a/vendor/include/glm/gtx/vector_query.hpp b/vendor/include/glm/gtx/vector_query.hpp new file mode 100644 index 0000000..77c7b97 --- /dev/null +++ b/vendor/include/glm/gtx/vector_query.hpp @@ -0,0 +1,66 @@ +/// @ref gtx_vector_query +/// @file glm/gtx/vector_query.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_vector_query GLM_GTX_vector_query +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Query informations of vector types + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include +#include + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_vector_query is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_vector_query extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_vector_query + /// @{ + + //! Check whether two vectors are collinears. + /// @see gtx_vector_query extensions. + template + GLM_FUNC_DECL bool areCollinear(vec const& v0, vec const& v1, T const& epsilon); + + //! Check whether two vectors are orthogonals. + /// @see gtx_vector_query extensions. + template + GLM_FUNC_DECL bool areOrthogonal(vec const& v0, vec const& v1, T const& epsilon); + + //! Check whether a vector is normalized. + /// @see gtx_vector_query extensions. + template + GLM_FUNC_DECL bool isNormalized(vec const& v, T const& epsilon); + + //! Check whether a vector is null. + /// @see gtx_vector_query extensions. + template + GLM_FUNC_DECL bool isNull(vec const& v, T const& epsilon); + + //! Check whether a each component of a vector is null. + /// @see gtx_vector_query extensions. + template + GLM_FUNC_DECL vec isCompNull(vec const& v, T const& epsilon); + + //! Check whether two vectors are orthonormal. + /// @see gtx_vector_query extensions. + template + GLM_FUNC_DECL bool areOrthonormal(vec const& v0, vec const& v1, T const& epsilon); + + /// @} +}// namespace glm + +#include "vector_query.inl" diff --git a/vendor/include/glm/gtx/vector_query.inl b/vendor/include/glm/gtx/vector_query.inl new file mode 100644 index 0000000..d1a5c9b --- /dev/null +++ b/vendor/include/glm/gtx/vector_query.inl @@ -0,0 +1,154 @@ +/// @ref gtx_vector_query + +#include + +namespace glm{ +namespace detail +{ + template + struct compute_areCollinear{}; + + template + struct compute_areCollinear<2, T, Q> + { + GLM_FUNC_QUALIFIER static bool call(vec<2, T, Q> const& v0, vec<2, T, Q> const& v1, T const& epsilon) + { + return length(cross(vec<3, T, Q>(v0, static_cast(0)), vec<3, T, Q>(v1, static_cast(0)))) < epsilon; + } + }; + + template + struct compute_areCollinear<3, T, Q> + { + GLM_FUNC_QUALIFIER static bool call(vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, T const& epsilon) + { + return length(cross(v0, v1)) < epsilon; + } + }; + + template + struct compute_areCollinear<4, T, Q> + { + GLM_FUNC_QUALIFIER static bool call(vec<4, T, Q> const& v0, vec<4, T, Q> const& v1, T const& epsilon) + { + return length(cross(vec<3, T, Q>(v0), vec<3, T, Q>(v1))) < epsilon; + } + }; + + template + struct compute_isCompNull{}; + + template + struct compute_isCompNull<2, T, Q> + { + GLM_FUNC_QUALIFIER static vec<2, bool, Q> call(vec<2, T, Q> const& v, T const& epsilon) + { + return vec<2, bool, Q>( + (abs(v.x) < epsilon), + (abs(v.y) < epsilon)); + } + }; + + template + struct compute_isCompNull<3, T, Q> + { + GLM_FUNC_QUALIFIER static vec<3, bool, Q> call(vec<3, T, Q> const& v, T const& epsilon) + { + return vec<3, bool, Q>( + (abs(v.x) < epsilon), + (abs(v.y) < epsilon), + (abs(v.z) < epsilon)); + } + }; + + template + struct compute_isCompNull<4, T, Q> + { + GLM_FUNC_QUALIFIER static vec<4, bool, Q> call(vec<4, T, Q> const& v, T const& epsilon) + { + return vec<4, bool, Q>( + (abs(v.x) < epsilon), + (abs(v.y) < epsilon), + (abs(v.z) < epsilon), + (abs(v.w) < epsilon)); + } + }; + +}//namespace detail + + template + GLM_FUNC_QUALIFIER bool areCollinear(vec const& v0, vec const& v1, T const& epsilon) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'areCollinear' only accept floating-point inputs"); + + return detail::compute_areCollinear::call(v0, v1, epsilon); + } + + template + GLM_FUNC_QUALIFIER bool areOrthogonal(vec const& v0, vec const& v1, T const& epsilon) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'areOrthogonal' only accept floating-point inputs"); + + return abs(dot(v0, v1)) <= max( + static_cast(1), + length(v0)) * max(static_cast(1), length(v1)) * epsilon; + } + + template + GLM_FUNC_QUALIFIER bool isNormalized(vec const& v, T const& epsilon) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isNormalized' only accept floating-point inputs"); + + return abs(length(v) - static_cast(1)) <= static_cast(2) * epsilon; + } + + template + GLM_FUNC_QUALIFIER bool isNull(vec const& v, T const& epsilon) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isNull' only accept floating-point inputs"); + + return length(v) <= epsilon; + } + + template + GLM_FUNC_QUALIFIER vec isCompNull(vec const& v, T const& epsilon) + { + GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'isCompNull' only accept floating-point inputs"); + + return detail::compute_isCompNull::call(v, epsilon); + } + + template + GLM_FUNC_QUALIFIER vec<2, bool, Q> isCompNull(vec<2, T, Q> const& v, T const& epsilon) + { + return vec<2, bool, Q>( + abs(v.x) < epsilon, + abs(v.y) < epsilon); + } + + template + GLM_FUNC_QUALIFIER vec<3, bool, Q> isCompNull(vec<3, T, Q> const& v, T const& epsilon) + { + return vec<3, bool, Q>( + abs(v.x) < epsilon, + abs(v.y) < epsilon, + abs(v.z) < epsilon); + } + + template + GLM_FUNC_QUALIFIER vec<4, bool, Q> isCompNull(vec<4, T, Q> const& v, T const& epsilon) + { + return vec<4, bool, Q>( + abs(v.x) < epsilon, + abs(v.y) < epsilon, + abs(v.z) < epsilon, + abs(v.w) < epsilon); + } + + template + GLM_FUNC_QUALIFIER bool areOrthonormal(vec const& v0, vec const& v1, T const& epsilon) + { + return isNormalized(v0, epsilon) && isNormalized(v1, epsilon) && (abs(dot(v0, v1)) <= epsilon); + } + +}//namespace glm diff --git a/vendor/include/glm/gtx/wrap.hpp b/vendor/include/glm/gtx/wrap.hpp new file mode 100644 index 0000000..ad4eb3f --- /dev/null +++ b/vendor/include/glm/gtx/wrap.hpp @@ -0,0 +1,37 @@ +/// @ref gtx_wrap +/// @file glm/gtx/wrap.hpp +/// +/// @see core (dependence) +/// +/// @defgroup gtx_wrap GLM_GTX_wrap +/// @ingroup gtx +/// +/// Include to use the features of this extension. +/// +/// Wrapping mode of texture coordinates. + +#pragma once + +// Dependency: +#include "../glm.hpp" +#include "../ext/scalar_common.hpp" +#include "../ext/vector_common.hpp" +#include "../gtc/vec1.hpp" + +#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED) +# ifndef GLM_ENABLE_EXPERIMENTAL +# pragma message("GLM: GLM_GTX_wrap is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.") +# else +# pragma message("GLM: GLM_GTX_wrap extension included") +# endif +#endif + +namespace glm +{ + /// @addtogroup gtx_wrap + /// @{ + + /// @} +}// namespace glm + +#include "wrap.inl" diff --git a/vendor/include/glm/gtx/wrap.inl b/vendor/include/glm/gtx/wrap.inl new file mode 100644 index 0000000..4be3b4c --- /dev/null +++ b/vendor/include/glm/gtx/wrap.inl @@ -0,0 +1,6 @@ +/// @ref gtx_wrap + +namespace glm +{ + +}//namespace glm diff --git a/vendor/include/glm/integer.hpp b/vendor/include/glm/integer.hpp new file mode 100644 index 0000000..8817db3 --- /dev/null +++ b/vendor/include/glm/integer.hpp @@ -0,0 +1,212 @@ +/// @ref core +/// @file glm/integer.hpp +/// +/// @see GLSL 4.20.8 specification, section 8.8 Integer Functions +/// +/// @defgroup core_func_integer Integer functions +/// @ingroup core +/// +/// Provides GLSL functions on integer types +/// +/// These all operate component-wise. The description is per component. +/// The notation [a, b] means the set of bits from bit-number a through bit-number +/// b, inclusive. The lowest-order bit is bit 0. +/// +/// Include to use these core features. + +#pragma once + +#include "detail/qualifier.hpp" +#include "common.hpp" +#include "vector_relational.hpp" + +namespace glm +{ + /// @addtogroup core_func_integer + /// @{ + + /// Adds 32-bit unsigned integer x and y, returning the sum + /// modulo pow(2, 32). The value carry is set to 0 if the sum was + /// less than pow(2, 32), or to 1 otherwise. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// + /// @see GLSL uaddCarry man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL vec uaddCarry( + vec const& x, + vec const& y, + vec & carry); + + /// Subtracts the 32-bit unsigned integer y from x, returning + /// the difference if non-negative, or pow(2, 32) plus the difference + /// otherwise. The value borrow is set to 0 if x >= y, or to 1 otherwise. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// + /// @see GLSL usubBorrow man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL vec usubBorrow( + vec const& x, + vec const& y, + vec & borrow); + + /// Multiplies 32-bit integers x and y, producing a 64-bit + /// result. The 32 least-significant bits are returned in lsb. + /// The 32 most-significant bits are returned in msb. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// + /// @see GLSL umulExtended man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL void umulExtended( + vec const& x, + vec const& y, + vec & msb, + vec & lsb); + + /// Multiplies 32-bit integers x and y, producing a 64-bit + /// result. The 32 least-significant bits are returned in lsb. + /// The 32 most-significant bits are returned in msb. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// + /// @see GLSL imulExtended man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL void imulExtended( + vec const& x, + vec const& y, + vec & msb, + vec & lsb); + + /// Extracts bits [offset, offset + bits - 1] from value, + /// returning them in the least significant bits of the result. + /// For unsigned data types, the most significant bits of the + /// result will be set to zero. For signed data types, the + /// most significant bits will be set to the value of bit offset + base - 1. + /// + /// If bits is zero, the result will be zero. The result will be + /// undefined if offset or bits is negative, or if the sum of + /// offset and bits is greater than the number of bits used + /// to store the operand. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Signed or unsigned integer scalar types. + /// + /// @see GLSL bitfieldExtract man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL vec bitfieldExtract( + vec const& Value, + int Offset, + int Bits); + + /// Returns the insertion the bits least-significant bits of insert into base. + /// + /// The result will have bits [offset, offset + bits - 1] taken + /// from bits [0, bits - 1] of insert, and all other bits taken + /// directly from the corresponding bits of base. If bits is + /// zero, the result will simply be base. The result will be + /// undefined if offset or bits is negative, or if the sum of + /// offset and bits is greater than the number of bits used to + /// store the operand. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Signed or unsigned integer scalar or vector types. + /// + /// @see GLSL bitfieldInsert man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL vec bitfieldInsert( + vec const& Base, + vec const& Insert, + int Offset, + int Bits); + + /// Returns the reversal of the bits of value. + /// The bit numbered n of the result will be taken from bit (bits - 1) - n of value, + /// where bits is the total number of bits used to represent value. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Signed or unsigned integer scalar or vector types. + /// + /// @see GLSL bitfieldReverse man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL vec bitfieldReverse(vec const& v); + + /// Returns the number of bits set to 1 in the binary representation of value. + /// + /// @tparam genType Signed or unsigned integer scalar or vector types. + /// + /// @see GLSL bitCount man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL int bitCount(genType v); + + /// Returns the number of bits set to 1 in the binary representation of value. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Signed or unsigned integer scalar or vector types. + /// + /// @see GLSL bitCount man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL vec bitCount(vec const& v); + + /// Returns the bit number of the least significant bit set to + /// 1 in the binary representation of value. + /// If value is zero, -1 will be returned. + /// + /// @tparam genIUType Signed or unsigned integer scalar types. + /// + /// @see GLSL findLSB man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL int findLSB(genIUType x); + + /// Returns the bit number of the least significant bit set to + /// 1 in the binary representation of value. + /// If value is zero, -1 will be returned. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Signed or unsigned integer scalar types. + /// + /// @see GLSL findLSB man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL vec findLSB(vec const& v); + + /// Returns the bit number of the most significant bit in the binary representation of value. + /// For positive integers, the result will be the bit number of the most significant bit set to 1. + /// For negative integers, the result will be the bit number of the most significant + /// bit set to 0. For a value of zero or negative one, -1 will be returned. + /// + /// @tparam genIUType Signed or unsigned integer scalar types. + /// + /// @see GLSL findMSB man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL int findMSB(genIUType x); + + /// Returns the bit number of the most significant bit in the binary representation of value. + /// For positive integers, the result will be the bit number of the most significant bit set to 1. + /// For negative integers, the result will be the bit number of the most significant + /// bit set to 0. For a value of zero or negative one, -1 will be returned. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T Signed or unsigned integer scalar types. + /// + /// @see GLSL findMSB man page + /// @see GLSL 4.20.8 specification, section 8.8 Integer Functions + template + GLM_FUNC_DECL vec findMSB(vec const& v); + + /// @} +}//namespace glm + +#include "detail/func_integer.inl" diff --git a/vendor/include/glm/mat2x2.hpp b/vendor/include/glm/mat2x2.hpp new file mode 100644 index 0000000..96bec96 --- /dev/null +++ b/vendor/include/glm/mat2x2.hpp @@ -0,0 +1,9 @@ +/// @ref core +/// @file glm/mat2x2.hpp + +#pragma once +#include "./ext/matrix_double2x2.hpp" +#include "./ext/matrix_double2x2_precision.hpp" +#include "./ext/matrix_float2x2.hpp" +#include "./ext/matrix_float2x2_precision.hpp" + diff --git a/vendor/include/glm/mat2x3.hpp b/vendor/include/glm/mat2x3.hpp new file mode 100644 index 0000000..d68dc25 --- /dev/null +++ b/vendor/include/glm/mat2x3.hpp @@ -0,0 +1,9 @@ +/// @ref core +/// @file glm/mat2x3.hpp + +#pragma once +#include "./ext/matrix_double2x3.hpp" +#include "./ext/matrix_double2x3_precision.hpp" +#include "./ext/matrix_float2x3.hpp" +#include "./ext/matrix_float2x3_precision.hpp" + diff --git a/vendor/include/glm/mat2x4.hpp b/vendor/include/glm/mat2x4.hpp new file mode 100644 index 0000000..b04b738 --- /dev/null +++ b/vendor/include/glm/mat2x4.hpp @@ -0,0 +1,9 @@ +/// @ref core +/// @file glm/mat2x4.hpp + +#pragma once +#include "./ext/matrix_double2x4.hpp" +#include "./ext/matrix_double2x4_precision.hpp" +#include "./ext/matrix_float2x4.hpp" +#include "./ext/matrix_float2x4_precision.hpp" + diff --git a/vendor/include/glm/mat3x2.hpp b/vendor/include/glm/mat3x2.hpp new file mode 100644 index 0000000..c853153 --- /dev/null +++ b/vendor/include/glm/mat3x2.hpp @@ -0,0 +1,9 @@ +/// @ref core +/// @file glm/mat3x2.hpp + +#pragma once +#include "./ext/matrix_double3x2.hpp" +#include "./ext/matrix_double3x2_precision.hpp" +#include "./ext/matrix_float3x2.hpp" +#include "./ext/matrix_float3x2_precision.hpp" + diff --git a/vendor/include/glm/mat3x3.hpp b/vendor/include/glm/mat3x3.hpp new file mode 100644 index 0000000..fd4fa31 --- /dev/null +++ b/vendor/include/glm/mat3x3.hpp @@ -0,0 +1,8 @@ +/// @ref core +/// @file glm/mat3x3.hpp + +#pragma once +#include "./ext/matrix_double3x3.hpp" +#include "./ext/matrix_double3x3_precision.hpp" +#include "./ext/matrix_float3x3.hpp" +#include "./ext/matrix_float3x3_precision.hpp" diff --git a/vendor/include/glm/mat3x4.hpp b/vendor/include/glm/mat3x4.hpp new file mode 100644 index 0000000..6342bf5 --- /dev/null +++ b/vendor/include/glm/mat3x4.hpp @@ -0,0 +1,8 @@ +/// @ref core +/// @file glm/mat3x4.hpp + +#pragma once +#include "./ext/matrix_double3x4.hpp" +#include "./ext/matrix_double3x4_precision.hpp" +#include "./ext/matrix_float3x4.hpp" +#include "./ext/matrix_float3x4_precision.hpp" diff --git a/vendor/include/glm/mat4x2.hpp b/vendor/include/glm/mat4x2.hpp new file mode 100644 index 0000000..e013e46 --- /dev/null +++ b/vendor/include/glm/mat4x2.hpp @@ -0,0 +1,9 @@ +/// @ref core +/// @file glm/mat4x2.hpp + +#pragma once +#include "./ext/matrix_double4x2.hpp" +#include "./ext/matrix_double4x2_precision.hpp" +#include "./ext/matrix_float4x2.hpp" +#include "./ext/matrix_float4x2_precision.hpp" + diff --git a/vendor/include/glm/mat4x3.hpp b/vendor/include/glm/mat4x3.hpp new file mode 100644 index 0000000..205725a --- /dev/null +++ b/vendor/include/glm/mat4x3.hpp @@ -0,0 +1,8 @@ +/// @ref core +/// @file glm/mat4x3.hpp + +#pragma once +#include "./ext/matrix_double4x3.hpp" +#include "./ext/matrix_double4x3_precision.hpp" +#include "./ext/matrix_float4x3.hpp" +#include "./ext/matrix_float4x3_precision.hpp" diff --git a/vendor/include/glm/mat4x4.hpp b/vendor/include/glm/mat4x4.hpp new file mode 100644 index 0000000..3515f7f --- /dev/null +++ b/vendor/include/glm/mat4x4.hpp @@ -0,0 +1,9 @@ +/// @ref core +/// @file glm/mat4x4.hpp + +#pragma once +#include "./ext/matrix_double4x4.hpp" +#include "./ext/matrix_double4x4_precision.hpp" +#include "./ext/matrix_float4x4.hpp" +#include "./ext/matrix_float4x4_precision.hpp" + diff --git a/vendor/include/glm/matrix.hpp b/vendor/include/glm/matrix.hpp new file mode 100644 index 0000000..6badf53 --- /dev/null +++ b/vendor/include/glm/matrix.hpp @@ -0,0 +1,161 @@ +/// @ref core +/// @file glm/matrix.hpp +/// +/// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions +/// +/// @defgroup core_func_matrix Matrix functions +/// @ingroup core +/// +/// Provides GLSL matrix functions. +/// +/// Include to use these core features. + +#pragma once + +// Dependencies +#include "detail/qualifier.hpp" +#include "detail/setup.hpp" +#include "vec2.hpp" +#include "vec3.hpp" +#include "vec4.hpp" +#include "mat2x2.hpp" +#include "mat2x3.hpp" +#include "mat2x4.hpp" +#include "mat3x2.hpp" +#include "mat3x3.hpp" +#include "mat3x4.hpp" +#include "mat4x2.hpp" +#include "mat4x3.hpp" +#include "mat4x4.hpp" + +namespace glm { +namespace detail +{ + template + struct outerProduct_trait{}; + + template + struct outerProduct_trait<2, 2, T, Q> + { + typedef mat<2, 2, T, Q> type; + }; + + template + struct outerProduct_trait<2, 3, T, Q> + { + typedef mat<3, 2, T, Q> type; + }; + + template + struct outerProduct_trait<2, 4, T, Q> + { + typedef mat<4, 2, T, Q> type; + }; + + template + struct outerProduct_trait<3, 2, T, Q> + { + typedef mat<2, 3, T, Q> type; + }; + + template + struct outerProduct_trait<3, 3, T, Q> + { + typedef mat<3, 3, T, Q> type; + }; + + template + struct outerProduct_trait<3, 4, T, Q> + { + typedef mat<4, 3, T, Q> type; + }; + + template + struct outerProduct_trait<4, 2, T, Q> + { + typedef mat<2, 4, T, Q> type; + }; + + template + struct outerProduct_trait<4, 3, T, Q> + { + typedef mat<3, 4, T, Q> type; + }; + + template + struct outerProduct_trait<4, 4, T, Q> + { + typedef mat<4, 4, T, Q> type; + }; +}//namespace detail + + /// @addtogroup core_func_matrix + /// @{ + + /// Multiply matrix x by matrix y component-wise, i.e., + /// result[i][j] is the scalar product of x[i][j] and y[i][j]. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number a column + /// @tparam R Integer between 1 and 4 included that qualify the number a row + /// @tparam T Floating-point or signed integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL matrixCompMult man page + /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions + template + GLM_FUNC_DECL mat matrixCompMult(mat const& x, mat const& y); + + /// Treats the first parameter c as a column vector + /// and the second parameter r as a row vector + /// and does a linear algebraic matrix multiply c * r. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number a column + /// @tparam R Integer between 1 and 4 included that qualify the number a row + /// @tparam T Floating-point or signed integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL outerProduct man page + /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions + template + GLM_FUNC_DECL typename detail::outerProduct_trait::type outerProduct(vec const& c, vec const& r); + + /// Returns the transposed matrix of x + /// + /// @tparam C Integer between 1 and 4 included that qualify the number a column + /// @tparam R Integer between 1 and 4 included that qualify the number a row + /// @tparam T Floating-point or signed integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL transpose man page + /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions + template + GLM_FUNC_DECL typename mat::transpose_type transpose(mat const& x); + + /// Return the determinant of a squared matrix. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number a column + /// @tparam R Integer between 1 and 4 included that qualify the number a row + /// @tparam T Floating-point or signed integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL determinant man page + /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions + template + GLM_FUNC_DECL T determinant(mat const& m); + + /// Return the inverse of a squared matrix. + /// + /// @tparam C Integer between 1 and 4 included that qualify the number a column + /// @tparam R Integer between 1 and 4 included that qualify the number a row + /// @tparam T Floating-point or signed integer scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL inverse man page + /// @see GLSL 4.20.8 specification, section 8.6 Matrix Functions + template + GLM_FUNC_DECL mat inverse(mat const& m); + + /// @} +}//namespace glm + +#include "detail/func_matrix.inl" diff --git a/vendor/include/glm/packing.hpp b/vendor/include/glm/packing.hpp new file mode 100644 index 0000000..ca83ac1 --- /dev/null +++ b/vendor/include/glm/packing.hpp @@ -0,0 +1,173 @@ +/// @ref core +/// @file glm/packing.hpp +/// +/// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions +/// @see gtc_packing +/// +/// @defgroup core_func_packing Floating-Point Pack and Unpack Functions +/// @ingroup core +/// +/// Provides GLSL functions to pack and unpack half, single and double-precision floating point values into more compact integer types. +/// +/// These functions do not operate component-wise, rather as described in each case. +/// +/// Include to use these core features. + +#pragma once + +#include "./ext/vector_uint2.hpp" +#include "./ext/vector_float2.hpp" +#include "./ext/vector_float4.hpp" + +namespace glm +{ + /// @addtogroup core_func_packing + /// @{ + + /// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. + /// Then, the results are packed into the returned 32-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packUnorm2x16: round(clamp(c, 0, +1) * 65535.0) + /// + /// The first component of the vector will be written to the least significant bits of the output; + /// the last component will be written to the most significant bits. + /// + /// @see GLSL packUnorm2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint packUnorm2x16(vec2 const& v); + + /// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. + /// Then, the results are packed into the returned 32-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packSnorm2x16: round(clamp(v, -1, +1) * 32767.0) + /// + /// The first component of the vector will be written to the least significant bits of the output; + /// the last component will be written to the most significant bits. + /// + /// @see GLSL packSnorm2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint packSnorm2x16(vec2 const& v); + + /// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. + /// Then, the results are packed into the returned 32-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packUnorm4x8: round(clamp(c, 0, +1) * 255.0) + /// + /// The first component of the vector will be written to the least significant bits of the output; + /// the last component will be written to the most significant bits. + /// + /// @see GLSL packUnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint packUnorm4x8(vec4 const& v); + + /// First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values. + /// Then, the results are packed into the returned 32-bit unsigned integer. + /// + /// The conversion for component c of v to fixed point is done as follows: + /// packSnorm4x8: round(clamp(c, -1, +1) * 127.0) + /// + /// The first component of the vector will be written to the least significant bits of the output; + /// the last component will be written to the most significant bits. + /// + /// @see GLSL packSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint packSnorm4x8(vec4 const& v); + + /// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackUnorm2x16: f / 65535.0 + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see GLSL unpackUnorm2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec2 unpackUnorm2x16(uint p); + + /// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackSnorm2x16: clamp(f / 32767.0, -1, +1) + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see GLSL unpackSnorm2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec2 unpackSnorm2x16(uint p); + + /// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackUnorm4x8: f / 255.0 + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see GLSL unpackUnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec4 unpackUnorm4x8(uint p); + + /// First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers. + /// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector. + /// + /// The conversion for unpacked fixed-point value f to floating point is done as follows: + /// unpackSnorm4x8: clamp(f / 127.0, -1, +1) + /// + /// The first component of the returned vector will be extracted from the least significant bits of the input; + /// the last component will be extracted from the most significant bits. + /// + /// @see GLSL unpackSnorm4x8 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec4 unpackSnorm4x8(uint p); + + /// Returns a double-qualifier value obtained by packing the components of v into a 64-bit value. + /// If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified. + /// Otherwise, the bit- level representation of v is preserved. + /// The first vector component specifies the 32 least significant bits; + /// the second component specifies the 32 most significant bits. + /// + /// @see GLSL packDouble2x32 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL double packDouble2x32(uvec2 const& v); + + /// Returns a two-component unsigned integer vector representation of v. + /// The bit-level representation of v is preserved. + /// The first component of the vector contains the 32 least significant bits of the double; + /// the second component consists the 32 most significant bits. + /// + /// @see GLSL unpackDouble2x32 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uvec2 unpackDouble2x32(double v); + + /// Returns an unsigned integer obtained by converting the components of a two-component floating-point vector + /// to the 16-bit floating-point representation found in the OpenGL Specification, + /// and then packing these two 16- bit integers into a 32-bit unsigned integer. + /// The first vector component specifies the 16 least-significant bits of the result; + /// the second component specifies the 16 most-significant bits. + /// + /// @see GLSL packHalf2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL uint packHalf2x16(vec2 const& v); + + /// Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values, + /// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification, + /// and converting them to 32-bit floating-point values. + /// The first component of the vector is obtained from the 16 least-significant bits of v; + /// the second component is obtained from the 16 most-significant bits of v. + /// + /// @see GLSL unpackHalf2x16 man page + /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions + GLM_FUNC_DECL vec2 unpackHalf2x16(uint v); + + /// @} +}//namespace glm + +#include "detail/func_packing.inl" diff --git a/vendor/include/glm/simd/common.h b/vendor/include/glm/simd/common.h new file mode 100644 index 0000000..9b017cb --- /dev/null +++ b/vendor/include/glm/simd/common.h @@ -0,0 +1,240 @@ +/// @ref simd +/// @file glm/simd/common.h + +#pragma once + +#include "platform.h" + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_add(glm_f32vec4 a, glm_f32vec4 b) +{ + return _mm_add_ps(a, b); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_add(glm_f32vec4 a, glm_f32vec4 b) +{ + return _mm_add_ss(a, b); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sub(glm_f32vec4 a, glm_f32vec4 b) +{ + return _mm_sub_ps(a, b); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sub(glm_f32vec4 a, glm_f32vec4 b) +{ + return _mm_sub_ss(a, b); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_mul(glm_f32vec4 a, glm_f32vec4 b) +{ + return _mm_mul_ps(a, b); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_mul(glm_f32vec4 a, glm_f32vec4 b) +{ + return _mm_mul_ss(a, b); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div(glm_f32vec4 a, glm_f32vec4 b) +{ + return _mm_div_ps(a, b); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_div(glm_f32vec4 a, glm_f32vec4 b) +{ + return _mm_div_ss(a, b); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_div_lowp(glm_f32vec4 a, glm_f32vec4 b) +{ + return glm_vec4_mul(a, _mm_rcp_ps(b)); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_swizzle_xyzw(glm_f32vec4 a) +{ +# if GLM_ARCH & GLM_ARCH_AVX2_BIT + return _mm_permute_ps(a, _MM_SHUFFLE(3, 2, 1, 0)); +# else + return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 2, 1, 0)); +# endif +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c) +{ +# if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG) + return _mm_fmadd_ss(a, b, c); +# else + return _mm_add_ss(_mm_mul_ss(a, b), c); +# endif +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_fma(glm_f32vec4 a, glm_f32vec4 b, glm_f32vec4 c) +{ +# if (GLM_ARCH & GLM_ARCH_AVX2_BIT) && !(GLM_COMPILER & GLM_COMPILER_CLANG) + return _mm_fmadd_ps(a, b, c); +# else + return glm_vec4_add(glm_vec4_mul(a, b), c); +# endif +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_abs(glm_f32vec4 x) +{ + return _mm_and_ps(x, _mm_castsi128_ps(_mm_set1_epi32(0x7FFFFFFF))); +} + +GLM_FUNC_QUALIFIER glm_ivec4 glm_ivec4_abs(glm_ivec4 x) +{ +# if GLM_ARCH & GLM_ARCH_SSSE3_BIT + return _mm_sign_epi32(x, x); +# else + glm_ivec4 const sgn0 = _mm_srai_epi32(x, 31); + glm_ivec4 const inv0 = _mm_xor_si128(x, sgn0); + glm_ivec4 const sub0 = _mm_sub_epi32(inv0, sgn0); + return sub0; +# endif +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_sign(glm_vec4 x) +{ + glm_vec4 const zro0 = _mm_setzero_ps(); + glm_vec4 const cmp0 = _mm_cmplt_ps(x, zro0); + glm_vec4 const cmp1 = _mm_cmpgt_ps(x, zro0); + glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(-1.0f)); + glm_vec4 const and1 = _mm_and_ps(cmp1, _mm_set1_ps(1.0f)); + glm_vec4 const or0 = _mm_or_ps(and0, and1); + return or0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_round(glm_vec4 x) +{ +# if GLM_ARCH & GLM_ARCH_SSE41_BIT + return _mm_round_ps(x, _MM_FROUND_TO_NEAREST_INT); +# else + glm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000))); + glm_vec4 const and0 = _mm_and_ps(sgn0, x); + glm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f)); + glm_vec4 const add0 = glm_vec4_add(x, or0); + glm_vec4 const sub0 = glm_vec4_sub(add0, or0); + return sub0; +# endif +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_floor(glm_vec4 x) +{ +# if GLM_ARCH & GLM_ARCH_SSE41_BIT + return _mm_floor_ps(x); +# else + glm_vec4 const rnd0 = glm_vec4_round(x); + glm_vec4 const cmp0 = _mm_cmplt_ps(x, rnd0); + glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f)); + glm_vec4 const sub0 = glm_vec4_sub(rnd0, and0); + return sub0; +# endif +} + +/* trunc TODO +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_trunc(glm_vec4 x) +{ + return glm_vec4(); +} +*/ + +//roundEven +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_roundEven(glm_vec4 x) +{ + glm_vec4 const sgn0 = _mm_castsi128_ps(_mm_set1_epi32(int(0x80000000))); + glm_vec4 const and0 = _mm_and_ps(sgn0, x); + glm_vec4 const or0 = _mm_or_ps(and0, _mm_set_ps1(8388608.0f)); + glm_vec4 const add0 = glm_vec4_add(x, or0); + glm_vec4 const sub0 = glm_vec4_sub(add0, or0); + return sub0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_ceil(glm_vec4 x) +{ +# if GLM_ARCH & GLM_ARCH_SSE41_BIT + return _mm_ceil_ps(x); +# else + glm_vec4 const rnd0 = glm_vec4_round(x); + glm_vec4 const cmp0 = _mm_cmpgt_ps(x, rnd0); + glm_vec4 const and0 = _mm_and_ps(cmp0, _mm_set1_ps(1.0f)); + glm_vec4 const add0 = glm_vec4_add(rnd0, and0); + return add0; +# endif +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_fract(glm_vec4 x) +{ + glm_vec4 const flr0 = glm_vec4_floor(x); + glm_vec4 const sub0 = glm_vec4_sub(x, flr0); + return sub0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mod(glm_vec4 x, glm_vec4 y) +{ + glm_vec4 const div0 = glm_vec4_div(x, y); + glm_vec4 const flr0 = glm_vec4_floor(div0); + glm_vec4 const mul0 = glm_vec4_mul(y, flr0); + glm_vec4 const sub0 = glm_vec4_sub(x, mul0); + return sub0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_clamp(glm_vec4 v, glm_vec4 minVal, glm_vec4 maxVal) +{ + glm_vec4 const min0 = _mm_min_ps(v, maxVal); + glm_vec4 const max0 = _mm_max_ps(min0, minVal); + return max0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_mix(glm_vec4 v1, glm_vec4 v2, glm_vec4 a) +{ + glm_vec4 const sub0 = glm_vec4_sub(_mm_set1_ps(1.0f), a); + glm_vec4 const mul0 = glm_vec4_mul(v1, sub0); + glm_vec4 const mad0 = glm_vec4_fma(v2, a, mul0); + return mad0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_step(glm_vec4 edge, glm_vec4 x) +{ + glm_vec4 const cmp = _mm_cmple_ps(x, edge); + return _mm_movemask_ps(cmp) == 0 ? _mm_set1_ps(1.0f) : _mm_setzero_ps(); +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_smoothstep(glm_vec4 edge0, glm_vec4 edge1, glm_vec4 x) +{ + glm_vec4 const sub0 = glm_vec4_sub(x, edge0); + glm_vec4 const sub1 = glm_vec4_sub(edge1, edge0); + glm_vec4 const div0 = glm_vec4_sub(sub0, sub1); + glm_vec4 const clp0 = glm_vec4_clamp(div0, _mm_setzero_ps(), _mm_set1_ps(1.0f)); + glm_vec4 const mul0 = glm_vec4_mul(_mm_set1_ps(2.0f), clp0); + glm_vec4 const sub2 = glm_vec4_sub(_mm_set1_ps(3.0f), mul0); + glm_vec4 const mul1 = glm_vec4_mul(clp0, clp0); + glm_vec4 const mul2 = glm_vec4_mul(mul1, sub2); + return mul2; +} + +// Agner Fog method +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_nan(glm_vec4 x) +{ + glm_ivec4 const t1 = _mm_castps_si128(x); // reinterpret as 32-bit integer + glm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1)); // shift out sign bit + glm_ivec4 const t3 = _mm_set1_epi32(int(0xFF000000)); // exponent mask + glm_ivec4 const t4 = _mm_and_si128(t2, t3); // exponent + glm_ivec4 const t5 = _mm_andnot_si128(t3, t2); // fraction + glm_ivec4 const Equal = _mm_cmpeq_epi32(t3, t4); + glm_ivec4 const Nequal = _mm_cmpeq_epi32(t5, _mm_setzero_si128()); + glm_ivec4 const And = _mm_and_si128(Equal, Nequal); + return _mm_castsi128_ps(And); // exponent = all 1s and fraction != 0 +} + +// Agner Fog method +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_inf(glm_vec4 x) +{ + glm_ivec4 const t1 = _mm_castps_si128(x); // reinterpret as 32-bit integer + glm_ivec4 const t2 = _mm_sll_epi32(t1, _mm_cvtsi32_si128(1)); // shift out sign bit + return _mm_castsi128_ps(_mm_cmpeq_epi32(t2, _mm_set1_epi32(int(0xFF000000)))); // exponent is all 1s, fraction is 0 +} + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/simd/exponential.h b/vendor/include/glm/simd/exponential.h new file mode 100644 index 0000000..bc351d0 --- /dev/null +++ b/vendor/include/glm/simd/exponential.h @@ -0,0 +1,20 @@ +/// @ref simd +/// @file glm/simd/experimental.h + +#pragma once + +#include "platform.h" + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec1_sqrt_lowp(glm_f32vec4 x) +{ + return _mm_mul_ss(_mm_rsqrt_ss(x), x); +} + +GLM_FUNC_QUALIFIER glm_f32vec4 glm_vec4_sqrt_lowp(glm_f32vec4 x) +{ + return _mm_mul_ps(_mm_rsqrt_ps(x), x); +} + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/simd/geometric.h b/vendor/include/glm/simd/geometric.h new file mode 100644 index 0000000..07d7cbc --- /dev/null +++ b/vendor/include/glm/simd/geometric.h @@ -0,0 +1,124 @@ +/// @ref simd +/// @file glm/simd/geometric.h + +#pragma once + +#include "common.h" + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +GLM_FUNC_DECL glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2); +GLM_FUNC_DECL glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2); + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_length(glm_vec4 x) +{ + glm_vec4 const dot0 = glm_vec4_dot(x, x); + glm_vec4 const sqt0 = _mm_sqrt_ps(dot0); + return sqt0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_distance(glm_vec4 p0, glm_vec4 p1) +{ + glm_vec4 const sub0 = _mm_sub_ps(p0, p1); + glm_vec4 const len0 = glm_vec4_length(sub0); + return len0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2) +{ +# if GLM_ARCH & GLM_ARCH_AVX_BIT + return _mm_dp_ps(v1, v2, 0xff); +# elif GLM_ARCH & GLM_ARCH_SSE3_BIT + glm_vec4 const mul0 = _mm_mul_ps(v1, v2); + glm_vec4 const hadd0 = _mm_hadd_ps(mul0, mul0); + glm_vec4 const hadd1 = _mm_hadd_ps(hadd0, hadd0); + return hadd1; +# else + glm_vec4 const mul0 = _mm_mul_ps(v1, v2); + glm_vec4 const swp0 = _mm_shuffle_ps(mul0, mul0, _MM_SHUFFLE(2, 3, 0, 1)); + glm_vec4 const add0 = _mm_add_ps(mul0, swp0); + glm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, _MM_SHUFFLE(0, 1, 2, 3)); + glm_vec4 const add1 = _mm_add_ps(add0, swp1); + return add1; +# endif +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2) +{ +# if GLM_ARCH & GLM_ARCH_AVX_BIT + return _mm_dp_ps(v1, v2, 0xff); +# elif GLM_ARCH & GLM_ARCH_SSE3_BIT + glm_vec4 const mul0 = _mm_mul_ps(v1, v2); + glm_vec4 const had0 = _mm_hadd_ps(mul0, mul0); + glm_vec4 const had1 = _mm_hadd_ps(had0, had0); + return had1; +# else + glm_vec4 const mul0 = _mm_mul_ps(v1, v2); + glm_vec4 const mov0 = _mm_movehl_ps(mul0, mul0); + glm_vec4 const add0 = _mm_add_ps(mov0, mul0); + glm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, 1); + glm_vec4 const add1 = _mm_add_ss(add0, swp1); + return add1; +# endif +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_cross(glm_vec4 v1, glm_vec4 v2) +{ + glm_vec4 const swp0 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 0, 2, 1)); + glm_vec4 const swp1 = _mm_shuffle_ps(v1, v1, _MM_SHUFFLE(3, 1, 0, 2)); + glm_vec4 const swp2 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 0, 2, 1)); + glm_vec4 const swp3 = _mm_shuffle_ps(v2, v2, _MM_SHUFFLE(3, 1, 0, 2)); + glm_vec4 const mul0 = _mm_mul_ps(swp0, swp3); + glm_vec4 const mul1 = _mm_mul_ps(swp1, swp2); + glm_vec4 const sub0 = _mm_sub_ps(mul0, mul1); + return sub0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize(glm_vec4 v) +{ + glm_vec4 const dot0 = glm_vec4_dot(v, v); + glm_vec4 const isr0 = _mm_rsqrt_ps(dot0); + glm_vec4 const mul0 = _mm_mul_ps(v, isr0); + return mul0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_faceforward(glm_vec4 N, glm_vec4 I, glm_vec4 Nref) +{ + glm_vec4 const dot0 = glm_vec4_dot(Nref, I); + glm_vec4 const sgn0 = glm_vec4_sign(dot0); + glm_vec4 const mul0 = _mm_mul_ps(sgn0, _mm_set1_ps(-1.0f)); + glm_vec4 const mul1 = _mm_mul_ps(N, mul0); + return mul1; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_reflect(glm_vec4 I, glm_vec4 N) +{ + glm_vec4 const dot0 = glm_vec4_dot(N, I); + glm_vec4 const mul0 = _mm_mul_ps(N, dot0); + glm_vec4 const mul1 = _mm_mul_ps(mul0, _mm_set1_ps(2.0f)); + glm_vec4 const sub0 = _mm_sub_ps(I, mul1); + return sub0; +} + +GLM_FUNC_QUALIFIER __m128 glm_vec4_refract(glm_vec4 I, glm_vec4 N, glm_vec4 eta) +{ + glm_vec4 const dot0 = glm_vec4_dot(N, I); + glm_vec4 const mul0 = _mm_mul_ps(eta, eta); + glm_vec4 const mul1 = _mm_mul_ps(dot0, dot0); + glm_vec4 const sub0 = _mm_sub_ps(_mm_set1_ps(1.0f), mul0); + glm_vec4 const sub1 = _mm_sub_ps(_mm_set1_ps(1.0f), mul1); + glm_vec4 const mul2 = _mm_mul_ps(sub0, sub1); + + if(_mm_movemask_ps(_mm_cmplt_ss(mul2, _mm_set1_ps(0.0f))) == 0) + return _mm_set1_ps(0.0f); + + glm_vec4 const sqt0 = _mm_sqrt_ps(mul2); + glm_vec4 const mad0 = glm_vec4_fma(eta, dot0, sqt0); + glm_vec4 const mul4 = _mm_mul_ps(mad0, N); + glm_vec4 const mul5 = _mm_mul_ps(eta, I); + glm_vec4 const sub2 = _mm_sub_ps(mul5, mul4); + + return sub2; +} + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/simd/integer.h b/vendor/include/glm/simd/integer.h new file mode 100644 index 0000000..9381418 --- /dev/null +++ b/vendor/include/glm/simd/integer.h @@ -0,0 +1,115 @@ +/// @ref simd +/// @file glm/simd/integer.h + +#pragma once + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +GLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave(glm_uvec4 x) +{ + glm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF); + glm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF); + glm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F); + glm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333); + glm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555); + + glm_uvec4 Reg1; + glm_uvec4 Reg2; + + // REG1 = x; + // REG2 = y; + //Reg1 = _mm_unpacklo_epi64(x, y); + Reg1 = x; + + //REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF); + //REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF); + Reg2 = _mm_slli_si128(Reg1, 2); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask4); + + //REG1 = ((REG1 << 8) | REG1) & glm::uint64(0x00FF00FF00FF00FF); + //REG2 = ((REG2 << 8) | REG2) & glm::uint64(0x00FF00FF00FF00FF); + Reg2 = _mm_slli_si128(Reg1, 1); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask3); + + //REG1 = ((REG1 << 4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F); + //REG2 = ((REG2 << 4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F); + Reg2 = _mm_slli_epi32(Reg1, 4); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask2); + + //REG1 = ((REG1 << 2) | REG1) & glm::uint64(0x3333333333333333); + //REG2 = ((REG2 << 2) | REG2) & glm::uint64(0x3333333333333333); + Reg2 = _mm_slli_epi32(Reg1, 2); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask1); + + //REG1 = ((REG1 << 1) | REG1) & glm::uint64(0x5555555555555555); + //REG2 = ((REG2 << 1) | REG2) & glm::uint64(0x5555555555555555); + Reg2 = _mm_slli_epi32(Reg1, 1); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask0); + + //return REG1 | (REG2 << 1); + Reg2 = _mm_slli_epi32(Reg1, 1); + Reg2 = _mm_srli_si128(Reg2, 8); + Reg1 = _mm_or_si128(Reg1, Reg2); + + return Reg1; +} + +GLM_FUNC_QUALIFIER glm_uvec4 glm_i128_interleave2(glm_uvec4 x, glm_uvec4 y) +{ + glm_uvec4 const Mask4 = _mm_set1_epi32(0x0000FFFF); + glm_uvec4 const Mask3 = _mm_set1_epi32(0x00FF00FF); + glm_uvec4 const Mask2 = _mm_set1_epi32(0x0F0F0F0F); + glm_uvec4 const Mask1 = _mm_set1_epi32(0x33333333); + glm_uvec4 const Mask0 = _mm_set1_epi32(0x55555555); + + glm_uvec4 Reg1; + glm_uvec4 Reg2; + + // REG1 = x; + // REG2 = y; + Reg1 = _mm_unpacklo_epi64(x, y); + + //REG1 = ((REG1 << 16) | REG1) & glm::uint64(0x0000FFFF0000FFFF); + //REG2 = ((REG2 << 16) | REG2) & glm::uint64(0x0000FFFF0000FFFF); + Reg2 = _mm_slli_si128(Reg1, 2); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask4); + + //REG1 = ((REG1 << 8) | REG1) & glm::uint64(0x00FF00FF00FF00FF); + //REG2 = ((REG2 << 8) | REG2) & glm::uint64(0x00FF00FF00FF00FF); + Reg2 = _mm_slli_si128(Reg1, 1); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask3); + + //REG1 = ((REG1 << 4) | REG1) & glm::uint64(0x0F0F0F0F0F0F0F0F); + //REG2 = ((REG2 << 4) | REG2) & glm::uint64(0x0F0F0F0F0F0F0F0F); + Reg2 = _mm_slli_epi32(Reg1, 4); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask2); + + //REG1 = ((REG1 << 2) | REG1) & glm::uint64(0x3333333333333333); + //REG2 = ((REG2 << 2) | REG2) & glm::uint64(0x3333333333333333); + Reg2 = _mm_slli_epi32(Reg1, 2); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask1); + + //REG1 = ((REG1 << 1) | REG1) & glm::uint64(0x5555555555555555); + //REG2 = ((REG2 << 1) | REG2) & glm::uint64(0x5555555555555555); + Reg2 = _mm_slli_epi32(Reg1, 1); + Reg1 = _mm_or_si128(Reg2, Reg1); + Reg1 = _mm_and_si128(Reg1, Mask0); + + //return REG1 | (REG2 << 1); + Reg2 = _mm_slli_epi32(Reg1, 1); + Reg2 = _mm_srli_si128(Reg2, 8); + Reg1 = _mm_or_si128(Reg1, Reg2); + + return Reg1; +} + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/simd/matrix.h b/vendor/include/glm/simd/matrix.h new file mode 100644 index 0000000..b6c42ea --- /dev/null +++ b/vendor/include/glm/simd/matrix.h @@ -0,0 +1,1028 @@ +/// @ref simd +/// @file glm/simd/matrix.h + +#pragma once + +#include "geometric.h" + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +GLM_FUNC_QUALIFIER void glm_mat4_matrixCompMult(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) +{ + out[0] = _mm_mul_ps(in1[0], in2[0]); + out[1] = _mm_mul_ps(in1[1], in2[1]); + out[2] = _mm_mul_ps(in1[2], in2[2]); + out[3] = _mm_mul_ps(in1[3], in2[3]); +} + +GLM_FUNC_QUALIFIER void glm_mat4_add(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) +{ + out[0] = _mm_add_ps(in1[0], in2[0]); + out[1] = _mm_add_ps(in1[1], in2[1]); + out[2] = _mm_add_ps(in1[2], in2[2]); + out[3] = _mm_add_ps(in1[3], in2[3]); +} + +GLM_FUNC_QUALIFIER void glm_mat4_sub(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) +{ + out[0] = _mm_sub_ps(in1[0], in2[0]); + out[1] = _mm_sub_ps(in1[1], in2[1]); + out[2] = _mm_sub_ps(in1[2], in2[2]); + out[3] = _mm_sub_ps(in1[3], in2[3]); +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_mul_vec4(glm_vec4 const m[4], glm_vec4 v) +{ + __m128 v0 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 v1 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1)); + __m128 v2 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2)); + __m128 v3 = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 m0 = _mm_mul_ps(m[0], v0); + __m128 m1 = _mm_mul_ps(m[1], v1); + __m128 m2 = _mm_mul_ps(m[2], v2); + __m128 m3 = _mm_mul_ps(m[3], v3); + + __m128 a0 = _mm_add_ps(m0, m1); + __m128 a1 = _mm_add_ps(m2, m3); + __m128 a2 = _mm_add_ps(a0, a1); + + return a2; +} + +GLM_FUNC_QUALIFIER __m128 glm_vec4_mul_mat4(glm_vec4 v, glm_vec4 const m[4]) +{ + __m128 i0 = m[0]; + __m128 i1 = m[1]; + __m128 i2 = m[2]; + __m128 i3 = m[3]; + + __m128 m0 = _mm_mul_ps(v, i0); + __m128 m1 = _mm_mul_ps(v, i1); + __m128 m2 = _mm_mul_ps(v, i2); + __m128 m3 = _mm_mul_ps(v, i3); + + __m128 u0 = _mm_unpacklo_ps(m0, m1); + __m128 u1 = _mm_unpackhi_ps(m0, m1); + __m128 a0 = _mm_add_ps(u0, u1); + + __m128 u2 = _mm_unpacklo_ps(m2, m3); + __m128 u3 = _mm_unpackhi_ps(m2, m3); + __m128 a1 = _mm_add_ps(u2, u3); + + __m128 f0 = _mm_movelh_ps(a0, a1); + __m128 f1 = _mm_movehl_ps(a1, a0); + __m128 f2 = _mm_add_ps(f0, f1); + + return f2; +} + +GLM_FUNC_QUALIFIER void glm_mat4_mul(glm_vec4 const in1[4], glm_vec4 const in2[4], glm_vec4 out[4]) +{ + { + __m128 e0 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 e1 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 e2 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 e3 = _mm_shuffle_ps(in2[0], in2[0], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 m0 = _mm_mul_ps(in1[0], e0); + __m128 m1 = _mm_mul_ps(in1[1], e1); + __m128 m2 = _mm_mul_ps(in1[2], e2); + __m128 m3 = _mm_mul_ps(in1[3], e3); + + __m128 a0 = _mm_add_ps(m0, m1); + __m128 a1 = _mm_add_ps(m2, m3); + __m128 a2 = _mm_add_ps(a0, a1); + + out[0] = a2; + } + + { + __m128 e0 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 e1 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 e2 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 e3 = _mm_shuffle_ps(in2[1], in2[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 m0 = _mm_mul_ps(in1[0], e0); + __m128 m1 = _mm_mul_ps(in1[1], e1); + __m128 m2 = _mm_mul_ps(in1[2], e2); + __m128 m3 = _mm_mul_ps(in1[3], e3); + + __m128 a0 = _mm_add_ps(m0, m1); + __m128 a1 = _mm_add_ps(m2, m3); + __m128 a2 = _mm_add_ps(a0, a1); + + out[1] = a2; + } + + { + __m128 e0 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 e1 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 e2 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 e3 = _mm_shuffle_ps(in2[2], in2[2], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 m0 = _mm_mul_ps(in1[0], e0); + __m128 m1 = _mm_mul_ps(in1[1], e1); + __m128 m2 = _mm_mul_ps(in1[2], e2); + __m128 m3 = _mm_mul_ps(in1[3], e3); + + __m128 a0 = _mm_add_ps(m0, m1); + __m128 a1 = _mm_add_ps(m2, m3); + __m128 a2 = _mm_add_ps(a0, a1); + + out[2] = a2; + } + + { + //(__m128&)_mm_shuffle_epi32(__m128i&)in2[0], _MM_SHUFFLE(3, 3, 3, 3)) + __m128 e0 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 e1 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 e2 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 e3 = _mm_shuffle_ps(in2[3], in2[3], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 m0 = _mm_mul_ps(in1[0], e0); + __m128 m1 = _mm_mul_ps(in1[1], e1); + __m128 m2 = _mm_mul_ps(in1[2], e2); + __m128 m3 = _mm_mul_ps(in1[3], e3); + + __m128 a0 = _mm_add_ps(m0, m1); + __m128 a1 = _mm_add_ps(m2, m3); + __m128 a2 = _mm_add_ps(a0, a1); + + out[3] = a2; + } +} + +GLM_FUNC_QUALIFIER void glm_mat4_transpose(glm_vec4 const in[4], glm_vec4 out[4]) +{ + __m128 tmp0 = _mm_shuffle_ps(in[0], in[1], 0x44); + __m128 tmp2 = _mm_shuffle_ps(in[0], in[1], 0xEE); + __m128 tmp1 = _mm_shuffle_ps(in[2], in[3], 0x44); + __m128 tmp3 = _mm_shuffle_ps(in[2], in[3], 0xEE); + + out[0] = _mm_shuffle_ps(tmp0, tmp1, 0x88); + out[1] = _mm_shuffle_ps(tmp0, tmp1, 0xDD); + out[2] = _mm_shuffle_ps(tmp2, tmp3, 0x88); + out[3] = _mm_shuffle_ps(tmp2, tmp3, 0xDD); +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_highp(glm_vec4 const in[4]) +{ + __m128 Fac0; + { + // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + // valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; + // valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac0 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac1; + { + // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + // valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; + // valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac1 = _mm_sub_ps(Mul00, Mul01); + } + + + __m128 Fac2; + { + // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + // valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; + // valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac2 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac3; + { + // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + // valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; + // valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac3 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac4; + { + // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + // valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; + // valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac4 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac5; + { + // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + // valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; + // valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac5 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f); + __m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f); + + // m[1][0] + // m[0][0] + // m[0][0] + // m[0][0] + __m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0)); + + // m[1][1] + // m[0][1] + // m[0][1] + // m[0][1] + __m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0)); + + // m[1][2] + // m[0][2] + // m[0][2] + // m[0][2] + __m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0)); + + // m[1][3] + // m[0][3] + // m[0][3] + // m[0][3] + __m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0)); + + // col0 + // + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]), + // - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]), + // + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]), + // - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]), + __m128 Mul00 = _mm_mul_ps(Vec1, Fac0); + __m128 Mul01 = _mm_mul_ps(Vec2, Fac1); + __m128 Mul02 = _mm_mul_ps(Vec3, Fac2); + __m128 Sub00 = _mm_sub_ps(Mul00, Mul01); + __m128 Add00 = _mm_add_ps(Sub00, Mul02); + __m128 Inv0 = _mm_mul_ps(SignB, Add00); + + // col1 + // - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]), + // + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]), + // - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]), + // + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]), + __m128 Mul03 = _mm_mul_ps(Vec0, Fac0); + __m128 Mul04 = _mm_mul_ps(Vec2, Fac3); + __m128 Mul05 = _mm_mul_ps(Vec3, Fac4); + __m128 Sub01 = _mm_sub_ps(Mul03, Mul04); + __m128 Add01 = _mm_add_ps(Sub01, Mul05); + __m128 Inv1 = _mm_mul_ps(SignA, Add01); + + // col2 + // + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]), + // - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]), + // + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]), + // - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]), + __m128 Mul06 = _mm_mul_ps(Vec0, Fac1); + __m128 Mul07 = _mm_mul_ps(Vec1, Fac3); + __m128 Mul08 = _mm_mul_ps(Vec3, Fac5); + __m128 Sub02 = _mm_sub_ps(Mul06, Mul07); + __m128 Add02 = _mm_add_ps(Sub02, Mul08); + __m128 Inv2 = _mm_mul_ps(SignB, Add02); + + // col3 + // - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]), + // + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]), + // - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]), + // + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3])); + __m128 Mul09 = _mm_mul_ps(Vec0, Fac2); + __m128 Mul10 = _mm_mul_ps(Vec1, Fac4); + __m128 Mul11 = _mm_mul_ps(Vec2, Fac5); + __m128 Sub03 = _mm_sub_ps(Mul09, Mul10); + __m128 Add03 = _mm_add_ps(Sub03, Mul11); + __m128 Inv3 = _mm_mul_ps(SignA, Add03); + + __m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0)); + + // valType Determinant = m[0][0] * Inverse[0][0] + // + m[0][1] * Inverse[1][0] + // + m[0][2] * Inverse[2][0] + // + m[0][3] * Inverse[3][0]; + __m128 Det0 = glm_vec4_dot(in[0], Row2); + return Det0; +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant_lowp(glm_vec4 const m[4]) +{ + // _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128( + + //T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + //T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + //T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + //T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + //T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + //T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + + // First 2 columns + __m128 Swp2A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 1, 1, 2))); + __m128 Swp3A = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(3, 2, 3, 3))); + __m128 MulA = _mm_mul_ps(Swp2A, Swp3A); + + // Second 2 columns + __m128 Swp2B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(3, 2, 3, 3))); + __m128 Swp3B = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(0, 1, 1, 2))); + __m128 MulB = _mm_mul_ps(Swp2B, Swp3B); + + // Columns subtraction + __m128 SubE = _mm_sub_ps(MulA, MulB); + + // Last 2 rows + __m128 Swp2C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[2]), _MM_SHUFFLE(0, 0, 1, 2))); + __m128 Swp3C = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[3]), _MM_SHUFFLE(1, 2, 0, 0))); + __m128 MulC = _mm_mul_ps(Swp2C, Swp3C); + __m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC); + + //vec<4, T, Q> DetCof( + // + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02), + // - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04), + // + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05), + // - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05)); + + __m128 SubFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubE), _MM_SHUFFLE(2, 1, 0, 0))); + __m128 SwpFacA = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(0, 0, 0, 1))); + __m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA); + + __m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1)); + __m128 SubFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpB), _MM_SHUFFLE(3, 1, 1, 0)));//SubF[0], SubE[3], SubE[3], SubE[1]; + __m128 SwpFacB = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(1, 1, 2, 2))); + __m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB); + + __m128 SubRes = _mm_sub_ps(MulFacA, MulFacB); + + __m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2)); + __m128 SubFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(SubTmpC), _MM_SHUFFLE(3, 3, 2, 0))); + __m128 SwpFacC = _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(m[1]), _MM_SHUFFLE(2, 3, 3, 3))); + __m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC); + + __m128 AddRes = _mm_add_ps(SubRes, MulFacC); + __m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f)); + + //return m[0][0] * DetCof[0] + // + m[0][1] * DetCof[1] + // + m[0][2] * DetCof[2] + // + m[0][3] * DetCof[3]; + + return glm_vec4_dot(m[0], DetCof); +} + +GLM_FUNC_QUALIFIER glm_vec4 glm_mat4_determinant(glm_vec4 const m[4]) +{ + // _mm_castsi128_ps(_mm_shuffle_epi32(_mm_castps_si128(add) + + //T SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + //T SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + //T SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + //T SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + //T SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + //T SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + + // First 2 columns + __m128 Swp2A = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 1, 1, 2)); + __m128 Swp3A = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(3, 2, 3, 3)); + __m128 MulA = _mm_mul_ps(Swp2A, Swp3A); + + // Second 2 columns + __m128 Swp2B = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(3, 2, 3, 3)); + __m128 Swp3B = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(0, 1, 1, 2)); + __m128 MulB = _mm_mul_ps(Swp2B, Swp3B); + + // Columns subtraction + __m128 SubE = _mm_sub_ps(MulA, MulB); + + // Last 2 rows + __m128 Swp2C = _mm_shuffle_ps(m[2], m[2], _MM_SHUFFLE(0, 0, 1, 2)); + __m128 Swp3C = _mm_shuffle_ps(m[3], m[3], _MM_SHUFFLE(1, 2, 0, 0)); + __m128 MulC = _mm_mul_ps(Swp2C, Swp3C); + __m128 SubF = _mm_sub_ps(_mm_movehl_ps(MulC, MulC), MulC); + + //vec<4, T, Q> DetCof( + // + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02), + // - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04), + // + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05), + // - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05)); + + __m128 SubFacA = _mm_shuffle_ps(SubE, SubE, _MM_SHUFFLE(2, 1, 0, 0)); + __m128 SwpFacA = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(0, 0, 0, 1)); + __m128 MulFacA = _mm_mul_ps(SwpFacA, SubFacA); + + __m128 SubTmpB = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(0, 0, 3, 1)); + __m128 SubFacB = _mm_shuffle_ps(SubTmpB, SubTmpB, _MM_SHUFFLE(3, 1, 1, 0));//SubF[0], SubE[3], SubE[3], SubE[1]; + __m128 SwpFacB = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(1, 1, 2, 2)); + __m128 MulFacB = _mm_mul_ps(SwpFacB, SubFacB); + + __m128 SubRes = _mm_sub_ps(MulFacA, MulFacB); + + __m128 SubTmpC = _mm_shuffle_ps(SubE, SubF, _MM_SHUFFLE(1, 0, 2, 2)); + __m128 SubFacC = _mm_shuffle_ps(SubTmpC, SubTmpC, _MM_SHUFFLE(3, 3, 2, 0)); + __m128 SwpFacC = _mm_shuffle_ps(m[1], m[1], _MM_SHUFFLE(2, 3, 3, 3)); + __m128 MulFacC = _mm_mul_ps(SwpFacC, SubFacC); + + __m128 AddRes = _mm_add_ps(SubRes, MulFacC); + __m128 DetCof = _mm_mul_ps(AddRes, _mm_setr_ps( 1.0f,-1.0f, 1.0f,-1.0f)); + + //return m[0][0] * DetCof[0] + // + m[0][1] * DetCof[1] + // + m[0][2] * DetCof[2] + // + m[0][3] * DetCof[3]; + + return glm_vec4_dot(m[0], DetCof); +} + +GLM_FUNC_QUALIFIER void glm_mat4_inverse(glm_vec4 const in[4], glm_vec4 out[4]) +{ + __m128 Fac0; + { + // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + // valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; + // valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac0 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac1; + { + // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + // valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; + // valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac1 = _mm_sub_ps(Mul00, Mul01); + } + + + __m128 Fac2; + { + // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + // valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; + // valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac2 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac3; + { + // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + // valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; + // valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac3 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac4; + { + // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + // valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; + // valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac4 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac5; + { + // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + // valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; + // valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac5 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f); + __m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f); + + // m[1][0] + // m[0][0] + // m[0][0] + // m[0][0] + __m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0)); + + // m[1][1] + // m[0][1] + // m[0][1] + // m[0][1] + __m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0)); + + // m[1][2] + // m[0][2] + // m[0][2] + // m[0][2] + __m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0)); + + // m[1][3] + // m[0][3] + // m[0][3] + // m[0][3] + __m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0)); + + // col0 + // + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]), + // - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]), + // + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]), + // - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]), + __m128 Mul00 = _mm_mul_ps(Vec1, Fac0); + __m128 Mul01 = _mm_mul_ps(Vec2, Fac1); + __m128 Mul02 = _mm_mul_ps(Vec3, Fac2); + __m128 Sub00 = _mm_sub_ps(Mul00, Mul01); + __m128 Add00 = _mm_add_ps(Sub00, Mul02); + __m128 Inv0 = _mm_mul_ps(SignB, Add00); + + // col1 + // - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]), + // + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]), + // - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]), + // + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]), + __m128 Mul03 = _mm_mul_ps(Vec0, Fac0); + __m128 Mul04 = _mm_mul_ps(Vec2, Fac3); + __m128 Mul05 = _mm_mul_ps(Vec3, Fac4); + __m128 Sub01 = _mm_sub_ps(Mul03, Mul04); + __m128 Add01 = _mm_add_ps(Sub01, Mul05); + __m128 Inv1 = _mm_mul_ps(SignA, Add01); + + // col2 + // + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]), + // - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]), + // + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]), + // - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]), + __m128 Mul06 = _mm_mul_ps(Vec0, Fac1); + __m128 Mul07 = _mm_mul_ps(Vec1, Fac3); + __m128 Mul08 = _mm_mul_ps(Vec3, Fac5); + __m128 Sub02 = _mm_sub_ps(Mul06, Mul07); + __m128 Add02 = _mm_add_ps(Sub02, Mul08); + __m128 Inv2 = _mm_mul_ps(SignB, Add02); + + // col3 + // - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]), + // + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]), + // - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]), + // + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3])); + __m128 Mul09 = _mm_mul_ps(Vec0, Fac2); + __m128 Mul10 = _mm_mul_ps(Vec1, Fac4); + __m128 Mul11 = _mm_mul_ps(Vec2, Fac5); + __m128 Sub03 = _mm_sub_ps(Mul09, Mul10); + __m128 Add03 = _mm_add_ps(Sub03, Mul11); + __m128 Inv3 = _mm_mul_ps(SignA, Add03); + + __m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0)); + + // valType Determinant = m[0][0] * Inverse[0][0] + // + m[0][1] * Inverse[1][0] + // + m[0][2] * Inverse[2][0] + // + m[0][3] * Inverse[3][0]; + __m128 Det0 = glm_vec4_dot(in[0], Row2); + __m128 Rcp0 = _mm_div_ps(_mm_set1_ps(1.0f), Det0); + //__m128 Rcp0 = _mm_rcp_ps(Det0); + + // Inverse /= Determinant; + out[0] = _mm_mul_ps(Inv0, Rcp0); + out[1] = _mm_mul_ps(Inv1, Rcp0); + out[2] = _mm_mul_ps(Inv2, Rcp0); + out[3] = _mm_mul_ps(Inv3, Rcp0); +} + +GLM_FUNC_QUALIFIER void glm_mat4_inverse_lowp(glm_vec4 const in[4], glm_vec4 out[4]) +{ + __m128 Fac0; + { + // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + // valType SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; + // valType SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; + // valType SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac0 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac1; + { + // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + // valType SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; + // valType SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; + // valType SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac1 = _mm_sub_ps(Mul00, Mul01); + } + + + __m128 Fac2; + { + // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + // valType SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; + // valType SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; + // valType SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac2 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac3; + { + // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + // valType SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; + // valType SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; + // valType SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(3, 3, 3, 3)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac3 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac4; + { + // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + // valType SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; + // valType SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; + // valType SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(2, 2, 2, 2)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac4 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 Fac5; + { + // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + // valType SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; + // valType SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; + // valType SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; + + __m128 Swp0a = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Swp0b = _mm_shuffle_ps(in[3], in[2], _MM_SHUFFLE(0, 0, 0, 0)); + + __m128 Swp00 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Swp01 = _mm_shuffle_ps(Swp0a, Swp0a, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp02 = _mm_shuffle_ps(Swp0b, Swp0b, _MM_SHUFFLE(2, 0, 0, 0)); + __m128 Swp03 = _mm_shuffle_ps(in[2], in[1], _MM_SHUFFLE(1, 1, 1, 1)); + + __m128 Mul00 = _mm_mul_ps(Swp00, Swp01); + __m128 Mul01 = _mm_mul_ps(Swp02, Swp03); + Fac5 = _mm_sub_ps(Mul00, Mul01); + } + + __m128 SignA = _mm_set_ps( 1.0f,-1.0f, 1.0f,-1.0f); + __m128 SignB = _mm_set_ps(-1.0f, 1.0f,-1.0f, 1.0f); + + // m[1][0] + // m[0][0] + // m[0][0] + // m[0][0] + __m128 Temp0 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Vec0 = _mm_shuffle_ps(Temp0, Temp0, _MM_SHUFFLE(2, 2, 2, 0)); + + // m[1][1] + // m[0][1] + // m[0][1] + // m[0][1] + __m128 Temp1 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(1, 1, 1, 1)); + __m128 Vec1 = _mm_shuffle_ps(Temp1, Temp1, _MM_SHUFFLE(2, 2, 2, 0)); + + // m[1][2] + // m[0][2] + // m[0][2] + // m[0][2] + __m128 Temp2 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(2, 2, 2, 2)); + __m128 Vec2 = _mm_shuffle_ps(Temp2, Temp2, _MM_SHUFFLE(2, 2, 2, 0)); + + // m[1][3] + // m[0][3] + // m[0][3] + // m[0][3] + __m128 Temp3 = _mm_shuffle_ps(in[1], in[0], _MM_SHUFFLE(3, 3, 3, 3)); + __m128 Vec3 = _mm_shuffle_ps(Temp3, Temp3, _MM_SHUFFLE(2, 2, 2, 0)); + + // col0 + // + (Vec1[0] * Fac0[0] - Vec2[0] * Fac1[0] + Vec3[0] * Fac2[0]), + // - (Vec1[1] * Fac0[1] - Vec2[1] * Fac1[1] + Vec3[1] * Fac2[1]), + // + (Vec1[2] * Fac0[2] - Vec2[2] * Fac1[2] + Vec3[2] * Fac2[2]), + // - (Vec1[3] * Fac0[3] - Vec2[3] * Fac1[3] + Vec3[3] * Fac2[3]), + __m128 Mul00 = _mm_mul_ps(Vec1, Fac0); + __m128 Mul01 = _mm_mul_ps(Vec2, Fac1); + __m128 Mul02 = _mm_mul_ps(Vec3, Fac2); + __m128 Sub00 = _mm_sub_ps(Mul00, Mul01); + __m128 Add00 = _mm_add_ps(Sub00, Mul02); + __m128 Inv0 = _mm_mul_ps(SignB, Add00); + + // col1 + // - (Vec0[0] * Fac0[0] - Vec2[0] * Fac3[0] + Vec3[0] * Fac4[0]), + // + (Vec0[0] * Fac0[1] - Vec2[1] * Fac3[1] + Vec3[1] * Fac4[1]), + // - (Vec0[0] * Fac0[2] - Vec2[2] * Fac3[2] + Vec3[2] * Fac4[2]), + // + (Vec0[0] * Fac0[3] - Vec2[3] * Fac3[3] + Vec3[3] * Fac4[3]), + __m128 Mul03 = _mm_mul_ps(Vec0, Fac0); + __m128 Mul04 = _mm_mul_ps(Vec2, Fac3); + __m128 Mul05 = _mm_mul_ps(Vec3, Fac4); + __m128 Sub01 = _mm_sub_ps(Mul03, Mul04); + __m128 Add01 = _mm_add_ps(Sub01, Mul05); + __m128 Inv1 = _mm_mul_ps(SignA, Add01); + + // col2 + // + (Vec0[0] * Fac1[0] - Vec1[0] * Fac3[0] + Vec3[0] * Fac5[0]), + // - (Vec0[0] * Fac1[1] - Vec1[1] * Fac3[1] + Vec3[1] * Fac5[1]), + // + (Vec0[0] * Fac1[2] - Vec1[2] * Fac3[2] + Vec3[2] * Fac5[2]), + // - (Vec0[0] * Fac1[3] - Vec1[3] * Fac3[3] + Vec3[3] * Fac5[3]), + __m128 Mul06 = _mm_mul_ps(Vec0, Fac1); + __m128 Mul07 = _mm_mul_ps(Vec1, Fac3); + __m128 Mul08 = _mm_mul_ps(Vec3, Fac5); + __m128 Sub02 = _mm_sub_ps(Mul06, Mul07); + __m128 Add02 = _mm_add_ps(Sub02, Mul08); + __m128 Inv2 = _mm_mul_ps(SignB, Add02); + + // col3 + // - (Vec1[0] * Fac2[0] - Vec1[0] * Fac4[0] + Vec2[0] * Fac5[0]), + // + (Vec1[0] * Fac2[1] - Vec1[1] * Fac4[1] + Vec2[1] * Fac5[1]), + // - (Vec1[0] * Fac2[2] - Vec1[2] * Fac4[2] + Vec2[2] * Fac5[2]), + // + (Vec1[0] * Fac2[3] - Vec1[3] * Fac4[3] + Vec2[3] * Fac5[3])); + __m128 Mul09 = _mm_mul_ps(Vec0, Fac2); + __m128 Mul10 = _mm_mul_ps(Vec1, Fac4); + __m128 Mul11 = _mm_mul_ps(Vec2, Fac5); + __m128 Sub03 = _mm_sub_ps(Mul09, Mul10); + __m128 Add03 = _mm_add_ps(Sub03, Mul11); + __m128 Inv3 = _mm_mul_ps(SignA, Add03); + + __m128 Row0 = _mm_shuffle_ps(Inv0, Inv1, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Row1 = _mm_shuffle_ps(Inv2, Inv3, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Row2 = _mm_shuffle_ps(Row0, Row1, _MM_SHUFFLE(2, 0, 2, 0)); + + // valType Determinant = m[0][0] * Inverse[0][0] + // + m[0][1] * Inverse[1][0] + // + m[0][2] * Inverse[2][0] + // + m[0][3] * Inverse[3][0]; + __m128 Det0 = glm_vec4_dot(in[0], Row2); + __m128 Rcp0 = _mm_rcp_ps(Det0); + //__m128 Rcp0 = _mm_div_ps(one, Det0); + // Inverse /= Determinant; + out[0] = _mm_mul_ps(Inv0, Rcp0); + out[1] = _mm_mul_ps(Inv1, Rcp0); + out[2] = _mm_mul_ps(Inv2, Rcp0); + out[3] = _mm_mul_ps(Inv3, Rcp0); +} +/* +GLM_FUNC_QUALIFIER void glm_mat4_rotate(__m128 const in[4], float Angle, float const v[3], __m128 out[4]) +{ + float a = glm::radians(Angle); + float c = cos(a); + float s = sin(a); + + glm::vec4 AxisA(v[0], v[1], v[2], float(0)); + __m128 AxisB = _mm_set_ps(AxisA.w, AxisA.z, AxisA.y, AxisA.x); + __m128 AxisC = detail::sse_nrm_ps(AxisB); + + __m128 Cos0 = _mm_set_ss(c); + __m128 CosA = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 Sin0 = _mm_set_ss(s); + __m128 SinA = _mm_shuffle_ps(Sin0, Sin0, _MM_SHUFFLE(0, 0, 0, 0)); + + // vec<3, T, Q> temp = (valType(1) - c) * axis; + __m128 Temp0 = _mm_sub_ps(one, CosA); + __m128 Temp1 = _mm_mul_ps(Temp0, AxisC); + + //Rotate[0][0] = c + temp[0] * axis[0]; + //Rotate[0][1] = 0 + temp[0] * axis[1] + s * axis[2]; + //Rotate[0][2] = 0 + temp[0] * axis[2] - s * axis[1]; + __m128 Axis0 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(0, 0, 0, 0)); + __m128 TmpA0 = _mm_mul_ps(Axis0, AxisC); + __m128 CosA0 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 1, 0)); + __m128 TmpA1 = _mm_add_ps(CosA0, TmpA0); + __m128 SinA0 = SinA;//_mm_set_ps(0.0f, s, -s, 0.0f); + __m128 TmpA2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 1, 2, 3)); + __m128 TmpA3 = _mm_mul_ps(SinA0, TmpA2); + __m128 TmpA4 = _mm_add_ps(TmpA1, TmpA3); + + //Rotate[1][0] = 0 + temp[1] * axis[0] - s * axis[2]; + //Rotate[1][1] = c + temp[1] * axis[1]; + //Rotate[1][2] = 0 + temp[1] * axis[2] + s * axis[0]; + __m128 Axis1 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(1, 1, 1, 1)); + __m128 TmpB0 = _mm_mul_ps(Axis1, AxisC); + __m128 CosA1 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 1, 0, 1)); + __m128 TmpB1 = _mm_add_ps(CosA1, TmpB0); + __m128 SinB0 = SinA;//_mm_set_ps(-s, 0.0f, s, 0.0f); + __m128 TmpB2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 0, 3, 2)); + __m128 TmpB3 = _mm_mul_ps(SinA0, TmpB2); + __m128 TmpB4 = _mm_add_ps(TmpB1, TmpB3); + + //Rotate[2][0] = 0 + temp[2] * axis[0] + s * axis[1]; + //Rotate[2][1] = 0 + temp[2] * axis[1] - s * axis[0]; + //Rotate[2][2] = c + temp[2] * axis[2]; + __m128 Axis2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(2, 2, 2, 2)); + __m128 TmpC0 = _mm_mul_ps(Axis2, AxisC); + __m128 CosA2 = _mm_shuffle_ps(Cos0, Cos0, _MM_SHUFFLE(1, 0, 1, 1)); + __m128 TmpC1 = _mm_add_ps(CosA2, TmpC0); + __m128 SinC0 = SinA;//_mm_set_ps(s, -s, 0.0f, 0.0f); + __m128 TmpC2 = _mm_shuffle_ps(AxisC, AxisC, _MM_SHUFFLE(3, 3, 0, 1)); + __m128 TmpC3 = _mm_mul_ps(SinA0, TmpC2); + __m128 TmpC4 = _mm_add_ps(TmpC1, TmpC3); + + __m128 Result[4]; + Result[0] = TmpA4; + Result[1] = TmpB4; + Result[2] = TmpC4; + Result[3] = _mm_set_ps(1, 0, 0, 0); + + //mat<4, 4, valType> Result; + //Result[0] = m[0] * Rotate[0][0] + m[1] * Rotate[0][1] + m[2] * Rotate[0][2]; + //Result[1] = m[0] * Rotate[1][0] + m[1] * Rotate[1][1] + m[2] * Rotate[1][2]; + //Result[2] = m[0] * Rotate[2][0] + m[1] * Rotate[2][1] + m[2] * Rotate[2][2]; + //Result[3] = m[3]; + //return Result; + sse_mul_ps(in, Result, out); +} +*/ +GLM_FUNC_QUALIFIER void glm_mat4_outerProduct(__m128 const& c, __m128 const& r, __m128 out[4]) +{ + out[0] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(0, 0, 0, 0))); + out[1] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(1, 1, 1, 1))); + out[2] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(2, 2, 2, 2))); + out[3] = _mm_mul_ps(c, _mm_shuffle_ps(r, r, _MM_SHUFFLE(3, 3, 3, 3))); +} + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/simd/neon.h b/vendor/include/glm/simd/neon.h new file mode 100644 index 0000000..6c38b06 --- /dev/null +++ b/vendor/include/glm/simd/neon.h @@ -0,0 +1,155 @@ +/// @ref simd_neon +/// @file glm/simd/neon.h + +#pragma once + +#if GLM_ARCH & GLM_ARCH_NEON_BIT +#include + +namespace glm { + namespace neon { + static float32x4_t dupq_lane(float32x4_t vsrc, int lane) { + switch(lane) { +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT + case 0: return vdupq_laneq_f32(vsrc, 0); + case 1: return vdupq_laneq_f32(vsrc, 1); + case 2: return vdupq_laneq_f32(vsrc, 2); + case 3: return vdupq_laneq_f32(vsrc, 3); +#else + case 0: return vdupq_n_f32(vgetq_lane_f32(vsrc, 0)); + case 1: return vdupq_n_f32(vgetq_lane_f32(vsrc, 1)); + case 2: return vdupq_n_f32(vgetq_lane_f32(vsrc, 2)); + case 3: return vdupq_n_f32(vgetq_lane_f32(vsrc, 3)); +#endif + } + assert(!"Unreachable code executed!"); + return vdupq_n_f32(0.0f); + } + + static float32x2_t dup_lane(float32x4_t vsrc, int lane) { + switch(lane) { +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT + case 0: return vdup_laneq_f32(vsrc, 0); + case 1: return vdup_laneq_f32(vsrc, 1); + case 2: return vdup_laneq_f32(vsrc, 2); + case 3: return vdup_laneq_f32(vsrc, 3); +#else + case 0: return vdup_n_f32(vgetq_lane_f32(vsrc, 0)); + case 1: return vdup_n_f32(vgetq_lane_f32(vsrc, 1)); + case 2: return vdup_n_f32(vgetq_lane_f32(vsrc, 2)); + case 3: return vdup_n_f32(vgetq_lane_f32(vsrc, 3)); +#endif + } + assert(!"Unreachable code executed!"); + return vdup_n_f32(0.0f); + } + + static float32x4_t copy_lane(float32x4_t vdst, int dlane, float32x4_t vsrc, int slane) { +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT + switch(dlane) { + case 0: + switch(slane) { + case 0: return vcopyq_laneq_f32(vdst, 0, vsrc, 0); + case 1: return vcopyq_laneq_f32(vdst, 0, vsrc, 1); + case 2: return vcopyq_laneq_f32(vdst, 0, vsrc, 2); + case 3: return vcopyq_laneq_f32(vdst, 0, vsrc, 3); + } + assert(!"Unreachable code executed!"); + case 1: + switch(slane) { + case 0: return vcopyq_laneq_f32(vdst, 1, vsrc, 0); + case 1: return vcopyq_laneq_f32(vdst, 1, vsrc, 1); + case 2: return vcopyq_laneq_f32(vdst, 1, vsrc, 2); + case 3: return vcopyq_laneq_f32(vdst, 1, vsrc, 3); + } + assert(!"Unreachable code executed!"); + case 2: + switch(slane) { + case 0: return vcopyq_laneq_f32(vdst, 2, vsrc, 0); + case 1: return vcopyq_laneq_f32(vdst, 2, vsrc, 1); + case 2: return vcopyq_laneq_f32(vdst, 2, vsrc, 2); + case 3: return vcopyq_laneq_f32(vdst, 2, vsrc, 3); + } + assert(!"Unreachable code executed!"); + case 3: + switch(slane) { + case 0: return vcopyq_laneq_f32(vdst, 3, vsrc, 0); + case 1: return vcopyq_laneq_f32(vdst, 3, vsrc, 1); + case 2: return vcopyq_laneq_f32(vdst, 3, vsrc, 2); + case 3: return vcopyq_laneq_f32(vdst, 3, vsrc, 3); + } + assert(!"Unreachable code executed!"); + } +#else + + float l; + switch(slane) { + case 0: l = vgetq_lane_f32(vsrc, 0); break; + case 1: l = vgetq_lane_f32(vsrc, 1); break; + case 2: l = vgetq_lane_f32(vsrc, 2); break; + case 3: l = vgetq_lane_f32(vsrc, 3); break; + default: + assert(!"Unreachable code executed!"); + } + switch(dlane) { + case 0: return vsetq_lane_f32(l, vdst, 0); + case 1: return vsetq_lane_f32(l, vdst, 1); + case 2: return vsetq_lane_f32(l, vdst, 2); + case 3: return vsetq_lane_f32(l, vdst, 3); + } +#endif + assert(!"Unreachable code executed!"); + return vdupq_n_f32(0.0f); + } + + static float32x4_t mul_lane(float32x4_t v, float32x4_t vlane, int lane) { +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT + switch(lane) { + case 0: return vmulq_laneq_f32(v, vlane, 0); break; + case 1: return vmulq_laneq_f32(v, vlane, 1); break; + case 2: return vmulq_laneq_f32(v, vlane, 2); break; + case 3: return vmulq_laneq_f32(v, vlane, 3); break; + default: + assert(!"Unreachable code executed!"); + } + assert(!"Unreachable code executed!"); + return vdupq_n_f32(0.0f); +#else + return vmulq_f32(v, dupq_lane(vlane, lane)); +#endif + } + + static float32x4_t madd_lane(float32x4_t acc, float32x4_t v, float32x4_t vlane, int lane) { +#if GLM_ARCH & GLM_ARCH_ARMV8_BIT +#ifdef GLM_CONFIG_FORCE_FMA +# define FMADD_LANE(acc, x, y, L) do { asm volatile ("fmla %0.4s, %1.4s, %2.4s" : "+w"(acc) : "w"(x), "w"(dup_lane(y, L))); } while(0) +#else +# define FMADD_LANE(acc, x, y, L) do { acc = vmlaq_laneq_f32(acc, x, y, L); } while(0) +#endif + + switch(lane) { + case 0: + FMADD_LANE(acc, v, vlane, 0); + return acc; + case 1: + FMADD_LANE(acc, v, vlane, 1); + return acc; + case 2: + FMADD_LANE(acc, v, vlane, 2); + return acc; + case 3: + FMADD_LANE(acc, v, vlane, 3); + return acc; + default: + assert(!"Unreachable code executed!"); + } + assert(!"Unreachable code executed!"); + return vdupq_n_f32(0.0f); +# undef FMADD_LANE +#else + return vaddq_f32(acc, vmulq_f32(v, dupq_lane(vlane, lane))); +#endif + } + } //namespace neon +} // namespace glm +#endif // GLM_ARCH & GLM_ARCH_NEON_BIT diff --git a/vendor/include/glm/simd/packing.h b/vendor/include/glm/simd/packing.h new file mode 100644 index 0000000..609163e --- /dev/null +++ b/vendor/include/glm/simd/packing.h @@ -0,0 +1,8 @@ +/// @ref simd +/// @file glm/simd/packing.h + +#pragma once + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/simd/platform.h b/vendor/include/glm/simd/platform.h new file mode 100644 index 0000000..ad25cc1 --- /dev/null +++ b/vendor/include/glm/simd/platform.h @@ -0,0 +1,398 @@ +#pragma once + +/////////////////////////////////////////////////////////////////////////////////// +// Platform + +#define GLM_PLATFORM_UNKNOWN 0x00000000 +#define GLM_PLATFORM_WINDOWS 0x00010000 +#define GLM_PLATFORM_LINUX 0x00020000 +#define GLM_PLATFORM_APPLE 0x00040000 +//#define GLM_PLATFORM_IOS 0x00080000 +#define GLM_PLATFORM_ANDROID 0x00100000 +#define GLM_PLATFORM_CHROME_NACL 0x00200000 +#define GLM_PLATFORM_UNIX 0x00400000 +#define GLM_PLATFORM_QNXNTO 0x00800000 +#define GLM_PLATFORM_WINCE 0x01000000 +#define GLM_PLATFORM_CYGWIN 0x02000000 + +#ifdef GLM_FORCE_PLATFORM_UNKNOWN +# define GLM_PLATFORM GLM_PLATFORM_UNKNOWN +#elif defined(__CYGWIN__) +# define GLM_PLATFORM GLM_PLATFORM_CYGWIN +#elif defined(__QNXNTO__) +# define GLM_PLATFORM GLM_PLATFORM_QNXNTO +#elif defined(__APPLE__) +# define GLM_PLATFORM GLM_PLATFORM_APPLE +#elif defined(WINCE) +# define GLM_PLATFORM GLM_PLATFORM_WINCE +#elif defined(_WIN32) +# define GLM_PLATFORM GLM_PLATFORM_WINDOWS +#elif defined(__native_client__) +# define GLM_PLATFORM GLM_PLATFORM_CHROME_NACL +#elif defined(__ANDROID__) +# define GLM_PLATFORM GLM_PLATFORM_ANDROID +#elif defined(__linux) +# define GLM_PLATFORM GLM_PLATFORM_LINUX +#elif defined(__unix) +# define GLM_PLATFORM GLM_PLATFORM_UNIX +#else +# define GLM_PLATFORM GLM_PLATFORM_UNKNOWN +#endif// + +/////////////////////////////////////////////////////////////////////////////////// +// Compiler + +#define GLM_COMPILER_UNKNOWN 0x00000000 + +// Intel +#define GLM_COMPILER_INTEL 0x00100000 +#define GLM_COMPILER_INTEL14 0x00100040 +#define GLM_COMPILER_INTEL15 0x00100050 +#define GLM_COMPILER_INTEL16 0x00100060 +#define GLM_COMPILER_INTEL17 0x00100070 + +// Visual C++ defines +#define GLM_COMPILER_VC 0x01000000 +#define GLM_COMPILER_VC12 0x01000001 +#define GLM_COMPILER_VC14 0x01000002 +#define GLM_COMPILER_VC15 0x01000003 +#define GLM_COMPILER_VC15_3 0x01000004 +#define GLM_COMPILER_VC15_5 0x01000005 +#define GLM_COMPILER_VC15_6 0x01000006 +#define GLM_COMPILER_VC15_7 0x01000007 +#define GLM_COMPILER_VC15_8 0x01000008 +#define GLM_COMPILER_VC15_9 0x01000009 +#define GLM_COMPILER_VC16 0x0100000A + +// GCC defines +#define GLM_COMPILER_GCC 0x02000000 +#define GLM_COMPILER_GCC46 0x020000D0 +#define GLM_COMPILER_GCC47 0x020000E0 +#define GLM_COMPILER_GCC48 0x020000F0 +#define GLM_COMPILER_GCC49 0x02000100 +#define GLM_COMPILER_GCC5 0x02000200 +#define GLM_COMPILER_GCC6 0x02000300 +#define GLM_COMPILER_GCC7 0x02000400 +#define GLM_COMPILER_GCC8 0x02000500 + +// CUDA +#define GLM_COMPILER_CUDA 0x10000000 +#define GLM_COMPILER_CUDA75 0x10000001 +#define GLM_COMPILER_CUDA80 0x10000002 +#define GLM_COMPILER_CUDA90 0x10000004 + +// SYCL +#define GLM_COMPILER_SYCL 0x00300000 + +// Clang +#define GLM_COMPILER_CLANG 0x20000000 +#define GLM_COMPILER_CLANG34 0x20000050 +#define GLM_COMPILER_CLANG35 0x20000060 +#define GLM_COMPILER_CLANG36 0x20000070 +#define GLM_COMPILER_CLANG37 0x20000080 +#define GLM_COMPILER_CLANG38 0x20000090 +#define GLM_COMPILER_CLANG39 0x200000A0 +#define GLM_COMPILER_CLANG40 0x200000B0 +#define GLM_COMPILER_CLANG41 0x200000C0 +#define GLM_COMPILER_CLANG42 0x200000D0 + +// Build model +#define GLM_MODEL_32 0x00000010 +#define GLM_MODEL_64 0x00000020 + +// Force generic C++ compiler +#ifdef GLM_FORCE_COMPILER_UNKNOWN +# define GLM_COMPILER GLM_COMPILER_UNKNOWN + +#elif defined(__INTEL_COMPILER) +# if __INTEL_COMPILER >= 1700 +# define GLM_COMPILER GLM_COMPILER_INTEL17 +# elif __INTEL_COMPILER >= 1600 +# define GLM_COMPILER GLM_COMPILER_INTEL16 +# elif __INTEL_COMPILER >= 1500 +# define GLM_COMPILER GLM_COMPILER_INTEL15 +# elif __INTEL_COMPILER >= 1400 +# define GLM_COMPILER GLM_COMPILER_INTEL14 +# elif __INTEL_COMPILER < 1400 +# error "GLM requires ICC 2013 SP1 or newer" +# endif + +// CUDA +#elif defined(__CUDACC__) +# if !defined(CUDA_VERSION) && !defined(GLM_FORCE_CUDA) +# include // make sure version is defined since nvcc does not define it itself! +# endif +# if CUDA_VERSION >= 8000 +# define GLM_COMPILER GLM_COMPILER_CUDA80 +# elif CUDA_VERSION >= 7500 +# define GLM_COMPILER GLM_COMPILER_CUDA75 +# elif CUDA_VERSION >= 7000 +# define GLM_COMPILER GLM_COMPILER_CUDA70 +# elif CUDA_VERSION < 7000 +# error "GLM requires CUDA 7.0 or higher" +# endif + +// SYCL +#elif defined(__SYCL_DEVICE_ONLY__) +# define GLM_COMPILER GLM_COMPILER_SYCL + +// Clang +#elif defined(__clang__) +# if defined(__apple_build_version__) +# if (__clang_major__ < 6) +# error "GLM requires Clang 3.4 / Apple Clang 6.0 or higher" +# elif __clang_major__ == 6 && __clang_minor__ == 0 +# define GLM_COMPILER GLM_COMPILER_CLANG35 +# elif __clang_major__ == 6 && __clang_minor__ >= 1 +# define GLM_COMPILER GLM_COMPILER_CLANG36 +# elif __clang_major__ >= 7 +# define GLM_COMPILER GLM_COMPILER_CLANG37 +# endif +# else +# if ((__clang_major__ == 3) && (__clang_minor__ < 4)) || (__clang_major__ < 3) +# error "GLM requires Clang 3.4 or higher" +# elif __clang_major__ == 3 && __clang_minor__ == 4 +# define GLM_COMPILER GLM_COMPILER_CLANG34 +# elif __clang_major__ == 3 && __clang_minor__ == 5 +# define GLM_COMPILER GLM_COMPILER_CLANG35 +# elif __clang_major__ == 3 && __clang_minor__ == 6 +# define GLM_COMPILER GLM_COMPILER_CLANG36 +# elif __clang_major__ == 3 && __clang_minor__ == 7 +# define GLM_COMPILER GLM_COMPILER_CLANG37 +# elif __clang_major__ == 3 && __clang_minor__ == 8 +# define GLM_COMPILER GLM_COMPILER_CLANG38 +# elif __clang_major__ == 3 && __clang_minor__ >= 9 +# define GLM_COMPILER GLM_COMPILER_CLANG39 +# elif __clang_major__ == 4 && __clang_minor__ == 0 +# define GLM_COMPILER GLM_COMPILER_CLANG40 +# elif __clang_major__ == 4 && __clang_minor__ == 1 +# define GLM_COMPILER GLM_COMPILER_CLANG41 +# elif __clang_major__ == 4 && __clang_minor__ >= 2 +# define GLM_COMPILER GLM_COMPILER_CLANG42 +# elif __clang_major__ >= 4 +# define GLM_COMPILER GLM_COMPILER_CLANG42 +# endif +# endif + +// Visual C++ +#elif defined(_MSC_VER) +# if _MSC_VER >= 1920 +# define GLM_COMPILER GLM_COMPILER_VC16 +# elif _MSC_VER >= 1916 +# define GLM_COMPILER GLM_COMPILER_VC15_9 +# elif _MSC_VER >= 1915 +# define GLM_COMPILER GLM_COMPILER_VC15_8 +# elif _MSC_VER >= 1914 +# define GLM_COMPILER GLM_COMPILER_VC15_7 +# elif _MSC_VER >= 1913 +# define GLM_COMPILER GLM_COMPILER_VC15_6 +# elif _MSC_VER >= 1912 +# define GLM_COMPILER GLM_COMPILER_VC15_5 +# elif _MSC_VER >= 1911 +# define GLM_COMPILER GLM_COMPILER_VC15_3 +# elif _MSC_VER >= 1910 +# define GLM_COMPILER GLM_COMPILER_VC15 +# elif _MSC_VER >= 1900 +# define GLM_COMPILER GLM_COMPILER_VC14 +# elif _MSC_VER >= 1800 +# define GLM_COMPILER GLM_COMPILER_VC12 +# elif _MSC_VER < 1800 +# error "GLM requires Visual C++ 12 - 2013 or higher" +# endif//_MSC_VER + +// G++ +#elif defined(__GNUC__) || defined(__MINGW32__) +# if __GNUC__ >= 8 +# define GLM_COMPILER GLM_COMPILER_GCC8 +# elif __GNUC__ >= 7 +# define GLM_COMPILER GLM_COMPILER_GCC7 +# elif __GNUC__ >= 6 +# define GLM_COMPILER GLM_COMPILER_GCC6 +# elif __GNUC__ >= 5 +# define GLM_COMPILER GLM_COMPILER_GCC5 +# elif __GNUC__ == 4 && __GNUC_MINOR__ >= 9 +# define GLM_COMPILER GLM_COMPILER_GCC49 +# elif __GNUC__ == 4 && __GNUC_MINOR__ >= 8 +# define GLM_COMPILER GLM_COMPILER_GCC48 +# elif __GNUC__ == 4 && __GNUC_MINOR__ >= 7 +# define GLM_COMPILER GLM_COMPILER_GCC47 +# elif __GNUC__ == 4 && __GNUC_MINOR__ >= 6 +# define GLM_COMPILER GLM_COMPILER_GCC46 +# elif ((__GNUC__ == 4) && (__GNUC_MINOR__ < 6)) || (__GNUC__ < 4) +# error "GLM requires GCC 4.6 or higher" +# endif + +#else +# define GLM_COMPILER GLM_COMPILER_UNKNOWN +#endif + +#ifndef GLM_COMPILER +# error "GLM_COMPILER undefined, your compiler may not be supported by GLM. Add #define GLM_COMPILER 0 to ignore this message." +#endif//GLM_COMPILER + +/////////////////////////////////////////////////////////////////////////////////// +// Instruction sets + +// User defines: GLM_FORCE_PURE GLM_FORCE_INTRINSICS GLM_FORCE_SSE2 GLM_FORCE_SSE3 GLM_FORCE_AVX GLM_FORCE_AVX2 GLM_FORCE_AVX2 + +#define GLM_ARCH_MIPS_BIT (0x10000000) +#define GLM_ARCH_PPC_BIT (0x20000000) +#define GLM_ARCH_ARM_BIT (0x40000000) +#define GLM_ARCH_ARMV8_BIT (0x01000000) +#define GLM_ARCH_X86_BIT (0x80000000) + +#define GLM_ARCH_SIMD_BIT (0x00001000) + +#define GLM_ARCH_NEON_BIT (0x00000001) +#define GLM_ARCH_SSE_BIT (0x00000002) +#define GLM_ARCH_SSE2_BIT (0x00000004) +#define GLM_ARCH_SSE3_BIT (0x00000008) +#define GLM_ARCH_SSSE3_BIT (0x00000010) +#define GLM_ARCH_SSE41_BIT (0x00000020) +#define GLM_ARCH_SSE42_BIT (0x00000040) +#define GLM_ARCH_AVX_BIT (0x00000080) +#define GLM_ARCH_AVX2_BIT (0x00000100) + +#define GLM_ARCH_UNKNOWN (0) +#define GLM_ARCH_X86 (GLM_ARCH_X86_BIT) +#define GLM_ARCH_SSE (GLM_ARCH_SSE_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_X86) +#define GLM_ARCH_SSE2 (GLM_ARCH_SSE2_BIT | GLM_ARCH_SSE) +#define GLM_ARCH_SSE3 (GLM_ARCH_SSE3_BIT | GLM_ARCH_SSE2) +#define GLM_ARCH_SSSE3 (GLM_ARCH_SSSE3_BIT | GLM_ARCH_SSE3) +#define GLM_ARCH_SSE41 (GLM_ARCH_SSE41_BIT | GLM_ARCH_SSSE3) +#define GLM_ARCH_SSE42 (GLM_ARCH_SSE42_BIT | GLM_ARCH_SSE41) +#define GLM_ARCH_AVX (GLM_ARCH_AVX_BIT | GLM_ARCH_SSE42) +#define GLM_ARCH_AVX2 (GLM_ARCH_AVX2_BIT | GLM_ARCH_AVX) +#define GLM_ARCH_ARM (GLM_ARCH_ARM_BIT) +#define GLM_ARCH_ARMV8 (GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM | GLM_ARCH_ARMV8_BIT) +#define GLM_ARCH_NEON (GLM_ARCH_NEON_BIT | GLM_ARCH_SIMD_BIT | GLM_ARCH_ARM) +#define GLM_ARCH_MIPS (GLM_ARCH_MIPS_BIT) +#define GLM_ARCH_PPC (GLM_ARCH_PPC_BIT) + +#if defined(GLM_FORCE_ARCH_UNKNOWN) || defined(GLM_FORCE_PURE) +# define GLM_ARCH GLM_ARCH_UNKNOWN +#elif defined(GLM_FORCE_NEON) +# if __ARM_ARCH >= 8 +# define GLM_ARCH (GLM_ARCH_ARMV8) +# else +# define GLM_ARCH (GLM_ARCH_NEON) +# endif +# define GLM_FORCE_INTRINSICS +#elif defined(GLM_FORCE_AVX2) +# define GLM_ARCH (GLM_ARCH_AVX2) +# define GLM_FORCE_INTRINSICS +#elif defined(GLM_FORCE_AVX) +# define GLM_ARCH (GLM_ARCH_AVX) +# define GLM_FORCE_INTRINSICS +#elif defined(GLM_FORCE_SSE42) +# define GLM_ARCH (GLM_ARCH_SSE42) +# define GLM_FORCE_INTRINSICS +#elif defined(GLM_FORCE_SSE41) +# define GLM_ARCH (GLM_ARCH_SSE41) +# define GLM_FORCE_INTRINSICS +#elif defined(GLM_FORCE_SSSE3) +# define GLM_ARCH (GLM_ARCH_SSSE3) +# define GLM_FORCE_INTRINSICS +#elif defined(GLM_FORCE_SSE3) +# define GLM_ARCH (GLM_ARCH_SSE3) +# define GLM_FORCE_INTRINSICS +#elif defined(GLM_FORCE_SSE2) +# define GLM_ARCH (GLM_ARCH_SSE2) +# define GLM_FORCE_INTRINSICS +#elif defined(GLM_FORCE_SSE) +# define GLM_ARCH (GLM_ARCH_SSE) +# define GLM_FORCE_INTRINSICS +#elif defined(GLM_FORCE_INTRINSICS) && !defined(GLM_FORCE_XYZW_ONLY) +# if defined(__AVX2__) +# define GLM_ARCH (GLM_ARCH_AVX2) +# elif defined(__AVX__) +# define GLM_ARCH (GLM_ARCH_AVX) +# elif defined(__SSE4_2__) +# define GLM_ARCH (GLM_ARCH_SSE42) +# elif defined(__SSE4_1__) +# define GLM_ARCH (GLM_ARCH_SSE41) +# elif defined(__SSSE3__) +# define GLM_ARCH (GLM_ARCH_SSSE3) +# elif defined(__SSE3__) +# define GLM_ARCH (GLM_ARCH_SSE3) +# elif defined(__SSE2__) || defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86_FP) +# define GLM_ARCH (GLM_ARCH_SSE2) +# elif defined(__i386__) +# define GLM_ARCH (GLM_ARCH_X86) +# elif defined(__ARM_ARCH) && (__ARM_ARCH >= 8) +# define GLM_ARCH (GLM_ARCH_ARMV8) +# elif defined(__ARM_NEON) +# define GLM_ARCH (GLM_ARCH_ARM | GLM_ARCH_NEON) +# elif defined(__arm__ ) || defined(_M_ARM) +# define GLM_ARCH (GLM_ARCH_ARM) +# elif defined(__mips__ ) +# define GLM_ARCH (GLM_ARCH_MIPS) +# elif defined(__powerpc__ ) || defined(_M_PPC) +# define GLM_ARCH (GLM_ARCH_PPC) +# else +# define GLM_ARCH (GLM_ARCH_UNKNOWN) +# endif +#else +# if defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86) || defined(__i386__) +# define GLM_ARCH (GLM_ARCH_X86) +# elif defined(__arm__) || defined(_M_ARM) +# define GLM_ARCH (GLM_ARCH_ARM) +# elif defined(__powerpc__) || defined(_M_PPC) +# define GLM_ARCH (GLM_ARCH_PPC) +# elif defined(__mips__) +# define GLM_ARCH (GLM_ARCH_MIPS) +# else +# define GLM_ARCH (GLM_ARCH_UNKNOWN) +# endif +#endif + +#if GLM_ARCH & GLM_ARCH_AVX2_BIT +# include +#elif GLM_ARCH & GLM_ARCH_AVX_BIT +# include +#elif GLM_ARCH & GLM_ARCH_SSE42_BIT +# if GLM_COMPILER & GLM_COMPILER_CLANG +# include +# endif +# include +#elif GLM_ARCH & GLM_ARCH_SSE41_BIT +# include +#elif GLM_ARCH & GLM_ARCH_SSSE3_BIT +# include +#elif GLM_ARCH & GLM_ARCH_SSE3_BIT +# include +#elif GLM_ARCH & GLM_ARCH_SSE2_BIT +# include +#elif GLM_ARCH & GLM_ARCH_NEON_BIT +# include "neon.h" +#endif//GLM_ARCH + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + typedef __m128 glm_f32vec4; + typedef __m128i glm_i32vec4; + typedef __m128i glm_u32vec4; + typedef __m128d glm_f64vec2; + typedef __m128i glm_i64vec2; + typedef __m128i glm_u64vec2; + + typedef glm_f32vec4 glm_vec4; + typedef glm_i32vec4 glm_ivec4; + typedef glm_u32vec4 glm_uvec4; + typedef glm_f64vec2 glm_dvec2; +#endif + +#if GLM_ARCH & GLM_ARCH_AVX_BIT + typedef __m256d glm_f64vec4; + typedef glm_f64vec4 glm_dvec4; +#endif + +#if GLM_ARCH & GLM_ARCH_AVX2_BIT + typedef __m256i glm_i64vec4; + typedef __m256i glm_u64vec4; +#endif + +#if GLM_ARCH & GLM_ARCH_NEON_BIT + typedef float32x4_t glm_f32vec4; + typedef int32x4_t glm_i32vec4; + typedef uint32x4_t glm_u32vec4; +#endif diff --git a/vendor/include/glm/simd/trigonometric.h b/vendor/include/glm/simd/trigonometric.h new file mode 100644 index 0000000..739b796 --- /dev/null +++ b/vendor/include/glm/simd/trigonometric.h @@ -0,0 +1,9 @@ +/// @ref simd +/// @file glm/simd/trigonometric.h + +#pragma once + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT + diff --git a/vendor/include/glm/simd/vector_relational.h b/vendor/include/glm/simd/vector_relational.h new file mode 100644 index 0000000..f7385e9 --- /dev/null +++ b/vendor/include/glm/simd/vector_relational.h @@ -0,0 +1,8 @@ +/// @ref simd +/// @file glm/simd/vector_relational.h + +#pragma once + +#if GLM_ARCH & GLM_ARCH_SSE2_BIT + +#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT diff --git a/vendor/include/glm/trigonometric.hpp b/vendor/include/glm/trigonometric.hpp new file mode 100644 index 0000000..fcf07f8 --- /dev/null +++ b/vendor/include/glm/trigonometric.hpp @@ -0,0 +1,210 @@ +/// @ref core +/// @file glm/trigonometric.hpp +/// +/// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions +/// +/// @defgroup core_func_trigonometric Angle and Trigonometry Functions +/// @ingroup core +/// +/// Function parameters specified as angle are assumed to be in units of radians. +/// In no case will any of these functions result in a divide by zero error. If +/// the divisor of a ratio is 0, then results will be undefined. +/// +/// These all operate component-wise. The description is per component. +/// +/// Include to use these core features. +/// +/// @see ext_vector_trigonometric + +#pragma once + +#include "detail/setup.hpp" +#include "detail/qualifier.hpp" + +namespace glm +{ + /// @addtogroup core_func_trigonometric + /// @{ + + /// Converts degrees to radians and returns the result. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL radians man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec radians(vec const& degrees); + + /// Converts radians to degrees and returns the result. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL degrees man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec degrees(vec const& radians); + + /// The standard trigonometric sine function. + /// The values returned by this function will range from [-1, 1]. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL sin man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec sin(vec const& angle); + + /// The standard trigonometric cosine function. + /// The values returned by this function will range from [-1, 1]. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL cos man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec cos(vec const& angle); + + /// The standard trigonometric tangent function. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL tan man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec tan(vec const& angle); + + /// Arc sine. Returns an angle whose sine is x. + /// The range of values returned by this function is [-PI/2, PI/2]. + /// Results are undefined if |x| > 1. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL asin man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec asin(vec const& x); + + /// Arc cosine. Returns an angle whose sine is x. + /// The range of values returned by this function is [0, PI]. + /// Results are undefined if |x| > 1. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL acos man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec acos(vec const& x); + + /// Arc tangent. Returns an angle whose tangent is y/x. + /// The signs of x and y are used to determine what + /// quadrant the angle is in. The range of values returned + /// by this function is [-PI, PI]. Results are undefined + /// if x and y are both 0. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL atan man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec atan(vec const& y, vec const& x); + + /// Arc tangent. Returns an angle whose tangent is y_over_x. + /// The range of values returned by this function is [-PI/2, PI/2]. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL atan man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec atan(vec const& y_over_x); + + /// Returns the hyperbolic sine function, (exp(x) - exp(-x)) / 2 + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL sinh man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec sinh(vec const& angle); + + /// Returns the hyperbolic cosine function, (exp(x) + exp(-x)) / 2 + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL cosh man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec cosh(vec const& angle); + + /// Returns the hyperbolic tangent function, sinh(angle) / cosh(angle) + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL tanh man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec tanh(vec const& angle); + + /// Arc hyperbolic sine; returns the inverse of sinh. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL asinh man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec asinh(vec const& x); + + /// Arc hyperbolic cosine; returns the non-negative inverse + /// of cosh. Results are undefined if x < 1. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL acosh man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec acosh(vec const& x); + + /// Arc hyperbolic tangent; returns the inverse of tanh. + /// Results are undefined if abs(x) >= 1. + /// + /// @tparam L Integer between 1 and 4 included that qualify the dimension of the vector + /// @tparam T Floating-point scalar types + /// @tparam Q Value from qualifier enum + /// + /// @see GLSL atanh man page + /// @see GLSL 4.20.8 specification, section 8.1 Angle and Trigonometry Functions + template + GLM_FUNC_DECL vec atanh(vec const& x); + + /// @} +}//namespace glm + +#include "detail/func_trigonometric.inl" diff --git a/vendor/include/glm/vec2.hpp b/vendor/include/glm/vec2.hpp new file mode 100644 index 0000000..cd4e070 --- /dev/null +++ b/vendor/include/glm/vec2.hpp @@ -0,0 +1,14 @@ +/// @ref core +/// @file glm/vec2.hpp + +#pragma once +#include "./ext/vector_bool2.hpp" +#include "./ext/vector_bool2_precision.hpp" +#include "./ext/vector_float2.hpp" +#include "./ext/vector_float2_precision.hpp" +#include "./ext/vector_double2.hpp" +#include "./ext/vector_double2_precision.hpp" +#include "./ext/vector_int2.hpp" +#include "./ext/vector_int2_sized.hpp" +#include "./ext/vector_uint2.hpp" +#include "./ext/vector_uint2_sized.hpp" diff --git a/vendor/include/glm/vec3.hpp b/vendor/include/glm/vec3.hpp new file mode 100644 index 0000000..f5a927d --- /dev/null +++ b/vendor/include/glm/vec3.hpp @@ -0,0 +1,14 @@ +/// @ref core +/// @file glm/vec3.hpp + +#pragma once +#include "./ext/vector_bool3.hpp" +#include "./ext/vector_bool3_precision.hpp" +#include "./ext/vector_float3.hpp" +#include "./ext/vector_float3_precision.hpp" +#include "./ext/vector_double3.hpp" +#include "./ext/vector_double3_precision.hpp" +#include "./ext/vector_int3.hpp" +#include "./ext/vector_int3_sized.hpp" +#include "./ext/vector_uint3.hpp" +#include "./ext/vector_uint3_sized.hpp" diff --git a/vendor/include/glm/vec4.hpp b/vendor/include/glm/vec4.hpp new file mode 100644 index 0000000..c6ea9f1 --- /dev/null +++ b/vendor/include/glm/vec4.hpp @@ -0,0 +1,15 @@ +/// @ref core +/// @file glm/vec4.hpp + +#pragma once +#include "./ext/vector_bool4.hpp" +#include "./ext/vector_bool4_precision.hpp" +#include "./ext/vector_float4.hpp" +#include "./ext/vector_float4_precision.hpp" +#include "./ext/vector_double4.hpp" +#include "./ext/vector_double4_precision.hpp" +#include "./ext/vector_int4.hpp" +#include "./ext/vector_int4_sized.hpp" +#include "./ext/vector_uint4.hpp" +#include "./ext/vector_uint4_sized.hpp" + diff --git a/vendor/include/glm/vector_relational.hpp b/vendor/include/glm/vector_relational.hpp new file mode 100644 index 0000000..a0fe17e --- /dev/null +++ b/vendor/include/glm/vector_relational.hpp @@ -0,0 +1,121 @@ +/// @ref core +/// @file glm/vector_relational.hpp +/// +/// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions +/// +/// @defgroup core_func_vector_relational Vector Relational Functions +/// @ingroup core +/// +/// Relational and equality operators (<, <=, >, >=, ==, !=) are defined to +/// operate on scalars and produce scalar Boolean results. For vector results, +/// use the following built-in functions. +/// +/// In all cases, the sizes of all the input and return vectors for any particular +/// call must match. +/// +/// Include to use these core features. +/// +/// @see ext_vector_relational + +#pragma once + +#include "detail/qualifier.hpp" +#include "detail/setup.hpp" + +namespace glm +{ + /// @addtogroup core_func_vector_relational + /// @{ + + /// Returns the component-wise comparison result of x < y. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T A floating-point or integer scalar type. + /// + /// @see GLSL lessThan man page + /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec lessThan(vec const& x, vec const& y); + + /// Returns the component-wise comparison of result x <= y. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T A floating-point or integer scalar type. + /// + /// @see GLSL lessThanEqual man page + /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec lessThanEqual(vec const& x, vec const& y); + + /// Returns the component-wise comparison of result x > y. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T A floating-point or integer scalar type. + /// + /// @see GLSL greaterThan man page + /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec greaterThan(vec const& x, vec const& y); + + /// Returns the component-wise comparison of result x >= y. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T A floating-point or integer scalar type. + /// + /// @see GLSL greaterThanEqual man page + /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec greaterThanEqual(vec const& x, vec const& y); + + /// Returns the component-wise comparison of result x == y. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T A floating-point, integer or bool scalar type. + /// + /// @see GLSL equal man page + /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec equal(vec const& x, vec const& y); + + /// Returns the component-wise comparison of result x != y. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// @tparam T A floating-point, integer or bool scalar type. + /// + /// @see GLSL notEqual man page + /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec notEqual(vec const& x, vec const& y); + + /// Returns true if any component of x is true. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// + /// @see GLSL any man page + /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR bool any(vec const& v); + + /// Returns true if all components of x are true. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// + /// @see GLSL all man page + /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR bool all(vec const& v); + + /// Returns the component-wise logical complement of x. + /// /!\ Because of language incompatibilities between C++ and GLSL, GLM defines the function not but not_ instead. + /// + /// @tparam L An integer between 1 and 4 included that qualify the dimension of the vector. + /// + /// @see GLSL not man page + /// @see GLSL 4.20.8 specification, section 8.7 Vector Relational Functions + template + GLM_FUNC_DECL GLM_CONSTEXPR vec not_(vec const& v); + + /// @} +}//namespace glm + +#include "detail/func_vector_relational.inl" diff --git a/vendor/include/imgui/imconfig.h b/vendor/include/imgui/imconfig.h new file mode 100644 index 0000000..c6817de --- /dev/null +++ b/vendor/include/imgui/imconfig.h @@ -0,0 +1,108 @@ +//----------------------------------------------------------------------------- +// COMPILE-TIME OPTIONS FOR DEAR IMGUI +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) +// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" +// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include +// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +//#define IMGUI_API __declspec( dllexport ) +//#define IMGUI_API __declspec( dllimport ) + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Disable all of Dear ImGui or don't implement standard windows. +// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. +//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). + +//---- Include imgui_user.h at the end of imgui.h as a convenience +//#define IMGUI_INCLUDE_IMGUI_USER_H + +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use 32-bit for ImWchar (default is 16-bit) to support full unicode code points. +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of imgui cpp files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library. +// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. +// #define IMGUI_USE_STB_SPRINTF + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(), +// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.) +// This adds a small runtime cost which is why it is not enabled by default. +//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. +/* +namespace ImGui +{ + void MyFunction(const char* name, const MyMatrix44& v); +} +*/ diff --git a/vendor/include/imgui/imgui.h b/vendor/include/imgui/imgui.h new file mode 100644 index 0000000..8357602 --- /dev/null +++ b/vendor/include/imgui/imgui.h @@ -0,0 +1,2457 @@ +// dear imgui, v1.78 +// (headers) + +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/3075 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues + +/* + +Index of this file: +// Header mess +// Forward declarations and basic types +// ImGui API (Dear ImGui end-user API) +// Flags & Enumerations +// Memory allocations macros +// ImVector<> +// ImGuiStyle +// ImGuiIO +// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +// Obsolete functions +// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) + +*/ + +#pragma once + +// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) +#include "imconfig.h" +#endif + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) +#define IMGUI_VERSION "1.78" +#define IMGUI_VERSION_NUM 17800 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#if (__cplusplus >= 201100) +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#else +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. +#endif + +// Warnings +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Forward declarations +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") + +// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction +typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) +typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// Other types +#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] +typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. +#endif +typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); + +// Decoded character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Basic scalar data types +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) +typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t ImS64; // 64-bit signed integer (pre C++11) +typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) +#else +typedef signed long long ImS64; // 64-bit signed integer (post C++11) +typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) +#endif + +// 2D vector (often used to store positions or sizes) +struct ImVec2 +{ + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// 4D vector (often used to store floating-point colors) +struct ImVec4 +{ + float x, y, z, w; + ImVec4() { x = y = z = w = 0.0f; } + ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; + +//----------------------------------------------------------------------------- +// ImGui: Dear ImGui end-user API +// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. + // None of those functions is reliant on the current context. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) + IMGUI_API ImVec2 GetWindowSize(); // get current window size + IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) + IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + + // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Content region + // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates + IMGUI_API float GetWindowContentRegionWidth(); // + + // Windows Scrolling + IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PopButtonRepeat(); + + // Cursor / Layout + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() + // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) + IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. + IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. + IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) + IMGUI_API void SetCursorPosY(float local_y); // + IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most + // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - The resulting ID are hashes of the entire stack. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + + // Widgets: Combo Box + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id = NULL); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopId() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Widgets: List Boxes + // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); + IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " + IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! + + // Widgets: Data Plotting + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltip are windows following the mouse which do not take focus away. + IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). + IMGUI_API void EndTooltip(); + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // Popups: begin/end functions + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API bool OpenPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - We exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter. Passing a mouse button to ImGuiPopupFlags is guaranteed to be legal. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + // Popups: test function + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Columns + // - You can also use SameLine(pos_x) to mimic simplified columns. + // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) + // - There is a maximum of 64 columns. + // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957). + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + + // Drag and Drop + // - [BETA API] API may evolve! + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement) + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + + // Clipping + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Item/Widgets Utilities + // - Most of the functions are referring to the last/previous item we submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. + IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame + IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard + // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[]. + // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. + IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] + IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. + IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)? + IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type + IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. + + // Memory Allocators + // - All those functions are not reliant on the current context. + // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. + IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) + ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() + + // [Obsolete] + //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows. + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) +}; + +// Flags for ImGui::InputText() +enum ImGuiInputTextFlags_ +{ + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally + ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode + ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat +// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranted to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranted to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranted to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4 // Disable tooltip for the given tab +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir_ +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array +enum ImGuiKey_ +{ + ImGuiKey_Tab, + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_KeyPadEnter, + ImGuiKey_A, // for text edit CTRL+A: select all + ImGuiKey_C, // for text edit CTRL+C: copy + ImGuiKey_V, // for text edit CTRL+V: paste + ImGuiKey_X, // for text edit CTRL+X: cut + ImGuiKey_Y, // for text edit CTRL+Y: redo + ImGuiKey_Z, // for text edit CTRL+Z: undo + ImGuiKey_COUNT +}; + +// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end) +enum ImGuiKeyModFlags_ +{ + ImGuiKeyModFlags_None = 0, + ImGuiKeyModFlags_Ctrl = 1 << 0, + ImGuiKeyModFlags_Shift = 1 << 1, + ImGuiKeyModFlags_Alt = 1 << 2, + ImGuiKeyModFlags_Super = 1 << 3 +}; + +// Gamepad/Keyboard navigation +// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. +enum ImGuiNavInput_ +{ + // Gamepad Mapping + ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) + ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) + ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) + ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) + ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) + ImGuiNavInput_DpadRight, // + ImGuiNavInput_DpadUp, // + ImGuiNavInput_DpadDown, // + ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down + ImGuiNavInput_LStickRight, // + ImGuiNavInput_LStickUp, // + ImGuiNavInput_LStickDown, // + ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + + // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. + // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. + ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt + ImGuiNavInput_KeyLeft_, // move left // = Arrow keys + ImGuiNavInput_KeyRight_, // move right + ImGuiNavInput_KeyUp_, // move up + ImGuiNavInput_KeyDown_, // move down + ImGuiNavInput_COUNT, + ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + + // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. +}; + +// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] + //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors. +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] +#endif +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + + // [Internal] + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +#endif +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_ClampOnInput = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget + ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] +#endif +}; + +// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable) + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// Helpers: Memory allocations macros +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// Helper: ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; + +//----------------------------------------------------------------------------- +// ImGuiStyle +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForUnselectedCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// ImGuiIO +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +//----------------------------------------------------------------------------- + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration (fill once) // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end. + ImVec2 DisplaySize; // // Main display size, in pixels. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + void* UserData; // = NULL // Store your own data for retrieval by callbacks. + + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Miscellaneous options + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) + bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. + + //------------------------------------------------------------------ + // Platform Functions + // (the imgui_impl_xxxx back-end files are setting those up for you) + //------------------------------------------------------------------ + + // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform back-end + void* BackendRendererUserData; // = NULL // User data for renderer back-end + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*ImeSetInputScreenPosFn)(int x, int y); + void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! + // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. + void (*RenderDrawListsFn)(ImDrawData* data); +#else + // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. + void* RenderDrawListsFnUnused; +#endif + + //------------------------------------------------------------------ + // Input - Fill before calling NewFrame() + //------------------------------------------------------------------ + + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. + bool KeyCtrl; // Keyboard modifier pressed: Control + bool KeyShift; // Keyboard modifier pressed: Shift + bool KeyAlt; // Keyboard modifier pressed: Alt + bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows + bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). + + // Functions + IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string + IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point + float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) + float KeysDownDurationPrev[512]; // Previous duration the key has been down + float NavInputsDownDuration[ImGuiNavInput_COUNT]; + float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// Misc data structures +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +//----------------------------------------------------------------------------- +// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.78 (from August 2020) + // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); + static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } + static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } + static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } + static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } + // OBSOLETED in 1.77 (from June 2020) + static inline bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mb = 1) { return OpenPopupContextItem(str_id, mb); } // Passing a mouse button to ImGuiPopupFlags is legal + static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } + // OBSOLETED in 1.72 (from July 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } + // OBSOLETED in 1.71 (from June 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } + // OBSOLETED in 1.69 (from Mar 2019) + static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } + // OBSOLETED in 1.66 (from Sep 2018) + static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } + // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) + static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } + // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) + IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'! + IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0); + // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } + static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } +} +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; +#endif + +//----------------------------------------------------------------------------- +// Helpers +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + struct ImGuiStoragePair + { + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + }; + + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + + // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); +}; + +// Helper: Manually clip large list of items. +// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null. +// Usage: +// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor). +// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. +// - (Step 2: empty step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) +// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. +struct ImGuiListClipper +{ + int DisplayStart, DisplayEnd; + int ItemsCount; + + // [Internal] + int StepNo; + float ItemsHeight; + float StartPosY; + + // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step). + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step(). + ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want). + ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false. + + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. +}; + +// Helpers macros to generate 32-bit encoded colors +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } + ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } + ImColor(const ImVec4& col) { Value = col; } + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer back-end to reset the graphics/render state. +// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // The draw callback code can access this. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed +}; + +// Vertex index, default to 16-bit +// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended). +// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; +#endif + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// For use by ImDrawListSplitter. +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns api, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { Clear(); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +enum ImDrawCornerFlags_ +{ + ImDrawCornerFlags_None = 0, + ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 + ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 + ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 + ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA + ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience +}; + +// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require back-end to render with bilinear filtering. + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + const char* _OwnerName; // Pointer to owner window's name for debugging + unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _Path; // [Internal] current path building + ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; } + + ~ImDrawList() { _ClearFreeMemory(); } + IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. + inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + + // Advanced + IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) + ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + + // Functions + ImDrawData() { Valid = false; Clear(); } + ~ImDrawData() { Clear(); } + void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. + float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Codepoint : 31; // 0x0000..0xFFFF + unsigned int Visible : 1; // Flag to allow early out when rendering + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // After calling Build(), you can query the rectangle position and render your pixels. + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Read docs/FONTS.md for more details about using colorful icons. + // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +#endif +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() + ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; + float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API void SetFallbackChar(ImWchar c); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#include "imgui_user.h" +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/include/imgui/imgui_impl_glfw.h b/vendor/include/imgui/imgui_impl_glfw.h new file mode 100644 index 0000000..f62f44f --- /dev/null +++ b/vendor/include/imgui/imgui_impl_glfw.h @@ -0,0 +1,35 @@ +// dear imgui: Platform Binding for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. +// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// About GLSL version: +// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. +// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct GLFWwindow; + +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks +// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/vendor/include/imgui/imgui_impl_opengl3.h b/vendor/include/imgui/imgui_impl_opengl3.h new file mode 100644 index 0000000..14eb284 --- /dev/null +++ b/vendor/include/imgui/imgui_impl_opengl3.h @@ -0,0 +1,87 @@ +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// About Desktop OpenGL function loaders: +// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. + +// About GLSL version: +// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +// Backend API +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// (Optional) Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// Specific OpenGL ES versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// Attempt to auto-detect the default Desktop GL loader based on available header files. +// If auto-detection fails or doesn't select the same GL loader file as used by your application, +// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). +// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_ES2) \ + && !defined(IMGUI_IMPL_OPENGL_ES3) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + +// Try to detect GLES on matching platforms +#if defined(__APPLE__) +#include "TargetConditionals.h" +#endif +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" + +// Otherwise try to detect supported Desktop OpenGL loaders.. +#elif defined(__has_include) +#if __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLEW +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLAD +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLAD2 +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GL3W +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 +#elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 +#else + #error "Cannot detect OpenGL loader!" +#endif +#else + #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository +#endif + +#endif diff --git a/vendor/include/imgui/imgui_internal.h b/vendor/include/imgui/imgui_internal.h new file mode 100644 index 0000000..22ce463 --- /dev/null +++ b/vendor/include/imgui/imgui_internal.h @@ -0,0 +1,2079 @@ +// dear imgui, v1.78 +// (internal structures/api) + +// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! +// Set: +// #define IMGUI_DEFINE_MATH_OPERATORS +// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Columns support +// [SECTION] Settings support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] Internal API +// [SECTION] Test Engine Hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#error Must include imgui.h before imgui_internal.h +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wold-style-cast" +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#pragma clang diagnostic ignored "-Wdouble-promotion" +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColumnData; // Storage data for a single column +struct ImGuiColumns; // Storage data for a columns set +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries includes +//------------------------------------------------------------------------- + +namespace ImStb +{ + +#undef STB_TEXTEDIT_STRING +#undef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_STRING ImGuiInputTextState +#define STB_TEXTEDIT_CHARTYPE ImWchar +#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#include "imstb_textedit.h" + +} // namespace ImStb + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Debug Logging +#ifndef IMGUI_DEBUG_LOG +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#endif + +// Debug Logging for selected systems. Remove the '((void)0) //' to enable. +//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log +#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log + +// Static Asserts +#if (__cplusplus >= 201100) +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") +#else +#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#endif + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Error handling +// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#define IM_TABSIZE (4) +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Debug Tools +// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +#ifndef IM_DEBUG_BREAK +#if defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String, Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] +#endif + +// Helpers: Sorting +#define ImQsort qsort + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String, Formatting +IMGUI_API int ImStricmp(const char* str1, const char* str2); +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); +IMGUI_API char* ImStrdup(const char* str); +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); +IMGUI_API int ImStrlenW(const ImWchar* str); +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); +IMGUI_API void ImStrTrimBlanks(char* str); +IMGUI_API const char* ImStrSkipBlank(const char* str); +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 + +// Helpers: ImVec2/ImVec4 operators +// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) +// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +#endif + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +#define ImFloorStd(X) floorf(X) // We already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype) +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float ImFloor(float f) { return (float)(int)(f); } +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier +IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +struct ImVec1 +{ + float x; + ImVec1() { x = 0.0f; } + ImVec1(float _x) { x = _x; } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } + explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; + +// Helper: ImBitArray +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) +{ + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = ((n2 >= n + 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct IMGUI_API ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + + ImPool() { FreeIdx = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Buf.Size; } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for) +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct IMGUI_API ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path. +#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER +#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1 +#endif + +// Data shared between all ImDrawList instances +// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + + // [Internal] Lookup tables + ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + + ImDrawListSharedData(); + void SetCircleSegmentMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector Layers[2]; // Global layers for: regular, tooltip + + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + IMGUI_API void FlattenIntoSingleLayer(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// This is going to be exposed in imgui.h when stabilized enough. +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, // false + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_Default_ = 0 +}; + +// Storage for LastItem data +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + +#ifdef IMGUI_ENABLE_TEST_ENGINE + , // [imgui_tests only] + ImGuiItemStatusFlags_Openable = 1 << 10, // + ImGuiItemStatusFlags_Opened = 1 << 11, // + ImGuiItemStatusFlags_Checkable = 1 << 12, // + ImGuiItemStatusFlags_Checked = 1 << 13 // +#endif +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21 +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25 +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +enum ImGuiLogType +{ + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Nav, + ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code + ImGuiInputSource_NavGamepad, // " + ImGuiInputSource_COUNT +}; + +// FIXME-NAV: Clarify/expose various repeat delay/rate +enum ImGuiInputReadMode +{ + ImGuiInputReadMode_Down, + ImGuiInputReadMode_Pressed, + ImGuiInputReadMode_Released, + ImGuiInputReadMode_Repeat, + ImGuiInputReadMode_RepeatSlow, + ImGuiInputReadMode_RepeatFast +}; + +enum ImGuiNavHighlightFlags_ +{ + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. + ImGuiNavHighlightFlags_NoRounding = 1 << 3 +}; + +enum ImGuiNavDirSourceFlags_ +{ + ImGuiNavDirSourceFlags_None = 0, + ImGuiNavDirSourceFlags_Keyboard = 1 << 0, + ImGuiNavDirSourceFlags_PadDPad = 1 << 1, + ImGuiNavDirSourceFlags_PadLStick = 1 << 2 +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 +}; + +enum ImGuiNavForward +{ + ImGuiNavForward_None, + ImGuiNavForward_ForwardQueued, + ImGuiNavForward_ForwardActive +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) + ImGuiNavLayer_COUNT +}; + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox +}; + +struct ImGuiDataTypeTempStorage +{ + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in byte + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiGroupData +{ + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + float Spacing; + float Width, NextWidth; + float Pos[3], NextWidths[3]; + + ImGuiMenuColumns(); + void Update(int count, float spacing, bool clear); + float DeclColumns(float w0, float w1, float w2); + float CalcExtraSpace(float avail_w) const; +}; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. + ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) + int BufCapacityA; // end-user buffer capacity + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextCallback UserCallback; // " + void* UserCallbackData; // " + + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + + // Cursor & Selection + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } +}; + +// Storage for current popup stack +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } +}; + +struct ImGuiNavMoveResult +{ + ImGuiWindow* Window; // Best candidate window + ImGuiID ID; // Best candidate ID + ImGuiID FocusScopeId; // Best candidate focus scope ID + float DistBox; // Best candidate box distance to current NavId + float DistCenter; // Best candidate center distance to current NavId + float DistAxial; + ImRect RectRel; // Best candidate bounding box in window relative space + + ImGuiNavMoveResult() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7 +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth() + ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) + ImGuiCond OpenCond; + bool OpenVal; // Set by SetNextItemOpen() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +enum ImGuiColumnsFlags_ +{ + // Default: 0 + ImGuiColumnsFlags_None = 0, + ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. +}; + +struct ImGuiColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiColumnsFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; } +}; + +struct ImGuiColumns +{ + ImGuiID ID; + ImGuiColumnsFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiColumns() { Clear(); } + void Clear() + { + ID = 0; + Flags = ImGuiColumnsFlags_None; + IsFirstFrame = false; + IsBeingResized = false; + Current = 0; + Count = 1; + OffMinX = OffMaxX = 0.0f; + LineMinY = LineMaxY = 0.0f; + HostCursorPosY = 0.0f; + HostCursorMaxPosX = 0.0f; + Columns.clear(); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_MULTI_SELECT +// +#endif // #ifdef IMGUI_HAS_MULTI_SELECT + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_DOCK +// +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_VIEWPORT +// +#endif // #ifdef IMGUI_HAS_VIEWPORT + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + bool Collapsed; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = WantApply = false; } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main imgui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiStyle Style; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID() + void* TestEngine; // Test engine user data + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic) + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + float WheelingWindowTimer; + + // Item/widgets state and tracking information + ImGuiID HoveredId; // Hovered widget + ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. + ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + int ActiveIdMouseButton; + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Next window/item data + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + + // Shared stacks + ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() + ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() + ImVector FontStack; // Stack for PushFont()/PopFont() + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + + // Gamepad/keyboard Navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + ImGuiID NavId; // Focused item for navigation + ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 + ImGuiID NavJustTabbedId; // Just tabbed to this id. + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyModFlags NavJustMovedToKeyMods; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. + int NavScoringCount; // Metrics for debugging + ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid + bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) + bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) + bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) + bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items + bool NavMoveRequest; // Move request for this frame + ImGuiNavMoveFlags NavMoveRequestFlags; + ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) + ImGuiKeyModFlags NavMoveRequestKeyMods; + ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. + ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + + // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) + ImGuiWindow* FocusRequestCurrWindow; // + ImGuiWindow* FocusRequestNextWindow; // + int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) + int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index + int FocusRequestNextCounterRegular; // Stored for next frame + int FocusRequestNextCounterTabStop; // " + bool FocusTabPressed; // + + // Render + ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user + ImDrawDataBuilder DrawDataBuilder; + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + ImDrawList BackgroundDrawList; // First draw list to be rendered. + ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays. + ImGuiMouseCursor MouseCursor; + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Widget state + ImVec2 LastValidMousePos; + ImGuiInputTextState InputTextState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips + float ColorEditLastColor[3]; + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + int TooltipOverrideCount; + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + + // Platform support + ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor + ImVec2 PlatformImeLastPos; + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogType LogType; // Capture target + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Debug Tools + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id + + // Misc + float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. + int FramerateSecPerFrameIdx; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + char TempBuffer[1024 * 3 + 1]; // Temporary text buffer + + ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData) + { + Initialized = false; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + TestEngineHookItems = false; + TestEngineHookIdInfo = 0; + TestEngine = NULL; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredRootWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowTimer = 0.0f; + + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdAllowOverlap = false; + HoveredIdDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask = 0x00; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = 0; + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + NavWindow = NULL; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; + NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavJustMovedToKeyMods = ImGuiKeyModFlags_None; + NavInputSource = ImGuiInputSource_None; + NavScoringRect = ImRect(); + NavScoringCount = 0; + NavLayer = ImGuiNavLayer_Main; + NavIdTabCounter = INT_MAX; + NavIdIsAlive = false; + NavMousePosDirty = false; + NavDisableHighlight = true; + NavDisableMouseHover = false; + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavInitResultId = 0; + NavMoveFromClampedRefRect = false; + NavMoveRequest = false; + NavMoveRequestFlags = ImGuiNavMoveFlags_None; + NavMoveRequestForward = ImGuiNavForward_None; + NavMoveRequestKeyMods = ImGuiKeyModFlags_None; + NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + NavWrapRequestWindow = NULL; + NavWrapRequestFlags = ImGuiNavMoveFlags_None; + + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + + FocusRequestCurrWindow = FocusRequestNextWindow = NULL; + FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX; + FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; + FocusTabPressed = false; + + DimBgRatio = 0.0f; + BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging + ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging + MouseCursor = ImGuiMouseCursor_Arrow; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + CurrentTabBar = NULL; + + LastValidMousePos = ImVec2(0.0f, 0.0f); + TempInputId = 0; + ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + ColorEditLastHue = ColorEditLastSat = 0.0f; + ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + ScrollbarClickDeltaToGrabCenter = 0.0f; + TooltipOverrideCount = 0; + + PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + + LogEnabled = false; + LogType = ImGuiLogType_None; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + DebugItemPickerActive = false; + DebugItemPickerBreakId = 0; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempBuffer, 0, sizeof(TempBuffer)); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + + // Last item status + ImGuiID LastItemId; // ID for last item + ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) + ImRect LastItemRect; // Interaction rect for last item + ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. + int NavLayerActiveMask; // Which layer have been written to (result from previous frame) + int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending + bool NavHideHighlightOneFrame; + bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiColumns* CurrentColumns; // Current columns set + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) + int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through. + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] + float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window + float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] + ImVectorItemFlagsStack; + ImVector ItemWidthStack; + ImVector TextWrapPosStack; + ImVectorGroupStack; + short StackSizesBackup[6]; // Store size of various stacks for asserting + + ImGuiWindowTempData() + { + CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); + CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); + CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; + Indent = ImVec1(0.0f); + ColumnsOffset = ImVec1(0.0f); + GroupOffset = ImVec1(0.0f); + + LastItemId = 0; + LastItemStatusFlags = ImGuiItemStatusFlags_None; + LastItemRect = LastItemDisplayRect = ImRect(); + + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; + NavLayerCurrent = ImGuiNavLayer_Main; + NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + NavFocusScopeIdCurrent = 0; + NavHideHighlightOneFrame = false; + NavHasScroll = false; + + MenuBarAppending = false; + MenuBarOffset = ImVec2(0.0f, 0.0f); + TreeDepth = 0; + TreeJumpToParentOnPopMask = 0x00; + StateStorage = NULL; + CurrentColumns = NULL; + LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; + FocusCounterRegular = FocusCounterTabStop = -1; + + ItemFlags = ImGuiItemFlags_Default_; + ItemWidth = 0.0f; + TextWrapPos = -1.0f; + memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); + } +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + int HiddenFramesCanSkipItems; // Hide the window for N frames + int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); + ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDNoKeepAlive(int n); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWidow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } +}; + +// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. +struct ImGuiLastItemDataBackup +{ + ImGuiID LastItemId; + ImGuiItemStatusFlags LastItemStatusFlags; + ImRect LastItemRect; + ImRect LastItemDisplayRect; + + ImGuiLastItemDataBackup() { Backup(); } + void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } + void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) +}; + +// Storage for one active tab item (sizeof() 28~32 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of actual contents, stored during BeginTabItem() call + ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; WantClose = false; } +}; + +// Storage for a tab bar (sizeof() 92~96 bytes) +struct ImGuiTabBar +{ + ImVector Tabs; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float LastTabContentHeight; // Record the height of contents submitted below the tab bar + float OffsetMax; // Distance from BarRect.Min.x, locked during layout + float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped + float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + ImGuiTabBarFlags Flags; + ImGuiID ReorderRequestTabId; + ImS8 ReorderRequestDir; + bool WantLayout; + bool VisibleTabWasSubmitted; + short LastTabItemIdx; // For BeginTabItem()/EndTabItem() + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); + int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } + const char* GetTabName(const ImGuiTabItem* tab) const + { + IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size); + return TabsNames.Buf.Data + tab->NameOffset; + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_TABLE +// +#endif // #ifdef IMGUI_HAS_TABLE + +//----------------------------------------------------------------------------- +// [SECTION] Internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crash because g.CurrentWindow is NULL it means that either + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + + // Init + IMGUI_API void Initialize(ImGuiContext* context); + IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Scrolling + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is + IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f); + IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + + // Basic Accessors + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); + IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested + IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + + // Popups, Modals, Tooltips + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); + IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default); + + // Gamepad/Keyboard Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); + IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id); + IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + + // Focus Scope (WIP) + // This is generally used to identify a selection set (multiple of which may be in the same window), as selection + // patterns generally need to react (e.g. clear selection) when landing on an item of the set. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } + inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } + inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } + IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); + + // Drag and Drop + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); + + // Tab Bars + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging + IMGUI_API void TreePushOverrideID(ImGuiID id); + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + + // Garbage collection + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Debug Tools + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + +} // namespace ImGui + +// ImFontAtlas internals +IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int atlas_x, int atlas_y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine Hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_Shutdown(ImGuiContext* ctx); +extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); +extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); +extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA)); +#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2)); +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) do { } while (0) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) do { } while (0) +#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) do { } while (0) +#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0) +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/include/imgui/imstb_rectpack.h b/vendor/include/imgui/imstb_rectpack.h new file mode 100644 index 0000000..ff2a85d --- /dev/null +++ b/vendor/include/imgui/imstb_rectpack.h @@ -0,0 +1,639 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.00. +// Those changes would need to be pushed into nothings/stb: +// - Added STBRP__CDECL +// Grep for [DEAR IMGUI] to find the changes. + +// stb_rect_pack.h - v1.00 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +#ifdef STBRP_LARGE_RECTS +typedef int stbrp_coord; +#else +typedef unsigned short stbrp_coord; +#endif + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +// [DEAR IMGUI] Added STBRP__CDECL +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; +#ifndef STBRP_LARGE_RECTS + STBRP_ASSERT(width <= 0xffff && height <= 0xffff); +#endif + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; +#ifdef STBRP_LARGE_RECTS + context->extra[1].y = (1<<30); +#else + context->extra[1].y = 65535; +#endif + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + STBRP_ASSERT(y <= best_y); + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +#ifdef STBRP_LARGE_RECTS +#define STBRP__MAXVAL 0xffffffff +#else +#define STBRP__MAXVAL 0xffff +#endif + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +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. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +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 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. +------------------------------------------------------------------------------ +*/ diff --git a/vendor/include/imgui/imstb_textedit.h b/vendor/include/imgui/imstb_textedit.h new file mode 100644 index 0000000..2077d02 --- /dev/null +++ b/vendor/include/imgui/imstb_textedit.h @@ -0,0 +1,1417 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.13. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// Grep for [DEAR IMGUI] to find the changes. + +// stb_textedit.h - v1.13 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining STB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Todo: +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you wante before including. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_STB_TEXTEDIT_H +#define INCLUDE_STB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef STB_TEXTEDIT_UNDOSTATECOUNT +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef STB_TEXTEDIT_UNDOCHARCOUNT +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_CHARTYPE int +#endif +#ifndef STB_TEXTEDIT_POSITIONTYPE +#define STB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + STB_TEXTEDIT_POSITIONTYPE where; + STB_TEXTEDIT_POSITIONTYPE insert_length; + STB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; + STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_STB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef STB_TEXTEDIT_IMPLEMENTATION + +#ifndef STB_TEXTEDIT_memmove +#include +#define STB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; ++k) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return k+i+1; + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z) { + // if it's at the end, then find the last line -- simpler than trying to + // explicitly handle this case in the regular code + if (single_line) { + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + } else { + find->y = 0; + find->x = 0; + find->height = 1; + while (i < z) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + prev_start = i; + i += r.num_chars; + } + find->first_char = i; + find->length = 0; + find->prev_first = prev_start; + } + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; ++i) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // remove the undo since we didn't actually insert the characters + if (state->undostate.undo_point) + --state->undostate.undo_point; + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// API key: process a keyboard input +static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; + + // can't add newline in single-line mode + if (c == '\n' && state->single_line) + break; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + ++state->cursor; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str,state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + stb_text_makeundo_insert(state, state->cursor, 1); + ++state->cursor; + state->has_preferred_x = 0; + } + } + } + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + --state->cursor; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + ++state->cursor; + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + --state->select_end; + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + ++state->select_end; + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + + if (state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str,state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + // now find character position down a row + if (find.length) { + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + float x; + int start = find.first_char + find.length; + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + + if (state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + // can only go up if there's a previous row + if (find.prev_first != find.first_char) { + // now find character position up a row + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + float x; + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, 1); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + stb_textedit_delete(str, state, state->cursor-1, 1); + --state->cursor; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + +// @TODO: +// STB_TEXTEDIT_K_PGUP - move cursor up a page +// STB_TEXTEDIT_K_PGDOWN - move cursor down a page + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // {DEAR IMGUI] + size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//STB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +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. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +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 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. +------------------------------------------------------------------------------ +*/ diff --git a/vendor/include/imgui/imstb_truetype.h b/vendor/include/imgui/imstb_truetype.h new file mode 100644 index 0000000..b4bdbd8 --- /dev/null +++ b/vendor/include/imgui/imstb_truetype.h @@ -0,0 +1,4903 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.20. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.20 - public domain +// authored from 2009-2016 by Sean Barrett / RAD Game Tools +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen +// Cass Everitt Martins Mozeiko +// stoiko (Haemimont Games) Cap Petschulat +// Brian Hook Omar Cornut +// Walter van Niftrik github:aloucks +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. github:oyvindjam +// Brian Costabile github:vassvik +// +// VERSION HISTORY +// +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph recived the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item)); + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + if (unicode_codepoint < start) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours == -1) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else if (numberOfContours < 0) { + // @TODO other compound variations? + STBTT_assert(0); + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) stbtt__new_buf(NULL, 0); + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // fallthrough + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch(coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + } break; + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch(classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classDef1ValueArray + 2 * glyphCount; + } break; + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classRangeRecords + 6 * classRangeCount; + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } break; + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + STBTT_assert(glyph1class < class1Count); + STBTT_assert(glyph2class < class2Count); + + // TODO: Support more formats. + STBTT_GPOS_TODO_assert(valueFormat1 == 4); + if (valueFormat1 != 4) return 0; + STBTT_GPOS_TODO_assert(valueFormat2 == 0); + if (valueFormat2 != 0) return 0; + + if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { + stbtt_uint8 *class1Records = table + 16; + stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); + stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + break; + } // [DEAR IMGUI] removed ; + } + } + break; + } // [DEAR IMGUI] removed ; + + default: + // TODO: Implement other stuff. + break; + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + + if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = sy1 - sy0; + STBTT_assert(x >= 0 && x < len); + scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height; + scanline_fill[x] += e->direction * height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + // [DEAR IMGUI] Fix static analyzer warning + (void)dx; // [ImGui: fix static analyzer warning] + } + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = (x1+1 - x0) * dy + y_top; + + sign = e->direction; + // area of the rectangle covered from y0..y_crossing + area = sign * (y_crossing-sy0); + // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) + scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2); + + step = sign * dy; + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; + area += step; + } + y_crossing += dy * (x2 - (x1+1)); + + STBTT_assert(STBTT_fabs(area) <= 1.01f); + + scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing); + + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && spc->skip_missing) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i,j,n, return_value; // [DEAR IMGUI] removed = 1 + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + orig[0] = x; + //orig[1] = y; // [DEAR IMGUI] commmented double assignment + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + c*x^2 + b*x + a = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + // if one scale is 0, use same scale for both + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) return NULL; // if both scales are 0, return NULL + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve + float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (verts[i].type == STBTT_vline) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3],px,py,t,it; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +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. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +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 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. +------------------------------------------------------------------------------ +*/ diff --git a/vendor/include/stb_image.h b/vendor/include/stb_image.h new file mode 100644 index 0000000..489e8e9 --- /dev/null +++ b/vendor/include/stb_image.h @@ -0,0 +1,7871 @@ +/* stb_image - v2.26 - public domain image loader - http://nothings.org/stb + no warranty implied; use at your own risk + + Do this: + #define STB_IMAGE_IMPLEMENTATION + before you include this file in *one* C or C++ file to create the implementation. + + // i.e. it should look like this: + #include ... + #include ... + #include ... + #define STB_IMAGE_IMPLEMENTATION + #include "stb_image.h" + + You can #define STBI_ASSERT(x) before the #include to avoid using assert.h. + And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free + + + QUICK NOTES: + Primarily of interest to game developers and other people who can + avoid problematic images and only need the trivial interface + + JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib) + PNG 1/2/4/8/16-bit-per-channel + + TGA (not sure what subset, if a subset) + BMP non-1bpp, non-RLE + PSD (composited view only, no extra channels, 8/16 bit-per-channel) + + GIF (*comp always reports as 4-channel) + HDR (radiance rgbE format) + PIC (Softimage PIC) + PNM (PPM and PGM binary only) + + Animated GIF still needs a proper API, but here's one way to do it: + http://gist.github.com/urraka/685d9a6340b26b830d49 + + - decode from memory or through FILE (define STBI_NO_STDIO to remove code) + - decode from arbitrary I/O callbacks + - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON) + + Full documentation under "DOCUMENTATION" below. + + +LICENSE + + See end of file for license information. + +RECENT REVISION HISTORY: + + 2.26 (2020-07-13) many minor fixes + 2.25 (2020-02-02) fix warnings + 2.24 (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically + 2.23 (2019-08-11) fix clang static analysis warning + 2.22 (2019-03-04) gif fixes, fix warnings + 2.21 (2019-02-25) fix typo in comment + 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs + 2.19 (2018-02-11) fix warning + 2.18 (2018-01-30) fix warnings + 2.17 (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings + 2.16 (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes + 2.15 (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-12-04) experimental 16-bit API, only for PNG so far; fixes + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64 + RGB-format JPEG; remove white matting in PSD; + allocate large structures on the stack; + correct channel count for PNG & BMP + 2.10 (2016-01-22) avoid warning introduced in 2.09 + 2.09 (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED + + See end of file for full revision history. + + + ============================ Contributors ========================= + + Image formats Extensions, features + Sean Barrett (jpeg, png, bmp) Jetro Lauha (stbi_info) + Nicolas Schulz (hdr, psd) Martin "SpartanJ" Golini (stbi_info) + Jonathan Dummer (tga) James "moose2000" Brown (iPhone PNG) + Jean-Marc Lienher (gif) Ben "Disch" Wenger (io callbacks) + Tom Seddon (pic) Omar Cornut (1/2/4-bit PNG) + Thatcher Ulrich (psd) Nicolas Guillemot (vertical flip) + Ken Miller (pgm, ppm) Richard Mitton (16-bit PSD) + github:urraka (animated gif) Junggon Kim (PNM comments) + Christopher Forseth (animated gif) Daniel Gibson (16-bit TGA) + socks-the-fox (16-bit PNG) + Jeremy Sawicki (handle all ImageNet JPGs) + Optimizations & bugfixes Mikhail Morozov (1-bit BMP) + Fabian "ryg" Giesen Anael Seghezzi (is-16-bit query) + Arseny Kapoulkine + John-Mark Allen + Carmelo J Fdez-Aguera + + Bug & warning fixes + Marc LeBlanc David Woo Guillaume George Martins Mozeiko + Christpher Lloyd Jerry Jansson Joseph Thomson Blazej Dariusz Roszkowski + Phil Jordan Dave Moore Roy Eltham + Hayaki Saito Nathan Reed Won Chun + Luke Graham Johan Duparc Nick Verigakis the Horde3D community + Thomas Ruf Ronny Chevalier github:rlyeh + Janez Zemva John Bartholomew Michal Cichon github:romigrou + Jonathan Blow Ken Hamada Tero Hanninen github:svdijk + Laurent Gomila Cort Stratton github:snagar + Aruelien Pocheville Sergio Gonzalez Thibault Reuille github:Zelex + Cass Everitt Ryamond Barbiero github:grim210 + Paul Du Bois Engin Manap Aldo Culquicondor github:sammyhw + Philipp Wiesemann Dale Weiler Oriol Ferrer Mesia github:phprus + Josh Tobin Matthew Gregan github:poppolopoppo + Julian Raschke Gregory Mullen Christian Floisand github:darealshinji + Baldur Karlsson Kevin Schmidt JR Smith github:Michaelangel007 + Brad Weinberger Matvey Cherevko [reserved] + Luca Sas Alexander Veselov Zack Middleton [reserved] + Ryan C. Gordon [reserved] [reserved] + DO NOT ADD YOUR NAME HERE + + To add your name to the credits, pick a random blank space in the middle and fill it. + 80% of merge conflicts on stb PRs are due to people adding their name at the end + of the credits. +*/ + +#ifndef STBI_INCLUDE_STB_IMAGE_H +#define STBI_INCLUDE_STB_IMAGE_H + +// DOCUMENTATION +// +// Limitations: +// - no 12-bit-per-channel JPEG +// - no JPEGs with arithmetic coding +// - GIF always returns *comp=4 +// +// Basic usage (see HDR discussion below for HDR usage): +// int x,y,n; +// unsigned char *data = stbi_load(filename, &x, &y, &n, 0); +// // ... process data if not NULL ... +// // ... x = width, y = height, n = # 8-bit components per pixel ... +// // ... replace '0' with '1'..'4' to force that many components per pixel +// // ... but 'n' will always be the number that it would have been if you said 0 +// stbi_image_free(data) +// +// Standard parameters: +// int *x -- outputs image width in pixels +// int *y -- outputs image height in pixels +// int *channels_in_file -- outputs # of image components in image file +// int desired_channels -- if non-zero, # of image components requested in result +// +// The return value from an image loader is an 'unsigned char *' which points +// to the pixel data, or NULL on an allocation failure or if the image is +// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels, +// with each pixel consisting of N interleaved 8-bit components; the first +// pixel pointed to is top-left-most in the image. There is no padding between +// image scanlines or between pixels, regardless of format. The number of +// components N is 'desired_channels' if desired_channels is non-zero, or +// *channels_in_file otherwise. If desired_channels is non-zero, +// *channels_in_file has the number of components that _would_ have been +// output otherwise. E.g. if you set desired_channels to 4, you will always +// get RGBA output, but you can check *channels_in_file to see if it's trivially +// opaque because e.g. there were only 3 channels in the source image. +// +// An output image with N components has the following components interleaved +// in this order in each pixel: +// +// N=#comp components +// 1 grey +// 2 grey, alpha +// 3 red, green, blue +// 4 red, green, blue, alpha +// +// If image loading fails for any reason, the return value will be NULL, +// and *x, *y, *channels_in_file will be unchanged. The function +// stbi_failure_reason() can be queried for an extremely brief, end-user +// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS +// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly +// more user-friendly ones. +// +// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized. +// +// =========================================================================== +// +// UNICODE: +// +// If compiling for Windows and you wish to use Unicode filenames, compile +// with +// #define STBI_WINDOWS_UTF8 +// and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert +// Windows wchar_t filenames to utf8. +// +// =========================================================================== +// +// Philosophy +// +// stb libraries are designed with the following priorities: +// +// 1. easy to use +// 2. easy to maintain +// 3. good performance +// +// Sometimes I let "good performance" creep up in priority over "easy to maintain", +// and for best performance I may provide less-easy-to-use APIs that give higher +// performance, in addition to the easy-to-use ones. Nevertheless, it's important +// to keep in mind that from the standpoint of you, a client of this library, +// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all. +// +// Some secondary priorities arise directly from the first two, some of which +// provide more explicit reasons why performance can't be emphasized. +// +// - Portable ("ease of use") +// - Small source code footprint ("easy to maintain") +// - No dependencies ("ease of use") +// +// =========================================================================== +// +// I/O callbacks +// +// I/O callbacks allow you to read from arbitrary sources, like packaged +// files or some other source. Data read from callbacks are processed +// through a small internal buffer (currently 128 bytes) to try to reduce +// overhead. +// +// The three functions you must define are "read" (reads some bytes of data), +// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end). +// +// =========================================================================== +// +// SIMD support +// +// The JPEG decoder will try to automatically use SIMD kernels on x86 when +// supported by the compiler. For ARM Neon support, you must explicitly +// request it. +// +// (The old do-it-yourself SIMD API is no longer supported in the current +// code.) +// +// On x86, SSE2 will automatically be used when available based on a run-time +// test; if not, the generic C versions are used as a fall-back. On ARM targets, +// the typical path is to have separate builds for NEON and non-NEON devices +// (at least this is true for iOS and Android). Therefore, the NEON support is +// toggled by a build flag: define STBI_NEON to get NEON loops. +// +// If for some reason you do not want to use any of SIMD code, or if +// you have issues compiling it, you can disable it entirely by +// defining STBI_NO_SIMD. +// +// =========================================================================== +// +// HDR image support (disable by defining STBI_NO_HDR) +// +// stb_image supports loading HDR images in general, and currently the Radiance +// .HDR file format specifically. You can still load any file through the existing +// interface; if you attempt to load an HDR file, it will be automatically remapped +// to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1; +// both of these constants can be reconfigured through this interface: +// +// stbi_hdr_to_ldr_gamma(2.2f); +// stbi_hdr_to_ldr_scale(1.0f); +// +// (note, do not use _inverse_ constants; stbi_image will invert them +// appropriately). +// +// Additionally, there is a new, parallel interface for loading files as +// (linear) floats to preserve the full dynamic range: +// +// float *data = stbi_loadf(filename, &x, &y, &n, 0); +// +// If you load LDR images through this interface, those images will +// be promoted to floating point values, run through the inverse of +// constants corresponding to the above: +// +// stbi_ldr_to_hdr_scale(1.0f); +// stbi_ldr_to_hdr_gamma(2.2f); +// +// Finally, given a filename (or an open file or memory block--see header +// file for details) containing image data, you can query for the "most +// appropriate" interface to use (that is, whether the image is HDR or +// not), using: +// +// stbi_is_hdr(char *filename); +// +// =========================================================================== +// +// iPhone PNG support: +// +// By default we convert iphone-formatted PNGs back to RGB, even though +// they are internally encoded differently. You can disable this conversion +// by calling stbi_convert_iphone_png_to_rgb(0), in which case +// you will always just get the native iphone "format" through (which +// is BGR stored in RGB). +// +// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per +// pixel to remove any premultiplied alpha *only* if the image file explicitly +// says there's premultiplied data (currently only happens in iPhone images, +// and only if iPhone convert-to-rgb processing is on). +// +// =========================================================================== +// +// ADDITIONAL CONFIGURATION +// +// - You can suppress implementation of any of the decoders to reduce +// your code footprint by #defining one or more of the following +// symbols before creating the implementation. +// +// STBI_NO_JPEG +// STBI_NO_PNG +// STBI_NO_BMP +// STBI_NO_PSD +// STBI_NO_TGA +// STBI_NO_GIF +// STBI_NO_HDR +// STBI_NO_PIC +// STBI_NO_PNM (.ppm and .pgm) +// +// - You can request *only* certain decoders and suppress all other ones +// (this will be more forward-compatible, as addition of new decoders +// doesn't require you to disable them explicitly): +// +// STBI_ONLY_JPEG +// STBI_ONLY_PNG +// STBI_ONLY_BMP +// STBI_ONLY_PSD +// STBI_ONLY_TGA +// STBI_ONLY_GIF +// STBI_ONLY_HDR +// STBI_ONLY_PIC +// STBI_ONLY_PNM (.ppm and .pgm) +// +// - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still +// want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB +// +// - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater +// than that size (in either width or height) without further processing. +// This is to let programs in the wild set an upper bound to prevent +// denial-of-service attacks on untrusted data, as one could generate a +// valid image of gigantic dimensions and force stb_image to allocate a +// huge block of memory and spend disproportionate time decoding it. By +// default this is set to (1 << 24), which is 16777216, but that's still +// very big. + +#ifndef STBI_NO_STDIO +#include +#endif // STBI_NO_STDIO + +#define STBI_VERSION 1 + +enum +{ + STBI_default = 0, // only used for desired_channels + + STBI_grey = 1, + STBI_grey_alpha = 2, + STBI_rgb = 3, + STBI_rgb_alpha = 4 +}; + +#include +typedef unsigned char stbi_uc; +typedef unsigned short stbi_us; + +#ifdef __cplusplus +extern "C" { +#endif + +#ifndef STBIDEF +#ifdef STB_IMAGE_STATIC +#define STBIDEF static +#else +#define STBIDEF extern +#endif +#endif + + ////////////////////////////////////////////////////////////////////////////// + // + // PRIMARY API - works on images of any type + // + + // + // load image by filename, open file, or memory buffer + // + + typedef struct + { + int (*read) (void* user, char* data, int size); // fill 'data' with 'size' bytes. return number of bytes actually read + void (*skip) (void* user, int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative + int (*eof) (void* user); // returns nonzero if we are at end of file/data + } stbi_io_callbacks; + + //////////////////////////////////// + // + // 8-bits-per-channel interface + // + + STBIDEF stbi_uc* stbi_load_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels); + STBIDEF stbi_uc* stbi_load_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels); + +#ifndef STBI_NO_STDIO + STBIDEF stbi_uc* stbi_load(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels); + STBIDEF stbi_uc* stbi_load_from_file(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels); + // for stbi_load_from_file, file pointer is left pointing immediately after image +#endif + +#ifndef STBI_NO_GIF + STBIDEF stbi_uc* stbi_load_gif_from_memory(stbi_uc const* buffer, int len, int** delays, int* x, int* y, int* z, int* comp, int req_comp); +#endif + +#ifdef STBI_WINDOWS_UTF8 + STBIDEF int stbi_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input); +#endif + + //////////////////////////////////// + // + // 16-bits-per-channel interface + // + + STBIDEF stbi_us* stbi_load_16_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels); + STBIDEF stbi_us* stbi_load_16_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels); + +#ifndef STBI_NO_STDIO + STBIDEF stbi_us* stbi_load_16(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels); + STBIDEF stbi_us* stbi_load_from_file_16(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels); +#endif + + //////////////////////////////////// + // + // float-per-channel interface + // +#ifndef STBI_NO_LINEAR + STBIDEF float* stbi_loadf_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels); + STBIDEF float* stbi_loadf_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels); + +#ifndef STBI_NO_STDIO + STBIDEF float* stbi_loadf(char const* filename, int* x, int* y, int* channels_in_file, int desired_channels); + STBIDEF float* stbi_loadf_from_file(FILE* f, int* x, int* y, int* channels_in_file, int desired_channels); +#endif +#endif + +#ifndef STBI_NO_HDR + STBIDEF void stbi_hdr_to_ldr_gamma(float gamma); + STBIDEF void stbi_hdr_to_ldr_scale(float scale); +#endif // STBI_NO_HDR + +#ifndef STBI_NO_LINEAR + STBIDEF void stbi_ldr_to_hdr_gamma(float gamma); + STBIDEF void stbi_ldr_to_hdr_scale(float scale); +#endif // STBI_NO_LINEAR + + // stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR + STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const* clbk, void* user); + STBIDEF int stbi_is_hdr_from_memory(stbi_uc const* buffer, int len); +#ifndef STBI_NO_STDIO + STBIDEF int stbi_is_hdr(char const* filename); + STBIDEF int stbi_is_hdr_from_file(FILE* f); +#endif // STBI_NO_STDIO + + + // get a VERY brief reason for failure + // on most compilers (and ALL modern mainstream compilers) this is threadsafe + STBIDEF const char* stbi_failure_reason(void); + + // free the loaded image -- this is just free() + STBIDEF void stbi_image_free(void* retval_from_stbi_load); + + // get image dimensions & components without fully decoding + STBIDEF int stbi_info_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp); + STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp); + STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const* buffer, int len); + STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const* clbk, void* user); + +#ifndef STBI_NO_STDIO + STBIDEF int stbi_info(char const* filename, int* x, int* y, int* comp); + STBIDEF int stbi_info_from_file(FILE* f, int* x, int* y, int* comp); + STBIDEF int stbi_is_16_bit(char const* filename); + STBIDEF int stbi_is_16_bit_from_file(FILE* f); +#endif + + + + // for image formats that explicitly notate that they have premultiplied alpha, + // we just return the colors as stored in the file. set this flag to force + // unpremultiplication. results are undefined if the unpremultiply overflow. + STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply); + + // indicate whether we should process iphone images back to canonical format, + // or just pass them through "as-is" + STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert); + + // flip the image vertically, so the first pixel in the output array is the bottom left + STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip); + + // as above, but only applies to images loaded on the thread that calls the function + // this function is only available if your compiler supports thread-local variables; + // calling it will fail to link if your compiler doesn't + STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip); + + // ZLIB client - used by PNG, available for other purposes + + STBIDEF char* stbi_zlib_decode_malloc_guesssize(const char* buffer, int len, int initial_size, int* outlen); + STBIDEF char* stbi_zlib_decode_malloc_guesssize_headerflag(const char* buffer, int len, int initial_size, int* outlen, int parse_header); + STBIDEF char* stbi_zlib_decode_malloc(const char* buffer, int len, int* outlen); + STBIDEF int stbi_zlib_decode_buffer(char* obuffer, int olen, const char* ibuffer, int ilen); + + STBIDEF char* stbi_zlib_decode_noheader_malloc(const char* buffer, int len, int* outlen); + STBIDEF int stbi_zlib_decode_noheader_buffer(char* obuffer, int olen, const char* ibuffer, int ilen); + + +#ifdef __cplusplus +} +#endif + +// +// +//// end header file ///////////////////////////////////////////////////// +#endif // STBI_INCLUDE_STB_IMAGE_H + +#ifdef STB_IMAGE_IMPLEMENTATION + +#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \ + || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \ + || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \ + || defined(STBI_ONLY_ZLIB) +#ifndef STBI_ONLY_JPEG +#define STBI_NO_JPEG +#endif +#ifndef STBI_ONLY_PNG +#define STBI_NO_PNG +#endif +#ifndef STBI_ONLY_BMP +#define STBI_NO_BMP +#endif +#ifndef STBI_ONLY_PSD +#define STBI_NO_PSD +#endif +#ifndef STBI_ONLY_TGA +#define STBI_NO_TGA +#endif +#ifndef STBI_ONLY_GIF +#define STBI_NO_GIF +#endif +#ifndef STBI_ONLY_HDR +#define STBI_NO_HDR +#endif +#ifndef STBI_ONLY_PIC +#define STBI_NO_PIC +#endif +#ifndef STBI_ONLY_PNM +#define STBI_NO_PNM +#endif +#endif + +#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB) +#define STBI_NO_ZLIB +#endif + + +#include +#include // ptrdiff_t on osx +#include +#include +#include + +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) +#include // ldexp, pow +#endif + +#ifndef STBI_NO_STDIO +#include +#endif + +#ifndef STBI_ASSERT +#include +#define STBI_ASSERT(x) assert(x) +#endif + +#ifdef __cplusplus +#define STBI_EXTERN extern "C" +#else +#define STBI_EXTERN extern +#endif + + +#ifndef _MSC_VER +#ifdef __cplusplus +#define stbi_inline inline +#else +#define stbi_inline +#endif +#else +#define stbi_inline __forceinline +#endif + +#ifndef STBI_NO_THREAD_LOCALS +#if defined(__cplusplus) && __cplusplus >= 201103L +#define STBI_THREAD_LOCAL thread_local +#elif defined(__GNUC__) && __GNUC__ < 5 +#define STBI_THREAD_LOCAL __thread +#elif defined(_MSC_VER) +#define STBI_THREAD_LOCAL __declspec(thread) +#elif defined (__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__) +#define STBI_THREAD_LOCAL _Thread_local +#endif + +#ifndef STBI_THREAD_LOCAL +#if defined(__GNUC__) +#define STBI_THREAD_LOCAL __thread +#endif +#endif +#endif + +#ifdef _MSC_VER +typedef unsigned short stbi__uint16; +typedef signed short stbi__int16; +typedef unsigned int stbi__uint32; +typedef signed int stbi__int32; +#else +#include +typedef uint16_t stbi__uint16; +typedef int16_t stbi__int16; +typedef uint32_t stbi__uint32; +typedef int32_t stbi__int32; +#endif + +// should produce compiler error if size is wrong +typedef unsigned char validate_uint32[sizeof(stbi__uint32) == 4 ? 1 : -1]; + +#ifdef _MSC_VER +#define STBI_NOTUSED(v) (void)(v) +#else +#define STBI_NOTUSED(v) (void)sizeof(v) +#endif + +#ifdef _MSC_VER +#define STBI_HAS_LROTL +#endif + +#ifdef STBI_HAS_LROTL +#define stbi_lrot(x,y) _lrotl(x,y) +#else +#define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (32 - (y)))) +#endif + +#if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED)) +// ok +#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED) +// ok +#else +#error "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED)." +#endif + +#ifndef STBI_MALLOC +#define STBI_MALLOC(sz) malloc(sz) +#define STBI_REALLOC(p,newsz) realloc(p,newsz) +#define STBI_FREE(p) free(p) +#endif + +#ifndef STBI_REALLOC_SIZED +#define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz) +#endif + +// x86/x64 detection +#if defined(__x86_64__) || defined(_M_X64) +#define STBI__X64_TARGET +#elif defined(__i386) || defined(_M_IX86) +#define STBI__X86_TARGET +#endif + +#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD) +// gcc doesn't support sse2 intrinsics unless you compile with -msse2, +// which in turn means it gets to use SSE2 everywhere. This is unfortunate, +// but previous attempts to provide the SSE2 functions with runtime +// detection caused numerous issues. The way architecture extensions are +// exposed in GCC/Clang is, sadly, not really suited for one-file libs. +// New behavior: if compiled with -msse2, we use SSE2 without any +// detection; if not, we don't use it at all. +#define STBI_NO_SIMD +#endif + +#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD) +// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET +// +// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the +// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant. +// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not +// simultaneously enabling "-mstackrealign". +// +// See https://github.com/nothings/stb/issues/81 for more information. +// +// So default to no SSE2 on 32-bit MinGW. If you've read this far and added +// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2. +#define STBI_NO_SIMD +#endif + +#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET)) +#define STBI_SSE2 +#include + +#ifdef _MSC_VER + +#if _MSC_VER >= 1400 // not VC6 +#include // __cpuid +static int stbi__cpuid3(void) +{ + int info[4]; + __cpuid(info, 1); + return info[3]; +} +#else +static int stbi__cpuid3(void) +{ + int res; + __asm { + mov eax, 1 + cpuid + mov res, edx + } + return res; +} +#endif + +#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name + +#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) +static int stbi__sse2_available(void) +{ + int info3 = stbi__cpuid3(); + return ((info3 >> 26) & 1) != 0; +} +#endif + +#else // assume GCC-style if not VC++ +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) + +#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2) +static int stbi__sse2_available(void) +{ + // If we're even attempting to compile this on GCC/Clang, that means + // -msse2 is on, which means the compiler is allowed to use SSE2 + // instructions at will, and so are we. + return 1; +} +#endif + +#endif +#endif + +// ARM NEON +#if defined(STBI_NO_SIMD) && defined(STBI_NEON) +#undef STBI_NEON +#endif + +#ifdef STBI_NEON +#include +// assume GCC or Clang on ARM targets +#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16))) +#endif + +#ifndef STBI_SIMD_ALIGN +#define STBI_SIMD_ALIGN(type, name) type name +#endif + +#ifndef STBI_MAX_DIMENSIONS +#define STBI_MAX_DIMENSIONS (1 << 24) +#endif + +/////////////////////////////////////////////// +// +// stbi__context struct and start_xxx functions + +// stbi__context structure is our basic context used by all images, so it +// contains all the IO context, plus some basic image information +typedef struct +{ + stbi__uint32 img_x, img_y; + int img_n, img_out_n; + + stbi_io_callbacks io; + void* io_user_data; + + int read_from_callbacks; + int buflen; + stbi_uc buffer_start[128]; + int callback_already_read; + + stbi_uc* img_buffer, * img_buffer_end; + stbi_uc* img_buffer_original, * img_buffer_original_end; +} stbi__context; + + +static void stbi__refill_buffer(stbi__context* s); + +// initialize a memory-decode context +static void stbi__start_mem(stbi__context* s, stbi_uc const* buffer, int len) +{ + s->io.read = NULL; + s->read_from_callbacks = 0; + s->callback_already_read = 0; + s->img_buffer = s->img_buffer_original = (stbi_uc*)buffer; + s->img_buffer_end = s->img_buffer_original_end = (stbi_uc*)buffer + len; +} + +// initialize a callback-based context +static void stbi__start_callbacks(stbi__context* s, stbi_io_callbacks* c, void* user) +{ + s->io = *c; + s->io_user_data = user; + s->buflen = sizeof(s->buffer_start); + s->read_from_callbacks = 1; + s->callback_already_read = 0; + s->img_buffer = s->img_buffer_original = s->buffer_start; + stbi__refill_buffer(s); + s->img_buffer_original_end = s->img_buffer_end; +} + +#ifndef STBI_NO_STDIO + +static int stbi__stdio_read(void* user, char* data, int size) +{ + return (int)fread(data, 1, size, (FILE*)user); +} + +static void stbi__stdio_skip(void* user, int n) +{ + int ch; + fseek((FILE*)user, n, SEEK_CUR); + ch = fgetc((FILE*)user); /* have to read a byte to reset feof()'s flag */ + if (ch != EOF) { + ungetc(ch, (FILE*)user); /* push byte back onto stream if valid. */ + } +} + +static int stbi__stdio_eof(void* user) +{ + return feof((FILE*)user) || ferror((FILE*)user); +} + +static stbi_io_callbacks stbi__stdio_callbacks = +{ + stbi__stdio_read, + stbi__stdio_skip, + stbi__stdio_eof, +}; + +static void stbi__start_file(stbi__context* s, FILE* f) +{ + stbi__start_callbacks(s, &stbi__stdio_callbacks, (void*)f); +} + +//static void stop_file(stbi__context *s) { } + +#endif // !STBI_NO_STDIO + +static void stbi__rewind(stbi__context* s) +{ + // conceptually rewind SHOULD rewind to the beginning of the stream, + // but we just rewind to the beginning of the initial buffer, because + // we only use it after doing 'test', which only ever looks at at most 92 bytes + s->img_buffer = s->img_buffer_original; + s->img_buffer_end = s->img_buffer_original_end; +} + +enum +{ + STBI_ORDER_RGB, + STBI_ORDER_BGR +}; + +typedef struct +{ + int bits_per_channel; + int num_channels; + int channel_order; +} stbi__result_info; + +#ifndef STBI_NO_JPEG +static int stbi__jpeg_test(stbi__context* s); +static void* stbi__jpeg_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); +static int stbi__jpeg_info(stbi__context* s, int* x, int* y, int* comp); +#endif + +#ifndef STBI_NO_PNG +static int stbi__png_test(stbi__context* s); +static void* stbi__png_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); +static int stbi__png_info(stbi__context* s, int* x, int* y, int* comp); +static int stbi__png_is16(stbi__context* s); +#endif + +#ifndef STBI_NO_BMP +static int stbi__bmp_test(stbi__context* s); +static void* stbi__bmp_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); +static int stbi__bmp_info(stbi__context* s, int* x, int* y, int* comp); +#endif + +#ifndef STBI_NO_TGA +static int stbi__tga_test(stbi__context* s); +static void* stbi__tga_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); +static int stbi__tga_info(stbi__context* s, int* x, int* y, int* comp); +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context* s); +static void* stbi__psd_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc); +static int stbi__psd_info(stbi__context* s, int* x, int* y, int* comp); +static int stbi__psd_is16(stbi__context* s); +#endif + +#ifndef STBI_NO_HDR +static int stbi__hdr_test(stbi__context* s); +static float* stbi__hdr_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); +static int stbi__hdr_info(stbi__context* s, int* x, int* y, int* comp); +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_test(stbi__context* s); +static void* stbi__pic_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); +static int stbi__pic_info(stbi__context* s, int* x, int* y, int* comp); +#endif + +#ifndef STBI_NO_GIF +static int stbi__gif_test(stbi__context* s); +static void* stbi__gif_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); +static void* stbi__load_gif_main(stbi__context* s, int** delays, int* x, int* y, int* z, int* comp, int req_comp); +static int stbi__gif_info(stbi__context* s, int* x, int* y, int* comp); +#endif + +#ifndef STBI_NO_PNM +static int stbi__pnm_test(stbi__context* s); +static void* stbi__pnm_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri); +static int stbi__pnm_info(stbi__context* s, int* x, int* y, int* comp); +#endif + +static +#ifdef STBI_THREAD_LOCAL +STBI_THREAD_LOCAL +#endif +const char* stbi__g_failure_reason; + +STBIDEF const char* stbi_failure_reason(void) +{ + return stbi__g_failure_reason; +} + +#ifndef STBI_NO_FAILURE_STRINGS +static int stbi__err(const char* str) +{ + stbi__g_failure_reason = str; + return 0; +} +#endif + +static void* stbi__malloc(size_t size) +{ + return STBI_MALLOC(size); +} + +// stb_image uses ints pervasively, including for offset calculations. +// therefore the largest decoded image size we can support with the +// current code, even on 64-bit targets, is INT_MAX. this is not a +// significant limitation for the intended use case. +// +// we do, however, need to make sure our size calculations don't +// overflow. hence a few helper functions for size calculations that +// multiply integers together, making sure that they're non-negative +// and no overflow occurs. + +// return 1 if the sum is valid, 0 on overflow. +// negative terms are considered invalid. +static int stbi__addsizes_valid(int a, int b) +{ + if (b < 0) return 0; + // now 0 <= b <= INT_MAX, hence also + // 0 <= INT_MAX - b <= INTMAX. + // And "a + b <= INT_MAX" (which might overflow) is the + // same as a <= INT_MAX - b (no overflow) + return a <= INT_MAX - b; +} + +// returns 1 if the product is valid, 0 on overflow. +// negative factors are considered invalid. +static int stbi__mul2sizes_valid(int a, int b) +{ + if (a < 0 || b < 0) return 0; + if (b == 0) return 1; // mul-by-0 is always safe + // portable way to check for no overflows in a*b + return a <= INT_MAX / b; +} + +#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) +// returns 1 if "a*b + add" has no negative terms/factors and doesn't overflow +static int stbi__mad2sizes_valid(int a, int b, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a * b, add); +} +#endif + +// returns 1 if "a*b*c + add" has no negative terms/factors and doesn't overflow +static int stbi__mad3sizes_valid(int a, int b, int c, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) && + stbi__addsizes_valid(a * b * c, add); +} + +// returns 1 if "a*b*c*d + add" has no negative terms/factors and doesn't overflow +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) +static int stbi__mad4sizes_valid(int a, int b, int c, int d, int add) +{ + return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a * b, c) && + stbi__mul2sizes_valid(a * b * c, d) && stbi__addsizes_valid(a * b * c * d, add); +} +#endif + +#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR) +// mallocs with size overflow checking +static void* stbi__malloc_mad2(int a, int b, int add) +{ + if (!stbi__mad2sizes_valid(a, b, add)) return NULL; + return stbi__malloc(a * b + add); +} +#endif + +static void* stbi__malloc_mad3(int a, int b, int c, int add) +{ + if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL; + return stbi__malloc(a * b * c + add); +} + +#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) +static void* stbi__malloc_mad4(int a, int b, int c, int d, int add) +{ + if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL; + return stbi__malloc(a * b * c * d + add); +} +#endif + +// stbi__err - error +// stbi__errpf - error returning pointer to float +// stbi__errpuc - error returning pointer to unsigned char + +#ifdef STBI_NO_FAILURE_STRINGS +#define stbi__err(x,y) 0 +#elif defined(STBI_FAILURE_USERMSG) +#define stbi__err(x,y) stbi__err(y) +#else +#define stbi__err(x,y) stbi__err(x) +#endif + +#define stbi__errpf(x,y) ((float *)(size_t) (stbi__err(x,y)?NULL:NULL)) +#define stbi__errpuc(x,y) ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL)) + +STBIDEF void stbi_image_free(void* retval_from_stbi_load) +{ + STBI_FREE(retval_from_stbi_load); +} + +#ifndef STBI_NO_LINEAR +static float* stbi__ldr_to_hdr(stbi_uc* data, int x, int y, int comp); +#endif + +#ifndef STBI_NO_HDR +static stbi_uc* stbi__hdr_to_ldr(float* data, int x, int y, int comp); +#endif + +static int stbi__vertically_flip_on_load_global = 0; + +STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip) +{ + stbi__vertically_flip_on_load_global = flag_true_if_should_flip; +} + +#ifndef STBI_THREAD_LOCAL +#define stbi__vertically_flip_on_load stbi__vertically_flip_on_load_global +#else +static STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, stbi__vertically_flip_on_load_set; + +STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip) +{ + stbi__vertically_flip_on_load_local = flag_true_if_should_flip; + stbi__vertically_flip_on_load_set = 1; +} + +#define stbi__vertically_flip_on_load (stbi__vertically_flip_on_load_set \ + ? stbi__vertically_flip_on_load_local \ + : stbi__vertically_flip_on_load_global) +#endif // STBI_THREAD_LOCAL + +static void* stbi__load_main(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc) +{ + memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields + ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed + ri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order + ri->num_channels = 0; + +#ifndef STBI_NO_JPEG + if (stbi__jpeg_test(s)) return stbi__jpeg_load(s, x, y, comp, req_comp, ri); +#endif +#ifndef STBI_NO_PNG + if (stbi__png_test(s)) return stbi__png_load(s, x, y, comp, req_comp, ri); +#endif +#ifndef STBI_NO_BMP + if (stbi__bmp_test(s)) return stbi__bmp_load(s, x, y, comp, req_comp, ri); +#endif +#ifndef STBI_NO_GIF + if (stbi__gif_test(s)) return stbi__gif_load(s, x, y, comp, req_comp, ri); +#endif +#ifndef STBI_NO_PSD + if (stbi__psd_test(s)) return stbi__psd_load(s, x, y, comp, req_comp, ri, bpc); +#else + STBI_NOTUSED(bpc); +#endif +#ifndef STBI_NO_PIC + if (stbi__pic_test(s)) return stbi__pic_load(s, x, y, comp, req_comp, ri); +#endif +#ifndef STBI_NO_PNM + if (stbi__pnm_test(s)) return stbi__pnm_load(s, x, y, comp, req_comp, ri); +#endif + +#ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + float* hdr = stbi__hdr_load(s, x, y, comp, req_comp, ri); + return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp); + } +#endif + +#ifndef STBI_NO_TGA + // test tga last because it's a crappy test! + if (stbi__tga_test(s)) + return stbi__tga_load(s, x, y, comp, req_comp, ri); +#endif + + return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt"); +} + +static stbi_uc* stbi__convert_16_to_8(stbi__uint16* orig, int w, int h, int channels) +{ + int i; + int img_len = w * h * channels; + stbi_uc* reduced; + + reduced = (stbi_uc*)stbi__malloc(img_len); + if (reduced == NULL) return stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + reduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling + + STBI_FREE(orig); + return reduced; +} + +static stbi__uint16* stbi__convert_8_to_16(stbi_uc* orig, int w, int h, int channels) +{ + int i; + int img_len = w * h * channels; + stbi__uint16* enlarged; + + enlarged = (stbi__uint16*)stbi__malloc(img_len * 2); + if (enlarged == NULL) return (stbi__uint16*)stbi__errpuc("outofmem", "Out of memory"); + + for (i = 0; i < img_len; ++i) + enlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff + + STBI_FREE(orig); + return enlarged; +} + +static void stbi__vertical_flip(void* image, int w, int h, int bytes_per_pixel) +{ + int row; + size_t bytes_per_row = (size_t)w * bytes_per_pixel; + stbi_uc temp[2048]; + stbi_uc* bytes = (stbi_uc*)image; + + for (row = 0; row < (h >> 1); row++) { + stbi_uc* row0 = bytes + row * bytes_per_row; + stbi_uc* row1 = bytes + (h - row - 1) * bytes_per_row; + // swap row0 with row1 + size_t bytes_left = bytes_per_row; + while (bytes_left) { + size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp); + memcpy(temp, row0, bytes_copy); + memcpy(row0, row1, bytes_copy); + memcpy(row1, temp, bytes_copy); + row0 += bytes_copy; + row1 += bytes_copy; + bytes_left -= bytes_copy; + } + } +} + +#ifndef STBI_NO_GIF +static void stbi__vertical_flip_slices(void* image, int w, int h, int z, int bytes_per_pixel) +{ + int slice; + int slice_size = w * h * bytes_per_pixel; + + stbi_uc* bytes = (stbi_uc*)image; + for (slice = 0; slice < z; ++slice) { + stbi__vertical_flip(bytes, w, h, bytes_per_pixel); + bytes += slice_size; + } +} +#endif + +static unsigned char* stbi__load_and_postprocess_8bit(stbi__context* s, int* x, int* y, int* comp, int req_comp) +{ + stbi__result_info ri; + void* result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8); + + if (result == NULL) + return NULL; + + // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. + STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); + + if (ri.bits_per_channel != 8) { + result = stbi__convert_16_to_8((stbi__uint16*)result, *x, *y, req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 8; + } + + // @TODO: move stbi__convert_format to here + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc)); + } + + return (unsigned char*)result; +} + +static stbi__uint16* stbi__load_and_postprocess_16bit(stbi__context* s, int* x, int* y, int* comp, int req_comp) +{ + stbi__result_info ri; + void* result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16); + + if (result == NULL) + return NULL; + + // it is the responsibility of the loaders to make sure we get either 8 or 16 bit. + STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16); + + if (ri.bits_per_channel != 16) { + result = stbi__convert_8_to_16((stbi_uc*)result, *x, *y, req_comp == 0 ? *comp : req_comp); + ri.bits_per_channel = 16; + } + + // @TODO: move stbi__convert_format16 to here + // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision + + if (stbi__vertically_flip_on_load) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16)); + } + + return (stbi__uint16*)result; +} + +#if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR) +static void stbi__float_postprocess(float* result, int* x, int* y, int* comp, int req_comp) +{ + if (stbi__vertically_flip_on_load && result != NULL) { + int channels = req_comp ? req_comp : *comp; + stbi__vertical_flip(result, *x, *y, channels * sizeof(float)); + } +} +#endif + +#ifndef STBI_NO_STDIO + +#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) +STBI_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char* str, int cbmb, wchar_t* widestr, int cchwide); +STBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t* widestr, int cchwide, char* str, int cbmb, const char* defchar, int* used_default); +#endif + +#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) +STBIDEF int stbi_convert_wchar_to_utf8(char* buffer, size_t bufferlen, const wchar_t* input) +{ + return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int)bufferlen, NULL, NULL); +} +#endif + +static FILE* stbi__fopen(char const* filename, char const* mode) +{ + FILE* f; +#if defined(_MSC_VER) && defined(STBI_WINDOWS_UTF8) + wchar_t wMode[64]; + wchar_t wFilename[1024]; + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename))) + return 0; + + if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode))) + return 0; + +#if _MSC_VER >= 1400 + if (0 != _wfopen_s(&f, wFilename, wMode)) + f = 0; +#else + f = _wfopen(wFilename, wMode); +#endif + +#elif defined(_MSC_VER) && _MSC_VER >= 1400 + if (0 != fopen_s(&f, filename, mode)) + f = 0; +#else + f = fopen(filename, mode); +#endif + return f; +} + + +STBIDEF stbi_uc* stbi_load(char const* filename, int* x, int* y, int* comp, int req_comp) +{ + FILE* f = stbi__fopen(filename, "rb"); + unsigned char* result; + if (!f) return stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file(f, x, y, comp, req_comp); + fclose(f); + return result; +} + +STBIDEF stbi_uc* stbi_load_from_file(FILE* f, int* x, int* y, int* comp, int req_comp) +{ + unsigned char* result; + stbi__context s; + stbi__start_file(&s, f); + result = stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi__uint16* stbi_load_from_file_16(FILE* f, int* x, int* y, int* comp, int req_comp) +{ + stbi__uint16* result; + stbi__context s; + stbi__start_file(&s, f); + result = stbi__load_and_postprocess_16bit(&s, x, y, comp, req_comp); + if (result) { + // need to 'unget' all the characters in the IO buffer + fseek(f, -(int)(s.img_buffer_end - s.img_buffer), SEEK_CUR); + } + return result; +} + +STBIDEF stbi_us* stbi_load_16(char const* filename, int* x, int* y, int* comp, int req_comp) +{ + FILE* f = stbi__fopen(filename, "rb"); + stbi__uint16* result; + if (!f) return (stbi_us*)stbi__errpuc("can't fopen", "Unable to open file"); + result = stbi_load_from_file_16(f, x, y, comp, req_comp); + fclose(f); + return result; +} + + +#endif //!STBI_NO_STDIO + +STBIDEF stbi_us* stbi_load_16_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* channels_in_file, int desired_channels) +{ + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels); +} + +STBIDEF stbi_us* stbi_load_16_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* channels_in_file, int desired_channels) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user); + return stbi__load_and_postprocess_16bit(&s, x, y, channels_in_file, desired_channels); +} + +STBIDEF stbi_uc* stbi_load_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp, int req_comp) +{ + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); +} + +STBIDEF stbi_uc* stbi_load_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp, int req_comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user); + return stbi__load_and_postprocess_8bit(&s, x, y, comp, req_comp); +} + +#ifndef STBI_NO_GIF +STBIDEF stbi_uc* stbi_load_gif_from_memory(stbi_uc const* buffer, int len, int** delays, int* x, int* y, int* z, int* comp, int req_comp) +{ + unsigned char* result; + stbi__context s; + stbi__start_mem(&s, buffer, len); + + result = (unsigned char*)stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp); + if (stbi__vertically_flip_on_load) { + stbi__vertical_flip_slices(result, *x, *y, *z, *comp); + } + + return result; +} +#endif + +#ifndef STBI_NO_LINEAR +static float* stbi__loadf_main(stbi__context* s, int* x, int* y, int* comp, int req_comp) +{ + unsigned char* data; +#ifndef STBI_NO_HDR + if (stbi__hdr_test(s)) { + stbi__result_info ri; + float* hdr_data = stbi__hdr_load(s, x, y, comp, req_comp, &ri); + if (hdr_data) + stbi__float_postprocess(hdr_data, x, y, comp, req_comp); + return hdr_data; + } +#endif + data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp); + if (data) + return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp); + return stbi__errpf("unknown image type", "Image not of any known type, or corrupt"); +} + +STBIDEF float* stbi_loadf_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp, int req_comp) +{ + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__loadf_main(&s, x, y, comp, req_comp); +} + +STBIDEF float* stbi_loadf_from_callbacks(stbi_io_callbacks const* clbk, void* user, int* x, int* y, int* comp, int req_comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user); + return stbi__loadf_main(&s, x, y, comp, req_comp); +} + +#ifndef STBI_NO_STDIO +STBIDEF float* stbi_loadf(char const* filename, int* x, int* y, int* comp, int req_comp) +{ + float* result; + FILE* f = stbi__fopen(filename, "rb"); + if (!f) return stbi__errpf("can't fopen", "Unable to open file"); + result = stbi_loadf_from_file(f, x, y, comp, req_comp); + fclose(f); + return result; +} + +STBIDEF float* stbi_loadf_from_file(FILE* f, int* x, int* y, int* comp, int req_comp) +{ + stbi__context s; + stbi__start_file(&s, f); + return stbi__loadf_main(&s, x, y, comp, req_comp); +} +#endif // !STBI_NO_STDIO + +#endif // !STBI_NO_LINEAR + +// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is +// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always +// reports false! + +STBIDEF int stbi_is_hdr_from_memory(stbi_uc const* buffer, int len) +{ +#ifndef STBI_NO_HDR + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__hdr_test(&s); +#else + STBI_NOTUSED(buffer); + STBI_NOTUSED(len); + return 0; +#endif +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_is_hdr(char const* filename) +{ + FILE* f = stbi__fopen(filename, "rb"); + int result = 0; + if (f) { + result = stbi_is_hdr_from_file(f); + fclose(f); + } + return result; +} + +STBIDEF int stbi_is_hdr_from_file(FILE* f) +{ +#ifndef STBI_NO_HDR + long pos = ftell(f); + int res; + stbi__context s; + stbi__start_file(&s, f); + res = stbi__hdr_test(&s); + fseek(f, pos, SEEK_SET); + return res; +#else + STBI_NOTUSED(f); + return 0; +#endif +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const* clbk, void* user) +{ +#ifndef STBI_NO_HDR + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks*)clbk, user); + return stbi__hdr_test(&s); +#else + STBI_NOTUSED(clbk); + STBI_NOTUSED(user); + return 0; +#endif +} + +#ifndef STBI_NO_LINEAR +static float stbi__l2h_gamma = 2.2f, stbi__l2h_scale = 1.0f; + +STBIDEF void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; } +STBIDEF void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; } +#endif + +static float stbi__h2l_gamma_i = 1.0f / 2.2f, stbi__h2l_scale_i = 1.0f; + +STBIDEF void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1 / gamma; } +STBIDEF void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1 / scale; } + + +////////////////////////////////////////////////////////////////////////////// +// +// Common code used by all image loaders +// + +enum +{ + STBI__SCAN_load = 0, + STBI__SCAN_type, + STBI__SCAN_header +}; + +static void stbi__refill_buffer(stbi__context* s) +{ + int n = (s->io.read)(s->io_user_data, (char*)s->buffer_start, s->buflen); + s->callback_already_read += (int)(s->img_buffer - s->img_buffer_original); + if (n == 0) { + // at end of file, treat same as if from memory, but need to handle case + // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file + s->read_from_callbacks = 0; + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start + 1; + *s->img_buffer = 0; + } + else { + s->img_buffer = s->buffer_start; + s->img_buffer_end = s->buffer_start + n; + } +} + +stbi_inline static stbi_uc stbi__get8(stbi__context* s) +{ + if (s->img_buffer < s->img_buffer_end) + return *s->img_buffer++; + if (s->read_from_callbacks) { + stbi__refill_buffer(s); + return *s->img_buffer++; + } + return 0; +} + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +stbi_inline static int stbi__at_eof(stbi__context* s) +{ + if (s->io.read) { + if (!(s->io.eof)(s->io_user_data)) return 0; + // if feof() is true, check if buffer = end + // special case: we've only got the special 0 character at the end + if (s->read_from_callbacks == 0) return 1; + } + + return s->img_buffer >= s->img_buffer_end; +} +#endif + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) +// nothing +#else +static void stbi__skip(stbi__context* s, int n) +{ + if (n == 0) return; // already there! + if (n < 0) { + s->img_buffer = s->img_buffer_end; + return; + } + if (s->io.read) { + int blen = (int)(s->img_buffer_end - s->img_buffer); + if (blen < n) { + s->img_buffer = s->img_buffer_end; + (s->io.skip)(s->io_user_data, n - blen); + return; + } + } + s->img_buffer += n; +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) && defined(STBI_NO_PNM) +// nothing +#else +static int stbi__getn(stbi__context* s, stbi_uc* buffer, int n) +{ + if (s->io.read) { + int blen = (int)(s->img_buffer_end - s->img_buffer); + if (blen < n) { + int res, count; + + memcpy(buffer, s->img_buffer, blen); + + count = (s->io.read)(s->io_user_data, (char*)buffer + blen, n - blen); + res = (count == (n - blen)); + s->img_buffer = s->img_buffer_end; + return res; + } + } + + if (s->img_buffer + n <= s->img_buffer_end) { + memcpy(buffer, s->img_buffer, n); + s->img_buffer += n; + return 1; + } + else + return 0; +} +#endif + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) +// nothing +#else +static int stbi__get16be(stbi__context* s) +{ + int z = stbi__get8(s); + return (z << 8) + stbi__get8(s); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC) +// nothing +#else +static stbi__uint32 stbi__get32be(stbi__context* s) +{ + stbi__uint32 z = stbi__get16be(s); + return (z << 16) + stbi__get16be(s); +} +#endif + +#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) +// nothing +#else +static int stbi__get16le(stbi__context* s) +{ + int z = stbi__get8(s); + return z + (stbi__get8(s) << 8); +} +#endif + +#ifndef STBI_NO_BMP +static stbi__uint32 stbi__get32le(stbi__context* s) +{ + stbi__uint32 z = stbi__get16le(s); + return z + (stbi__get16le(s) << 16); +} +#endif + +#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings + +#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +////////////////////////////////////////////////////////////////////////////// +// +// generic converter from built-in img_n to req_comp +// individual types do this automatically as much as possible (e.g. jpeg +// does all cases internally since it needs to colorspace convert anyway, +// and it never has alpha, so very few cases ). png can automatically +// interleave an alpha=255 channel, but falls back to this for other cases +// +// assume data buffer is malloced, so malloc a new one and free that one +// only failure mode is malloc failing + +static stbi_uc stbi__compute_y(int r, int g, int b) +{ + return (stbi_uc)(((r * 77) + (g * 150) + (29 * b)) >> 8); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM) +// nothing +#else +static unsigned char* stbi__convert_format(unsigned char* data, int img_n, int req_comp, unsigned int x, unsigned int y) +{ + int i, j; + unsigned char* good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (unsigned char*)stbi__malloc_mad3(req_comp, x, y, 0); + if (good == NULL) { + STBI_FREE(data); + return stbi__errpuc("outofmem", "Out of memory"); + } + + for (j = 0; j < (int)y; ++j) { + unsigned char* src = data + j * x * img_n; + unsigned char* dest = good + j * x * req_comp; + +#define STBI__COMBO(a,b) ((a)*8+(b)) +#define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 255; } break; + STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break; + STBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 255; } break; + STBI__CASE(2, 1) { dest[0] = src[0]; } break; + STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break; + STBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break; + STBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 255; } break; + STBI__CASE(3, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break; + STBI__CASE(3, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = 255; } break; + STBI__CASE(4, 1) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); } break; + STBI__CASE(4, 2) { dest[0] = stbi__compute_y(src[0], src[1], src[2]); dest[1] = src[3]; } break; + STBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break; + default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return stbi__errpuc("unsupported", "Unsupported format conversion"); + } +#undef STBI__CASE + } + + STBI_FREE(data); + return good; +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) +// nothing +#else +static stbi__uint16 stbi__compute_y_16(int r, int g, int b) +{ + return (stbi__uint16)(((r * 77) + (g * 150) + (29 * b)) >> 8); +} +#endif + +#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) +// nothing +#else +static stbi__uint16* stbi__convert_format16(stbi__uint16* data, int img_n, int req_comp, unsigned int x, unsigned int y) +{ + int i, j; + stbi__uint16* good; + + if (req_comp == img_n) return data; + STBI_ASSERT(req_comp >= 1 && req_comp <= 4); + + good = (stbi__uint16*)stbi__malloc(req_comp * x * y * 2); + if (good == NULL) { + STBI_FREE(data); + return (stbi__uint16*)stbi__errpuc("outofmem", "Out of memory"); + } + + for (j = 0; j < (int)y; ++j) { + stbi__uint16* src = data + j * x * img_n; + stbi__uint16* dest = good + j * x * req_comp; + +#define STBI__COMBO(a,b) ((a)*8+(b)) +#define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b) + // convert source image with img_n components to one with req_comp components; + // avoid switch per pixel, so use switch per scanline and massive macros + switch (STBI__COMBO(img_n, req_comp)) { + STBI__CASE(1, 2) { dest[0] = src[0]; dest[1] = 0xffff; } break; + STBI__CASE(1, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break; + STBI__CASE(1, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = 0xffff; } break; + STBI__CASE(2, 1) { dest[0] = src[0]; } break; + STBI__CASE(2, 3) { dest[0] = dest[1] = dest[2] = src[0]; } break; + STBI__CASE(2, 4) { dest[0] = dest[1] = dest[2] = src[0]; dest[3] = src[1]; } break; + STBI__CASE(3, 4) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; dest[3] = 0xffff; } break; + STBI__CASE(3, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break; + STBI__CASE(3, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = 0xffff; } break; + STBI__CASE(4, 1) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); } break; + STBI__CASE(4, 2) { dest[0] = stbi__compute_y_16(src[0], src[1], src[2]); dest[1] = src[3]; } break; + STBI__CASE(4, 3) { dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2]; } break; + default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return (stbi__uint16*)stbi__errpuc("unsupported", "Unsupported format conversion"); + } +#undef STBI__CASE + } + + STBI_FREE(data); + return good; +} +#endif + +#ifndef STBI_NO_LINEAR +static float* stbi__ldr_to_hdr(stbi_uc* data, int x, int y, int comp) +{ + int i, k, n; + float* output; + if (!data) return NULL; + output = (float*)stbi__malloc_mad4(x, y, comp, sizeof(float), 0); + if (output == NULL) { STBI_FREE(data); return stbi__errpf("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp - 1; + for (i = 0; i < x * y; ++i) { + for (k = 0; k < n; ++k) { + output[i * comp + k] = (float)(pow(data[i * comp + k] / 255.0f, stbi__l2h_gamma) * stbi__l2h_scale); + } + } + if (n < comp) { + for (i = 0; i < x * y; ++i) { + output[i * comp + n] = data[i * comp + n] / 255.0f; + } + } + STBI_FREE(data); + return output; +} +#endif + +#ifndef STBI_NO_HDR +#define stbi__float2int(x) ((int) (x)) +static stbi_uc* stbi__hdr_to_ldr(float* data, int x, int y, int comp) +{ + int i, k, n; + stbi_uc* output; + if (!data) return NULL; + output = (stbi_uc*)stbi__malloc_mad3(x, y, comp, 0); + if (output == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); } + // compute number of non-alpha components + if (comp & 1) n = comp; else n = comp - 1; + for (i = 0; i < x * y; ++i) { + for (k = 0; k < n; ++k) { + float z = (float)pow(data[i * comp + k] * stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i * comp + k] = (stbi_uc)stbi__float2int(z); + } + if (k < comp) { + float z = data[i * comp + k] * 255 + 0.5f; + if (z < 0) z = 0; + if (z > 255) z = 255; + output[i * comp + k] = (stbi_uc)stbi__float2int(z); + } + } + STBI_FREE(data); + return output; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// "baseline" JPEG/JFIF decoder +// +// simple implementation +// - doesn't support delayed output of y-dimension +// - simple interface (only one output format: 8-bit interleaved RGB) +// - doesn't try to recover corrupt jpegs +// - doesn't allow partial loading, loading multiple at once +// - still fast on x86 (copying globals into locals doesn't help x86) +// - allocates lots of intermediate memory (full size of all components) +// - non-interleaved case requires this anyway +// - allows good upsampling (see next) +// high-quality +// - upsampled channels are bilinearly interpolated, even across blocks +// - quality integer IDCT derived from IJG's 'slow' +// performance +// - fast huffman; reasonable integer IDCT +// - some SIMD kernels for common paths on targets with SSE2/NEON +// - uses a lot of intermediate memory, could cache poorly + +#ifndef STBI_NO_JPEG + +// huffman decoding acceleration +#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache + +typedef struct +{ + stbi_uc fast[1 << FAST_BITS]; + // weirdly, repacking this into AoS is a 10% speed loss, instead of a win + stbi__uint16 code[256]; + stbi_uc values[256]; + stbi_uc size[257]; + unsigned int maxcode[18]; + int delta[17]; // old 'firstsymbol' - old 'firstcode' +} stbi__huffman; + +typedef struct +{ + stbi__context* s; + stbi__huffman huff_dc[4]; + stbi__huffman huff_ac[4]; + stbi__uint16 dequant[4][64]; + stbi__int16 fast_ac[4][1 << FAST_BITS]; + + // sizes for components, interleaved MCUs + int img_h_max, img_v_max; + int img_mcu_x, img_mcu_y; + int img_mcu_w, img_mcu_h; + + // definition of jpeg image component + struct + { + int id; + int h, v; + int tq; + int hd, ha; + int dc_pred; + + int x, y, w2, h2; + stbi_uc* data; + void* raw_data, * raw_coeff; + stbi_uc* linebuf; + short* coeff; // progressive only + int coeff_w, coeff_h; // number of 8x8 coefficient blocks + } img_comp[4]; + + stbi__uint32 code_buffer; // jpeg entropy-coded buffer + int code_bits; // number of valid bits + unsigned char marker; // marker seen while filling entropy buffer + int nomore; // flag if we saw a marker so must stop + + int progressive; + int spec_start; + int spec_end; + int succ_high; + int succ_low; + int eob_run; + int jfif; + int app14_color_transform; // Adobe APP14 tag + int rgb; + + int scan_n, order[4]; + int restart_interval, todo; + + // kernels + void (*idct_block_kernel)(stbi_uc* out, int out_stride, short data[64]); + void (*YCbCr_to_RGB_kernel)(stbi_uc* out, const stbi_uc* y, const stbi_uc* pcb, const stbi_uc* pcr, int count, int step); + stbi_uc* (*resample_row_hv_2_kernel)(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs); +} stbi__jpeg; + +static int stbi__build_huffman(stbi__huffman* h, int* count) +{ + int i, j, k = 0; + unsigned int code; + // build size list for each symbol (from JPEG spec) + for (i = 0; i < 16; ++i) + for (j = 0; j < count[i]; ++j) + h->size[k++] = (stbi_uc)(i + 1); + h->size[k] = 0; + + // compute actual symbols (from jpeg spec) + code = 0; + k = 0; + for (j = 1; j <= 16; ++j) { + // compute delta to add to code to compute symbol id + h->delta[j] = k - code; + if (h->size[k] == j) { + while (h->size[k] == j) + h->code[k++] = (stbi__uint16)(code++); + if (code - 1 >= (1u << j)) return stbi__err("bad code lengths", "Corrupt JPEG"); + } + // compute largest code + 1 for this size, preshifted as needed later + h->maxcode[j] = code << (16 - j); + code <<= 1; + } + h->maxcode[j] = 0xffffffff; + + // build non-spec acceleration table; 255 is flag for not-accelerated + memset(h->fast, 255, 1 << FAST_BITS); + for (i = 0; i < k; ++i) { + int s = h->size[i]; + if (s <= FAST_BITS) { + int c = h->code[i] << (FAST_BITS - s); + int m = 1 << (FAST_BITS - s); + for (j = 0; j < m; ++j) { + h->fast[c + j] = (stbi_uc)i; + } + } + } + return 1; +} + +// build a table that decodes both magnitude and value of small ACs in +// one go. +static void stbi__build_fast_ac(stbi__int16* fast_ac, stbi__huffman* h) +{ + int i; + for (i = 0; i < (1 << FAST_BITS); ++i) { + stbi_uc fast = h->fast[i]; + fast_ac[i] = 0; + if (fast < 255) { + int rs = h->values[fast]; + int run = (rs >> 4) & 15; + int magbits = rs & 15; + int len = h->size[fast]; + + if (magbits && len + magbits <= FAST_BITS) { + // magnitude code followed by receive_extend code + int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits); + int m = 1 << (magbits - 1); + if (k < m) k += (~0U << magbits) + 1; + // if the result is small enough, we can fit it in fast_ac table + if (k >= -128 && k <= 127) + fast_ac[i] = (stbi__int16)((k * 256) + (run * 16) + (len + magbits)); + } + } + } +} + +static void stbi__grow_buffer_unsafe(stbi__jpeg* j) +{ + do { + unsigned int b = j->nomore ? 0 : stbi__get8(j->s); + if (b == 0xff) { + int c = stbi__get8(j->s); + while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes + if (c != 0) { + j->marker = (unsigned char)c; + j->nomore = 1; + return; + } + } + j->code_buffer |= b << (24 - j->code_bits); + j->code_bits += 8; + } while (j->code_bits <= 24); +} + +// (1 << n) - 1 +static const stbi__uint32 stbi__bmask[17] = { 0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535 }; + +// decode a jpeg huffman value from the bitstream +stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg* j, stbi__huffman* h) +{ + unsigned int temp; + int c, k; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + // look at the top FAST_BITS and determine what symbol ID it is, + // if the code is <= FAST_BITS + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1); + k = h->fast[c]; + if (k < 255) { + int s = h->size[k]; + if (s > j->code_bits) + return -1; + j->code_buffer <<= s; + j->code_bits -= s; + return h->values[k]; + } + + // naive test is to shift the code_buffer down so k bits are + // valid, then test against maxcode. To speed this up, we've + // preshifted maxcode left so that it has (16-k) 0s at the + // end; in other words, regardless of the number of bits, it + // wants to be compared against something shifted to have 16; + // that way we don't need to shift inside the loop. + temp = j->code_buffer >> 16; + for (k = FAST_BITS + 1; ; ++k) + if (temp < h->maxcode[k]) + break; + if (k == 17) { + // error! code not found + j->code_bits -= 16; + return -1; + } + + if (k > j->code_bits) + return -1; + + // convert the huffman code to the symbol id + c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k]; + STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]); + + // convert the id to a symbol + j->code_bits -= k; + j->code_buffer <<= k; + return h->values[c]; +} + +// bias[n] = (-1<code_bits < n) stbi__grow_buffer_unsafe(j); + + sgn = (stbi__int32)j->code_buffer >> 31; // sign bit is always in MSB + k = stbi_lrot(j->code_buffer, n); + if (n < 0 || n >= (int)(sizeof(stbi__bmask) / sizeof(*stbi__bmask))) return 0; + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k + (stbi__jbias[n] & ~sgn); +} + +// get some unsigned bits +stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg* j, int n) +{ + unsigned int k; + if (j->code_bits < n) stbi__grow_buffer_unsafe(j); + k = stbi_lrot(j->code_buffer, n); + j->code_buffer = k & ~stbi__bmask[n]; + k &= stbi__bmask[n]; + j->code_bits -= n; + return k; +} + +stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg* j) +{ + unsigned int k; + if (j->code_bits < 1) stbi__grow_buffer_unsafe(j); + k = j->code_buffer; + j->code_buffer <<= 1; + --j->code_bits; + return k & 0x80000000; +} + +// given a value that's at position X in the zigzag stream, +// where does it appear in the 8x8 matrix coded as row-major? +static const stbi_uc stbi__jpeg_dezigzag[64 + 15] = +{ + 0, 1, 8, 16, 9, 2, 3, 10, + 17, 24, 32, 25, 18, 11, 4, 5, + 12, 19, 26, 33, 40, 48, 41, 34, + 27, 20, 13, 6, 7, 14, 21, 28, + 35, 42, 49, 56, 57, 50, 43, 36, + 29, 22, 15, 23, 30, 37, 44, 51, + 58, 59, 52, 45, 38, 31, 39, 46, + 53, 60, 61, 54, 47, 55, 62, 63, + // let corrupt input sample past end + 63, 63, 63, 63, 63, 63, 63, 63, + 63, 63, 63, 63, 63, 63, 63 +}; + +// decode one 64-entry block-- +static int stbi__jpeg_decode_block(stbi__jpeg* j, short data[64], stbi__huffman* hdc, stbi__huffman* hac, stbi__int16* fac, int b, stbi__uint16* dequant) +{ + int diff, dc, k; + int t; + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + t = stbi__jpeg_huff_decode(j, hdc); + if (t < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); + + // 0 all the ac values now so we can do it 32-bits at a time + memset(data, 0, 64 * sizeof(data[0])); + + diff = t ? stbi__extend_receive(j, t) : 0; + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + data[0] = (short)(dc * dequant[0]); + + // decode AC components, see JPEG spec + k = 1; + do { + unsigned int zig; + int c, r, s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + j->code_buffer <<= s; + j->code_bits -= s; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short)((r >> 8) * dequant[zig]); + } + else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (rs != 0xf0) break; // end block + k += 16; + } + else { + k += r; + // decode into unzigzag'd location + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short)(stbi__extend_receive(j, s) * dequant[zig]); + } + } + } while (k < 64); + return 1; +} + +static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg* j, short data[64], stbi__huffman* hdc, int b) +{ + int diff, dc; + int t; + if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + + if (j->succ_high == 0) { + // first scan for DC coefficient, must be first + memset(data, 0, 64 * sizeof(data[0])); // 0 all the ac values now + t = stbi__jpeg_huff_decode(j, hdc); + if (t == -1) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + diff = t ? stbi__extend_receive(j, t) : 0; + + dc = j->img_comp[b].dc_pred + diff; + j->img_comp[b].dc_pred = dc; + data[0] = (short)(dc << j->succ_low); + } + else { + // refinement scan for DC coefficient + if (stbi__jpeg_get_bit(j)) + data[0] += (short)(1 << j->succ_low); + } + return 1; +} + +// @OPTIMIZE: store non-zigzagged during the decode passes, +// and only de-zigzag when dequantizing +static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg* j, short data[64], stbi__huffman* hac, stbi__int16* fac) +{ + int k; + if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG"); + + if (j->succ_high == 0) { + int shift = j->succ_low; + + if (j->eob_run) { + --j->eob_run; + return 1; + } + + k = j->spec_start; + do { + unsigned int zig; + int c, r, s; + if (j->code_bits < 16) stbi__grow_buffer_unsafe(j); + c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS) - 1); + r = fac[c]; + if (r) { // fast-AC path + k += (r >> 4) & 15; // run + s = r & 15; // combined length + j->code_buffer <<= s; + j->code_bits -= s; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short)((r >> 8) << shift); + } + else { + int rs = stbi__jpeg_huff_decode(j, hac); + if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r); + if (r) + j->eob_run += stbi__jpeg_get_bits(j, r); + --j->eob_run; + break; + } + k += 16; + } + else { + k += r; + zig = stbi__jpeg_dezigzag[k++]; + data[zig] = (short)(stbi__extend_receive(j, s) << shift); + } + } + } while (k <= j->spec_end); + } + else { + // refinement scan for these AC coefficients + + short bit = (short)(1 << j->succ_low); + + if (j->eob_run) { + --j->eob_run; + for (k = j->spec_start; k <= j->spec_end; ++k) { + short* p = &data[stbi__jpeg_dezigzag[k]]; + if (*p != 0) + if (stbi__jpeg_get_bit(j)) + if ((*p & bit) == 0) { + if (*p > 0) + *p += bit; + else + *p -= bit; + } + } + } + else { + k = j->spec_start; + do { + int r, s; + int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh + if (rs < 0) return stbi__err("bad huffman code", "Corrupt JPEG"); + s = rs & 15; + r = rs >> 4; + if (s == 0) { + if (r < 15) { + j->eob_run = (1 << r) - 1; + if (r) + j->eob_run += stbi__jpeg_get_bits(j, r); + r = 64; // force end of block + } + else { + // r=15 s=0 should write 16 0s, so we just do + // a run of 15 0s and then write s (which is 0), + // so we don't have to do anything special here + } + } + else { + if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG"); + // sign bit + if (stbi__jpeg_get_bit(j)) + s = bit; + else + s = -bit; + } + + // advance by r + while (k <= j->spec_end) { + short* p = &data[stbi__jpeg_dezigzag[k++]]; + if (*p != 0) { + if (stbi__jpeg_get_bit(j)) + if ((*p & bit) == 0) { + if (*p > 0) + *p += bit; + else + *p -= bit; + } + } + else { + if (r == 0) { + *p = (short)s; + break; + } + --r; + } + } + } while (k <= j->spec_end); + } + } + return 1; +} + +// take a -128..127 value and stbi__clamp it and convert to 0..255 +stbi_inline static stbi_uc stbi__clamp(int x) +{ + // trick to use a single test to catch both cases + if ((unsigned int)x > 255) { + if (x < 0) return 0; + if (x > 255) return 255; + } + return (stbi_uc)x; +} + +#define stbi__f2f(x) ((int) (((x) * 4096 + 0.5))) +#define stbi__fsh(x) ((x) * 4096) + +// derived from jidctint -- DCT_ISLOW +#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \ + int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \ + p2 = s2; \ + p3 = s6; \ + p1 = (p2+p3) * stbi__f2f(0.5411961f); \ + t2 = p1 + p3*stbi__f2f(-1.847759065f); \ + t3 = p1 + p2*stbi__f2f( 0.765366865f); \ + p2 = s0; \ + p3 = s4; \ + t0 = stbi__fsh(p2+p3); \ + t1 = stbi__fsh(p2-p3); \ + x0 = t0+t3; \ + x3 = t0-t3; \ + x1 = t1+t2; \ + x2 = t1-t2; \ + t0 = s7; \ + t1 = s5; \ + t2 = s3; \ + t3 = s1; \ + p3 = t0+t2; \ + p4 = t1+t3; \ + p1 = t0+t3; \ + p2 = t1+t2; \ + p5 = (p3+p4)*stbi__f2f( 1.175875602f); \ + t0 = t0*stbi__f2f( 0.298631336f); \ + t1 = t1*stbi__f2f( 2.053119869f); \ + t2 = t2*stbi__f2f( 3.072711026f); \ + t3 = t3*stbi__f2f( 1.501321110f); \ + p1 = p5 + p1*stbi__f2f(-0.899976223f); \ + p2 = p5 + p2*stbi__f2f(-2.562915447f); \ + p3 = p3*stbi__f2f(-1.961570560f); \ + p4 = p4*stbi__f2f(-0.390180644f); \ + t3 += p1+p4; \ + t2 += p2+p3; \ + t1 += p2+p4; \ + t0 += p1+p3; + +static void stbi__idct_block(stbi_uc* out, int out_stride, short data[64]) +{ + int i, val[64], * v = val; + stbi_uc* o; + short* d = data; + + // columns + for (i = 0; i < 8; ++i, ++d, ++v) { + // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing + if (d[8] == 0 && d[16] == 0 && d[24] == 0 && d[32] == 0 + && d[40] == 0 && d[48] == 0 && d[56] == 0) { + // no shortcut 0 seconds + // (1|2|3|4|5|6|7)==0 0 seconds + // all separate -0.047 seconds + // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds + int dcterm = d[0] * 4; + v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm; + } + else { + STBI__IDCT_1D(d[0], d[8], d[16], d[24], d[32], d[40], d[48], d[56]) + // constants scaled things up by 1<<12; let's bring them back + // down, but keep 2 extra bits of precision + x0 += 512; x1 += 512; x2 += 512; x3 += 512; + v[0] = (x0 + t3) >> 10; + v[56] = (x0 - t3) >> 10; + v[8] = (x1 + t2) >> 10; + v[48] = (x1 - t2) >> 10; + v[16] = (x2 + t1) >> 10; + v[40] = (x2 - t1) >> 10; + v[24] = (x3 + t0) >> 10; + v[32] = (x3 - t0) >> 10; + } + } + + for (i = 0, v = val, o = out; i < 8; ++i, v += 8, o += out_stride) { + // no fast case since the first 1D IDCT spread components out + STBI__IDCT_1D(v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]) + // constants scaled things up by 1<<12, plus we had 1<<2 from first + // loop, plus horizontal and vertical each scale by sqrt(8) so together + // we've got an extra 1<<3, so 1<<17 total we need to remove. + // so we want to round that, which means adding 0.5 * 1<<17, + // aka 65536. Also, we'll end up with -128 to 127 that we want + // to encode as 0..255 by adding 128, so we'll add that before the shift + x0 += 65536 + (128 << 17); + x1 += 65536 + (128 << 17); + x2 += 65536 + (128 << 17); + x3 += 65536 + (128 << 17); + // tried computing the shifts into temps, or'ing the temps to see + // if any were out of range, but that was slower + o[0] = stbi__clamp((x0 + t3) >> 17); + o[7] = stbi__clamp((x0 - t3) >> 17); + o[1] = stbi__clamp((x1 + t2) >> 17); + o[6] = stbi__clamp((x1 - t2) >> 17); + o[2] = stbi__clamp((x2 + t1) >> 17); + o[5] = stbi__clamp((x2 - t1) >> 17); + o[3] = stbi__clamp((x3 + t0) >> 17); + o[4] = stbi__clamp((x3 - t0) >> 17); + } +} + +#ifdef STBI_SSE2 +// sse2 integer IDCT. not the fastest possible implementation but it +// produces bit-identical results to the generic C version so it's +// fully "transparent". +static void stbi__idct_simd(stbi_uc* out, int out_stride, short data[64]) +{ + // This is constructed to match our regular (generic) integer IDCT exactly. + __m128i row0, row1, row2, row3, row4, row5, row6, row7; + __m128i tmp; + + // dot product constant: even elems=x, odd elems=y +#define dct_const(x,y) _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y)) + +// out(0) = c0[even]*x + c0[odd]*y (c0, x, y 16-bit, out 32-bit) +// out(1) = c1[even]*x + c1[odd]*y +#define dct_rot(out0,out1, x,y,c0,c1) \ + __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \ + __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \ + __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \ + __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \ + __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \ + __m128i out1##_h = _mm_madd_epi16(c0##hi, c1) + + // out = in << 12 (in 16-bit, out 32-bit) +#define dct_widen(out, in) \ + __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \ + __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4) + + // wide add +#define dct_wadd(out, a, b) \ + __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_add_epi32(a##_h, b##_h) + + // wide sub +#define dct_wsub(out, a, b) \ + __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \ + __m128i out##_h = _mm_sub_epi32(a##_h, b##_h) + + // butterfly a/b, add bias, then shift by "s" and pack +#define dct_bfly32o(out0, out1, a,b,bias,s) \ + { \ + __m128i abiased_l = _mm_add_epi32(a##_l, bias); \ + __m128i abiased_h = _mm_add_epi32(a##_h, bias); \ + dct_wadd(sum, abiased, b); \ + dct_wsub(dif, abiased, b); \ + out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \ + out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \ + } + + // 8-bit interleave step (for transposes) +#define dct_interleave8(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi8(a, b); \ + b = _mm_unpackhi_epi8(tmp, b) + + // 16-bit interleave step (for transposes) +#define dct_interleave16(a, b) \ + tmp = a; \ + a = _mm_unpacklo_epi16(a, b); \ + b = _mm_unpackhi_epi16(tmp, b) + +#define dct_pass(bias,shift) \ + { \ + /* even part */ \ + dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \ + __m128i sum04 = _mm_add_epi16(row0, row4); \ + __m128i dif04 = _mm_sub_epi16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \ + dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \ + __m128i sum17 = _mm_add_epi16(row1, row7); \ + __m128i sum35 = _mm_add_epi16(row3, row5); \ + dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \ + dct_wadd(x4, y0o, y4o); \ + dct_wadd(x5, y1o, y5o); \ + dct_wadd(x6, y2o, y5o); \ + dct_wadd(x7, y3o, y4o); \ + dct_bfly32o(row0,row7, x0,x7,bias,shift); \ + dct_bfly32o(row1,row6, x1,x6,bias,shift); \ + dct_bfly32o(row2,row5, x2,x5,bias,shift); \ + dct_bfly32o(row3,row4, x3,x4,bias,shift); \ + } + + __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f)); + __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f(0.765366865f), stbi__f2f(0.5411961f)); + __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f)); + __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f)); + __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f(0.298631336f), stbi__f2f(-1.961570560f)); + __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f(3.072711026f)); + __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f(2.053119869f), stbi__f2f(-0.390180644f)); + __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f(1.501321110f)); + + // rounding biases in column/row passes, see stbi__idct_block for explanation. + __m128i bias_0 = _mm_set1_epi32(512); + __m128i bias_1 = _mm_set1_epi32(65536 + (128 << 17)); + + // load + row0 = _mm_load_si128((const __m128i*) (data + 0 * 8)); + row1 = _mm_load_si128((const __m128i*) (data + 1 * 8)); + row2 = _mm_load_si128((const __m128i*) (data + 2 * 8)); + row3 = _mm_load_si128((const __m128i*) (data + 3 * 8)); + row4 = _mm_load_si128((const __m128i*) (data + 4 * 8)); + row5 = _mm_load_si128((const __m128i*) (data + 5 * 8)); + row6 = _mm_load_si128((const __m128i*) (data + 6 * 8)); + row7 = _mm_load_si128((const __m128i*) (data + 7 * 8)); + + // column pass + dct_pass(bias_0, 10); + + { + // 16bit 8x8 transpose pass 1 + dct_interleave16(row0, row4); + dct_interleave16(row1, row5); + dct_interleave16(row2, row6); + dct_interleave16(row3, row7); + + // transpose pass 2 + dct_interleave16(row0, row2); + dct_interleave16(row1, row3); + dct_interleave16(row4, row6); + dct_interleave16(row5, row7); + + // transpose pass 3 + dct_interleave16(row0, row1); + dct_interleave16(row2, row3); + dct_interleave16(row4, row5); + dct_interleave16(row6, row7); + } + + // row pass + dct_pass(bias_1, 17); + + { + // pack + __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7 + __m128i p1 = _mm_packus_epi16(row2, row3); + __m128i p2 = _mm_packus_epi16(row4, row5); + __m128i p3 = _mm_packus_epi16(row6, row7); + + // 8bit 8x8 transpose pass 1 + dct_interleave8(p0, p2); // a0e0a1e1... + dct_interleave8(p1, p3); // c0g0c1g1... + + // transpose pass 2 + dct_interleave8(p0, p1); // a0c0e0g0... + dct_interleave8(p2, p3); // b0d0f0h0... + + // transpose pass 3 + dct_interleave8(p0, p2); // a0b0c0d0... + dct_interleave8(p1, p3); // a4b4c4d4... + + // store + _mm_storel_epi64((__m128i*) out, p0); out += out_stride; + _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i*) out, p2); out += out_stride; + _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i*) out, p1); out += out_stride; + _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride; + _mm_storel_epi64((__m128i*) out, p3); out += out_stride; + _mm_storel_epi64((__m128i*) out, _mm_shuffle_epi32(p3, 0x4e)); + } + +#undef dct_const +#undef dct_rot +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_interleave8 +#undef dct_interleave16 +#undef dct_pass +} + +#endif // STBI_SSE2 + +#ifdef STBI_NEON + +// NEON integer IDCT. should produce bit-identical +// results to the generic C version. +static void stbi__idct_simd(stbi_uc* out, int out_stride, short data[64]) +{ + int16x8_t row0, row1, row2, row3, row4, row5, row6, row7; + + int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f)); + int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f)); + int16x4_t rot0_2 = vdup_n_s16(stbi__f2f(0.765366865f)); + int16x4_t rot1_0 = vdup_n_s16(stbi__f2f(1.175875602f)); + int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f)); + int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f)); + int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f)); + int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f)); + int16x4_t rot3_0 = vdup_n_s16(stbi__f2f(0.298631336f)); + int16x4_t rot3_1 = vdup_n_s16(stbi__f2f(2.053119869f)); + int16x4_t rot3_2 = vdup_n_s16(stbi__f2f(3.072711026f)); + int16x4_t rot3_3 = vdup_n_s16(stbi__f2f(1.501321110f)); + +#define dct_long_mul(out, inq, coeff) \ + int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff) + +#define dct_long_mac(out, acc, inq, coeff) \ + int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \ + int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff) + +#define dct_widen(out, inq) \ + int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \ + int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12) + + // wide add +#define dct_wadd(out, a, b) \ + int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vaddq_s32(a##_h, b##_h) + +// wide sub +#define dct_wsub(out, a, b) \ + int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \ + int32x4_t out##_h = vsubq_s32(a##_h, b##_h) + +// butterfly a/b, then shift using "shiftop" by "s" and pack +#define dct_bfly32o(out0,out1, a,b,shiftop,s) \ + { \ + dct_wadd(sum, a, b); \ + dct_wsub(dif, a, b); \ + out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \ + out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \ + } + +#define dct_pass(shiftop, shift) \ + { \ + /* even part */ \ + int16x8_t sum26 = vaddq_s16(row2, row6); \ + dct_long_mul(p1e, sum26, rot0_0); \ + dct_long_mac(t2e, p1e, row6, rot0_1); \ + dct_long_mac(t3e, p1e, row2, rot0_2); \ + int16x8_t sum04 = vaddq_s16(row0, row4); \ + int16x8_t dif04 = vsubq_s16(row0, row4); \ + dct_widen(t0e, sum04); \ + dct_widen(t1e, dif04); \ + dct_wadd(x0, t0e, t3e); \ + dct_wsub(x3, t0e, t3e); \ + dct_wadd(x1, t1e, t2e); \ + dct_wsub(x2, t1e, t2e); \ + /* odd part */ \ + int16x8_t sum15 = vaddq_s16(row1, row5); \ + int16x8_t sum17 = vaddq_s16(row1, row7); \ + int16x8_t sum35 = vaddq_s16(row3, row5); \ + int16x8_t sum37 = vaddq_s16(row3, row7); \ + int16x8_t sumodd = vaddq_s16(sum17, sum35); \ + dct_long_mul(p5o, sumodd, rot1_0); \ + dct_long_mac(p1o, p5o, sum17, rot1_1); \ + dct_long_mac(p2o, p5o, sum35, rot1_2); \ + dct_long_mul(p3o, sum37, rot2_0); \ + dct_long_mul(p4o, sum15, rot2_1); \ + dct_wadd(sump13o, p1o, p3o); \ + dct_wadd(sump24o, p2o, p4o); \ + dct_wadd(sump23o, p2o, p3o); \ + dct_wadd(sump14o, p1o, p4o); \ + dct_long_mac(x4, sump13o, row7, rot3_0); \ + dct_long_mac(x5, sump24o, row5, rot3_1); \ + dct_long_mac(x6, sump23o, row3, rot3_2); \ + dct_long_mac(x7, sump14o, row1, rot3_3); \ + dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \ + dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \ + dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \ + dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \ + } + + // load + row0 = vld1q_s16(data + 0 * 8); + row1 = vld1q_s16(data + 1 * 8); + row2 = vld1q_s16(data + 2 * 8); + row3 = vld1q_s16(data + 3 * 8); + row4 = vld1q_s16(data + 4 * 8); + row5 = vld1q_s16(data + 5 * 8); + row6 = vld1q_s16(data + 6 * 8); + row7 = vld1q_s16(data + 7 * 8); + + // add DC bias + row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0)); + + // column pass + dct_pass(vrshrn_n_s32, 10); + + // 16bit 8x8 transpose + { + // these three map to a single VTRN.16, VTRN.32, and VSWP, respectively. + // whether compilers actually get this is another story, sadly. +#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; } +#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); } +#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); } + + // pass 1 + dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6 + dct_trn16(row2, row3); + dct_trn16(row4, row5); + dct_trn16(row6, row7); + + // pass 2 + dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4 + dct_trn32(row1, row3); + dct_trn32(row4, row6); + dct_trn32(row5, row7); + + // pass 3 + dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0 + dct_trn64(row1, row5); + dct_trn64(row2, row6); + dct_trn64(row3, row7); + +#undef dct_trn16 +#undef dct_trn32 +#undef dct_trn64 + } + + // row pass + // vrshrn_n_s32 only supports shifts up to 16, we need + // 17. so do a non-rounding shift of 16 first then follow + // up with a rounding shift by 1. + dct_pass(vshrn_n_s32, 16); + + { + // pack and round + uint8x8_t p0 = vqrshrun_n_s16(row0, 1); + uint8x8_t p1 = vqrshrun_n_s16(row1, 1); + uint8x8_t p2 = vqrshrun_n_s16(row2, 1); + uint8x8_t p3 = vqrshrun_n_s16(row3, 1); + uint8x8_t p4 = vqrshrun_n_s16(row4, 1); + uint8x8_t p5 = vqrshrun_n_s16(row5, 1); + uint8x8_t p6 = vqrshrun_n_s16(row6, 1); + uint8x8_t p7 = vqrshrun_n_s16(row7, 1); + + // again, these can translate into one instruction, but often don't. +#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; } +#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); } +#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); } + + // sadly can't use interleaved stores here since we only write + // 8 bytes to each scan line! + + // 8x8 8-bit transpose pass 1 + dct_trn8_8(p0, p1); + dct_trn8_8(p2, p3); + dct_trn8_8(p4, p5); + dct_trn8_8(p6, p7); + + // pass 2 + dct_trn8_16(p0, p2); + dct_trn8_16(p1, p3); + dct_trn8_16(p4, p6); + dct_trn8_16(p5, p7); + + // pass 3 + dct_trn8_32(p0, p4); + dct_trn8_32(p1, p5); + dct_trn8_32(p2, p6); + dct_trn8_32(p3, p7); + + // store + vst1_u8(out, p0); out += out_stride; + vst1_u8(out, p1); out += out_stride; + vst1_u8(out, p2); out += out_stride; + vst1_u8(out, p3); out += out_stride; + vst1_u8(out, p4); out += out_stride; + vst1_u8(out, p5); out += out_stride; + vst1_u8(out, p6); out += out_stride; + vst1_u8(out, p7); + +#undef dct_trn8_8 +#undef dct_trn8_16 +#undef dct_trn8_32 + } + +#undef dct_long_mul +#undef dct_long_mac +#undef dct_widen +#undef dct_wadd +#undef dct_wsub +#undef dct_bfly32o +#undef dct_pass +} + +#endif // STBI_NEON + +#define STBI__MARKER_none 0xff +// if there's a pending marker from the entropy stream, return that +// otherwise, fetch from the stream and get a marker. if there's no +// marker, return 0xff, which is never a valid marker value +static stbi_uc stbi__get_marker(stbi__jpeg* j) +{ + stbi_uc x; + if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; } + x = stbi__get8(j->s); + if (x != 0xff) return STBI__MARKER_none; + while (x == 0xff) + x = stbi__get8(j->s); // consume repeated 0xff fill bytes + return x; +} + +// in each scan, we'll have scan_n components, and the order +// of the components is specified by order[] +#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7) + +// after a restart interval, stbi__jpeg_reset the entropy decoder and +// the dc prediction +static void stbi__jpeg_reset(stbi__jpeg* j) +{ + j->code_bits = 0; + j->code_buffer = 0; + j->nomore = 0; + j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0; + j->marker = STBI__MARKER_none; + j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff; + j->eob_run = 0; + // no more than 1<<31 MCUs if no restart_interal? that's plenty safe, + // since we don't even allow 1<<30 pixels +} + +static int stbi__parse_entropy_coded_data(stbi__jpeg* z) +{ + stbi__jpeg_reset(z); + if (!z->progressive) { + if (z->scan_n == 1) { + int i, j; + STBI_SIMD_ALIGN(short, data[64]); + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x + 7) >> 3; + int h = (z->img_comp[n].y + 7) >> 3; + for (j = 0; j < h; ++j) { + for (i = 0; i < w; ++i) { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; + z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, z->img_comp[n].w2, data); + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + // if it's NOT a restart, then just bail, so we get corrupt data + // rather than no data + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + else { // interleaved + int i, j, k, x, y; + STBI_SIMD_ALIGN(short, data[64]); + for (j = 0; j < z->img_mcu_y; ++j) { + for (i = 0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k = 0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y = 0; y < z->img_comp[n].v; ++y) { + for (x = 0; x < z->img_comp[n].h; ++x) { + int x2 = (i * z->img_comp[n].h + x) * 8; + int y2 = (j * z->img_comp[n].v + y) * 8; + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block(z, data, z->huff_dc + z->img_comp[n].hd, z->huff_ac + ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0; + z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * y2 + x2, z->img_comp[n].w2, data); + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } + else { + if (z->scan_n == 1) { + int i, j; + int n = z->order[0]; + // non-interleaved data, we just need to process one block at a time, + // in trivial scanline order + // number of blocks to do just depends on how many actual "pixels" this + // component has, independent of interleaved MCU blocking and such + int w = (z->img_comp[n].x + 7) >> 3; + int h = (z->img_comp[n].y + 7) >> 3; + for (j = 0; j < h; ++j) { + for (i = 0; i < w; ++i) { + short* data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + if (z->spec_start == 0) { + if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } + else { + int ha = z->img_comp[n].ha; + if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha])) + return 0; + } + // every data block is an MCU, so countdown the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + else { // interleaved + int i, j, k, x, y; + for (j = 0; j < z->img_mcu_y; ++j) { + for (i = 0; i < z->img_mcu_x; ++i) { + // scan an interleaved mcu... process scan_n components in order + for (k = 0; k < z->scan_n; ++k) { + int n = z->order[k]; + // scan out an mcu's worth of this component; that's just determined + // by the basic H and V specified for the component + for (y = 0; y < z->img_comp[n].v; ++y) { + for (x = 0; x < z->img_comp[n].h; ++x) { + int x2 = (i * z->img_comp[n].h + x); + int y2 = (j * z->img_comp[n].v + y); + short* data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w); + if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n)) + return 0; + } + } + } + // after all interleaved components, that's an interleaved MCU, + // so now count down the restart interval + if (--z->todo <= 0) { + if (z->code_bits < 24) stbi__grow_buffer_unsafe(z); + if (!STBI__RESTART(z->marker)) return 1; + stbi__jpeg_reset(z); + } + } + } + return 1; + } + } +} + +static void stbi__jpeg_dequantize(short* data, stbi__uint16* dequant) +{ + int i; + for (i = 0; i < 64; ++i) + data[i] *= dequant[i]; +} + +static void stbi__jpeg_finish(stbi__jpeg* z) +{ + if (z->progressive) { + // dequantize and idct the data + int i, j, n; + for (n = 0; n < z->s->img_n; ++n) { + int w = (z->img_comp[n].x + 7) >> 3; + int h = (z->img_comp[n].y + 7) >> 3; + for (j = 0; j < h; ++j) { + for (i = 0; i < w; ++i) { + short* data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w); + stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]); + z->idct_block_kernel(z->img_comp[n].data + z->img_comp[n].w2 * j * 8 + i * 8, z->img_comp[n].w2, data); + } + } + } + } +} + +static int stbi__process_marker(stbi__jpeg* z, int m) +{ + int L; + switch (m) { + case STBI__MARKER_none: // no marker found + return stbi__err("expected marker", "Corrupt JPEG"); + + case 0xDD: // DRI - specify restart interval + if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len", "Corrupt JPEG"); + z->restart_interval = stbi__get16be(z->s); + return 1; + + case 0xDB: // DQT - define quantization table + L = stbi__get16be(z->s) - 2; + while (L > 0) { + int q = stbi__get8(z->s); + int p = q >> 4, sixteen = (p != 0); + int t = q & 15, i; + if (p != 0 && p != 1) return stbi__err("bad DQT type", "Corrupt JPEG"); + if (t > 3) return stbi__err("bad DQT table", "Corrupt JPEG"); + + for (i = 0; i < 64; ++i) + z->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s)); + L -= (sixteen ? 129 : 65); + } + return L == 0; + + case 0xC4: // DHT - define huffman table + L = stbi__get16be(z->s) - 2; + while (L > 0) { + stbi_uc* v; + int sizes[16], i, n = 0; + int q = stbi__get8(z->s); + int tc = q >> 4; + int th = q & 15; + if (tc > 1 || th > 3) return stbi__err("bad DHT header", "Corrupt JPEG"); + for (i = 0; i < 16; ++i) { + sizes[i] = stbi__get8(z->s); + n += sizes[i]; + } + L -= 17; + if (tc == 0) { + if (!stbi__build_huffman(z->huff_dc + th, sizes)) return 0; + v = z->huff_dc[th].values; + } + else { + if (!stbi__build_huffman(z->huff_ac + th, sizes)) return 0; + v = z->huff_ac[th].values; + } + for (i = 0; i < n; ++i) + v[i] = stbi__get8(z->s); + if (tc != 0) + stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th); + L -= n; + } + return L == 0; + } + + // check for comment block or APP blocks + if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) { + L = stbi__get16be(z->s); + if (L < 2) { + if (m == 0xFE) + return stbi__err("bad COM len", "Corrupt JPEG"); + else + return stbi__err("bad APP len", "Corrupt JPEG"); + } + L -= 2; + + if (m == 0xE0 && L >= 5) { // JFIF APP0 segment + static const unsigned char tag[5] = { 'J','F','I','F','\0' }; + int ok = 1; + int i; + for (i = 0; i < 5; ++i) + if (stbi__get8(z->s) != tag[i]) + ok = 0; + L -= 5; + if (ok) + z->jfif = 1; + } + else if (m == 0xEE && L >= 12) { // Adobe APP14 segment + static const unsigned char tag[6] = { 'A','d','o','b','e','\0' }; + int ok = 1; + int i; + for (i = 0; i < 6; ++i) + if (stbi__get8(z->s) != tag[i]) + ok = 0; + L -= 6; + if (ok) { + stbi__get8(z->s); // version + stbi__get16be(z->s); // flags0 + stbi__get16be(z->s); // flags1 + z->app14_color_transform = stbi__get8(z->s); // color transform + L -= 6; + } + } + + stbi__skip(z->s, L); + return 1; + } + + return stbi__err("unknown marker", "Corrupt JPEG"); +} + +// after we see SOS +static int stbi__process_scan_header(stbi__jpeg* z) +{ + int i; + int Ls = stbi__get16be(z->s); + z->scan_n = stbi__get8(z->s); + if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int)z->s->img_n) return stbi__err("bad SOS component count", "Corrupt JPEG"); + if (Ls != 6 + 2 * z->scan_n) return stbi__err("bad SOS len", "Corrupt JPEG"); + for (i = 0; i < z->scan_n; ++i) { + int id = stbi__get8(z->s), which; + int q = stbi__get8(z->s); + for (which = 0; which < z->s->img_n; ++which) + if (z->img_comp[which].id == id) + break; + if (which == z->s->img_n) return 0; // no match + z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff", "Corrupt JPEG"); + z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff", "Corrupt JPEG"); + z->order[i] = which; + } + + { + int aa; + z->spec_start = stbi__get8(z->s); + z->spec_end = stbi__get8(z->s); // should be 63, but might be 0 + aa = stbi__get8(z->s); + z->succ_high = (aa >> 4); + z->succ_low = (aa & 15); + if (z->progressive) { + if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13) + return stbi__err("bad SOS", "Corrupt JPEG"); + } + else { + if (z->spec_start != 0) return stbi__err("bad SOS", "Corrupt JPEG"); + if (z->succ_high != 0 || z->succ_low != 0) return stbi__err("bad SOS", "Corrupt JPEG"); + z->spec_end = 63; + } + } + + return 1; +} + +static int stbi__free_jpeg_components(stbi__jpeg* z, int ncomp, int why) +{ + int i; + for (i = 0; i < ncomp; ++i) { + if (z->img_comp[i].raw_data) { + STBI_FREE(z->img_comp[i].raw_data); + z->img_comp[i].raw_data = NULL; + z->img_comp[i].data = NULL; + } + if (z->img_comp[i].raw_coeff) { + STBI_FREE(z->img_comp[i].raw_coeff); + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].coeff = 0; + } + if (z->img_comp[i].linebuf) { + STBI_FREE(z->img_comp[i].linebuf); + z->img_comp[i].linebuf = NULL; + } + } + return why; +} + +static int stbi__process_frame_header(stbi__jpeg* z, int scan) +{ + stbi__context* s = z->s; + int Lf, p, i, q, h_max = 1, v_max = 1, c; + Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad SOF len", "Corrupt JPEG"); // JPEG + p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit", "JPEG format not supported: 8-bit only"); // JPEG baseline + s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG + s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width", "Corrupt JPEG"); // JPEG requires + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); + c = stbi__get8(s); + if (c != 3 && c != 1 && c != 4) return stbi__err("bad component count", "Corrupt JPEG"); + s->img_n = c; + for (i = 0; i < c; ++i) { + z->img_comp[i].data = NULL; + z->img_comp[i].linebuf = NULL; + } + + if (Lf != 8 + 3 * s->img_n) return stbi__err("bad SOF len", "Corrupt JPEG"); + + z->rgb = 0; + for (i = 0; i < s->img_n; ++i) { + static const unsigned char rgb[3] = { 'R', 'G', 'B' }; + z->img_comp[i].id = stbi__get8(s); + if (s->img_n == 3 && z->img_comp[i].id == rgb[i]) + ++z->rgb; + q = stbi__get8(s); + z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H", "Corrupt JPEG"); + z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V", "Corrupt JPEG"); + z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ", "Corrupt JPEG"); + } + + if (scan != STBI__SCAN_load) return 1; + + if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err("too large", "Image too large to decode"); + + for (i = 0; i < s->img_n; ++i) { + if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h; + if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v; + } + + // compute interleaved mcu info + z->img_h_max = h_max; + z->img_v_max = v_max; + z->img_mcu_w = h_max * 8; + z->img_mcu_h = v_max * 8; + // these sizes can't be more than 17 bits + z->img_mcu_x = (s->img_x + z->img_mcu_w - 1) / z->img_mcu_w; + z->img_mcu_y = (s->img_y + z->img_mcu_h - 1) / z->img_mcu_h; + + for (i = 0; i < s->img_n; ++i) { + // number of effective pixels (e.g. for non-interleaved MCU) + z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max - 1) / h_max; + z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max - 1) / v_max; + // to simplify generation, we'll allocate enough memory to decode + // the bogus oversized data from using interleaved MCUs and their + // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't + // discard the extra data until colorspace conversion + // + // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier) + // so these muls can't overflow with 32-bit ints (which we require) + z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8; + z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8; + z->img_comp[i].coeff = 0; + z->img_comp[i].raw_coeff = 0; + z->img_comp[i].linebuf = NULL; + z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15); + if (z->img_comp[i].raw_data == NULL) + return stbi__free_jpeg_components(z, i + 1, stbi__err("outofmem", "Out of memory")); + // align blocks for idct using mmx/sse + z->img_comp[i].data = (stbi_uc*)(((size_t)z->img_comp[i].raw_data + 15) & ~15); + if (z->progressive) { + // w2, h2 are multiples of 8 (see above) + z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8; + z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8; + z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15); + if (z->img_comp[i].raw_coeff == NULL) + return stbi__free_jpeg_components(z, i + 1, stbi__err("outofmem", "Out of memory")); + z->img_comp[i].coeff = (short*)(((size_t)z->img_comp[i].raw_coeff + 15) & ~15); + } + } + + return 1; +} + +// use comparisons since in some cases we handle more than one case (e.g. SOF) +#define stbi__DNL(x) ((x) == 0xdc) +#define stbi__SOI(x) ((x) == 0xd8) +#define stbi__EOI(x) ((x) == 0xd9) +#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2) +#define stbi__SOS(x) ((x) == 0xda) + +#define stbi__SOF_progressive(x) ((x) == 0xc2) + +static int stbi__decode_jpeg_header(stbi__jpeg* z, int scan) +{ + int m; + z->jfif = 0; + z->app14_color_transform = -1; // valid values are 0,1,2 + z->marker = STBI__MARKER_none; // initialize cached marker to empty + m = stbi__get_marker(z); + if (!stbi__SOI(m)) return stbi__err("no SOI", "Corrupt JPEG"); + if (scan == STBI__SCAN_type) return 1; + m = stbi__get_marker(z); + while (!stbi__SOF(m)) { + if (!stbi__process_marker(z, m)) return 0; + m = stbi__get_marker(z); + while (m == STBI__MARKER_none) { + // some files have extra padding after their blocks, so ok, we'll scan + if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG"); + m = stbi__get_marker(z); + } + } + z->progressive = stbi__SOF_progressive(m); + if (!stbi__process_frame_header(z, scan)) return 0; + return 1; +} + +// decode image to YCbCr format +static int stbi__decode_jpeg_image(stbi__jpeg* j) +{ + int m; + for (m = 0; m < 4; m++) { + j->img_comp[m].raw_data = NULL; + j->img_comp[m].raw_coeff = NULL; + } + j->restart_interval = 0; + if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0; + m = stbi__get_marker(j); + while (!stbi__EOI(m)) { + if (stbi__SOS(m)) { + if (!stbi__process_scan_header(j)) return 0; + if (!stbi__parse_entropy_coded_data(j)) return 0; + if (j->marker == STBI__MARKER_none) { + // handle 0s at the end of image data from IP Kamera 9060 + while (!stbi__at_eof(j->s)) { + int x = stbi__get8(j->s); + if (x == 255) { + j->marker = stbi__get8(j->s); + break; + } + } + // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0 + } + } + else if (stbi__DNL(m)) { + int Ld = stbi__get16be(j->s); + stbi__uint32 NL = stbi__get16be(j->s); + if (Ld != 4) return stbi__err("bad DNL len", "Corrupt JPEG"); + if (NL != j->s->img_y) return stbi__err("bad DNL height", "Corrupt JPEG"); + } + else { + if (!stbi__process_marker(j, m)) return 0; + } + m = stbi__get_marker(j); + } + if (j->progressive) + stbi__jpeg_finish(j); + return 1; +} + +// static jfif-centered resampling (across block boundaries) + +typedef stbi_uc* (*resample_row_func)(stbi_uc* out, stbi_uc* in0, stbi_uc* in1, + int w, int hs); + +#define stbi__div4(x) ((stbi_uc) ((x) >> 2)) + +static stbi_uc* resample_row_1(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) +{ + STBI_NOTUSED(out); + STBI_NOTUSED(in_far); + STBI_NOTUSED(w); + STBI_NOTUSED(hs); + return in_near; +} + +static stbi_uc* stbi__resample_row_v_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) +{ + // need to generate two samples vertically for every one in input + int i; + STBI_NOTUSED(hs); + for (i = 0; i < w; ++i) + out[i] = stbi__div4(3 * in_near[i] + in_far[i] + 2); + return out; +} + +static stbi_uc* stbi__resample_row_h_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) +{ + // need to generate two samples horizontally for every one in input + int i; + stbi_uc* input = in_near; + + if (w == 1) { + // if only one sample, can't do any interpolation + out[0] = out[1] = input[0]; + return out; + } + + out[0] = input[0]; + out[1] = stbi__div4(input[0] * 3 + input[1] + 2); + for (i = 1; i < w - 1; ++i) { + int n = 3 * input[i] + 2; + out[i * 2 + 0] = stbi__div4(n + input[i - 1]); + out[i * 2 + 1] = stbi__div4(n + input[i + 1]); + } + out[i * 2 + 0] = stbi__div4(input[w - 2] * 3 + input[w - 1] + 2); + out[i * 2 + 1] = input[w - 1]; + + STBI_NOTUSED(in_far); + STBI_NOTUSED(hs); + + return out; +} + +#define stbi__div16(x) ((stbi_uc) ((x) >> 4)) + +static stbi_uc* stbi__resample_row_hv_2(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) +{ + // need to generate 2x2 samples for every one in input + int i, t0, t1; + if (w == 1) { + out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3 * in_near[0] + in_far[0]; + out[0] = stbi__div4(t1 + 2); + for (i = 1; i < w; ++i) { + t0 = t1; + t1 = 3 * in_near[i] + in_far[i]; + out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8); + out[i * 2] = stbi__div16(3 * t1 + t0 + 8); + } + out[w * 2 - 1] = stbi__div4(t1 + 2); + + STBI_NOTUSED(hs); + + return out; +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static stbi_uc* stbi__resample_row_hv_2_simd(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) +{ + // need to generate 2x2 samples for every one in input + int i = 0, t0, t1; + + if (w == 1) { + out[0] = out[1] = stbi__div4(3 * in_near[0] + in_far[0] + 2); + return out; + } + + t1 = 3 * in_near[0] + in_far[0]; + // process groups of 8 pixels for as long as we can. + // note we can't handle the last pixel in a row in this loop + // because we need to handle the filter boundary conditions. + for (; i < ((w - 1) & ~7); i += 8) { +#if defined(STBI_SSE2) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + __m128i zero = _mm_setzero_si128(); + __m128i farb = _mm_loadl_epi64((__m128i*) (in_far + i)); + __m128i nearb = _mm_loadl_epi64((__m128i*) (in_near + i)); + __m128i farw = _mm_unpacklo_epi8(farb, zero); + __m128i nearw = _mm_unpacklo_epi8(nearb, zero); + __m128i diff = _mm_sub_epi16(farw, nearw); + __m128i nears = _mm_slli_epi16(nearw, 2); + __m128i curr = _mm_add_epi16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + __m128i prv0 = _mm_slli_si128(curr, 2); + __m128i nxt0 = _mm_srli_si128(curr, 2); + __m128i prev = _mm_insert_epi16(prv0, t1, 0); + __m128i next = _mm_insert_epi16(nxt0, 3 * in_near[i + 8] + in_far[i + 8], 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + __m128i bias = _mm_set1_epi16(8); + __m128i curs = _mm_slli_epi16(curr, 2); + __m128i prvd = _mm_sub_epi16(prev, curr); + __m128i nxtd = _mm_sub_epi16(next, curr); + __m128i curb = _mm_add_epi16(curs, bias); + __m128i even = _mm_add_epi16(prvd, curb); + __m128i odd = _mm_add_epi16(nxtd, curb); + + // interleave even and odd pixels, then undo scaling. + __m128i int0 = _mm_unpacklo_epi16(even, odd); + __m128i int1 = _mm_unpackhi_epi16(even, odd); + __m128i de0 = _mm_srli_epi16(int0, 4); + __m128i de1 = _mm_srli_epi16(int1, 4); + + // pack and write output + __m128i outv = _mm_packus_epi16(de0, de1); + _mm_storeu_si128((__m128i*) (out + i * 2), outv); +#elif defined(STBI_NEON) + // load and perform the vertical filtering pass + // this uses 3*x + y = 4*x + (y - x) + uint8x8_t farb = vld1_u8(in_far + i); + uint8x8_t nearb = vld1_u8(in_near + i); + int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb)); + int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2)); + int16x8_t curr = vaddq_s16(nears, diff); // current row + + // horizontal filter works the same based on shifted vers of current + // row. "prev" is current row shifted right by 1 pixel; we need to + // insert the previous pixel value (from t1). + // "next" is current row shifted left by 1 pixel, with first pixel + // of next block of 8 pixels added in. + int16x8_t prv0 = vextq_s16(curr, curr, 7); + int16x8_t nxt0 = vextq_s16(curr, curr, 1); + int16x8_t prev = vsetq_lane_s16(t1, prv0, 0); + int16x8_t next = vsetq_lane_s16(3 * in_near[i + 8] + in_far[i + 8], nxt0, 7); + + // horizontal filter, polyphase implementation since it's convenient: + // even pixels = 3*cur + prev = cur*4 + (prev - cur) + // odd pixels = 3*cur + next = cur*4 + (next - cur) + // note the shared term. + int16x8_t curs = vshlq_n_s16(curr, 2); + int16x8_t prvd = vsubq_s16(prev, curr); + int16x8_t nxtd = vsubq_s16(next, curr); + int16x8_t even = vaddq_s16(curs, prvd); + int16x8_t odd = vaddq_s16(curs, nxtd); + + // undo scaling and round, then store with even/odd phases interleaved + uint8x8x2_t o; + o.val[0] = vqrshrun_n_s16(even, 4); + o.val[1] = vqrshrun_n_s16(odd, 4); + vst2_u8(out + i * 2, o); +#endif + + // "previous" value for next iter + t1 = 3 * in_near[i + 7] + in_far[i + 7]; + } + + t0 = t1; + t1 = 3 * in_near[i] + in_far[i]; + out[i * 2] = stbi__div16(3 * t1 + t0 + 8); + + for (++i; i < w; ++i) { + t0 = t1; + t1 = 3 * in_near[i] + in_far[i]; + out[i * 2 - 1] = stbi__div16(3 * t0 + t1 + 8); + out[i * 2] = stbi__div16(3 * t1 + t0 + 8); + } + out[w * 2 - 1] = stbi__div4(t1 + 2); + + STBI_NOTUSED(hs); + + return out; +} +#endif + +static stbi_uc* stbi__resample_row_generic(stbi_uc* out, stbi_uc* in_near, stbi_uc* in_far, int w, int hs) +{ + // resample with nearest-neighbor + int i, j; + STBI_NOTUSED(in_far); + for (i = 0; i < w; ++i) + for (j = 0; j < hs; ++j) + out[i * hs + j] = in_near[i]; + return out; +} + +// this is a reduced-precision calculation of YCbCr-to-RGB introduced +// to make sure the code produces the same results in both SIMD and scalar +#define stbi__float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8) +static void stbi__YCbCr_to_RGB_row(stbi_uc* out, const stbi_uc* y, const stbi_uc* pcb, const stbi_uc* pcr, int count, int step) +{ + int i; + for (i = 0; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1 << 19); // rounding + int r, g, b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr * stbi__float2fixed(1.40200f); + g = y_fixed + (cr * -stbi__float2fixed(0.71414f)) + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb * stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; } + if ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; } + if ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; } + out[0] = (stbi_uc)r; + out[1] = (stbi_uc)g; + out[2] = (stbi_uc)b; + out[3] = 255; + out += step; + } +} + +#if defined(STBI_SSE2) || defined(STBI_NEON) +static void stbi__YCbCr_to_RGB_simd(stbi_uc* out, stbi_uc const* y, stbi_uc const* pcb, stbi_uc const* pcr, int count, int step) +{ + int i = 0; + +#ifdef STBI_SSE2 + // step == 3 is pretty ugly on the final interleave, and i'm not convinced + // it's useful in practice (you wouldn't use it for textures, for example). + // so just accelerate step == 4 case. + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + __m128i signflip = _mm_set1_epi8(-0x80); + __m128i cr_const0 = _mm_set1_epi16((short)(1.40200f * 4096.0f + 0.5f)); + __m128i cr_const1 = _mm_set1_epi16(-(short)(0.71414f * 4096.0f + 0.5f)); + __m128i cb_const0 = _mm_set1_epi16(-(short)(0.34414f * 4096.0f + 0.5f)); + __m128i cb_const1 = _mm_set1_epi16((short)(1.77200f * 4096.0f + 0.5f)); + __m128i y_bias = _mm_set1_epi8((char)(unsigned char)128); + __m128i xw = _mm_set1_epi16(255); // alpha channel + + for (; i + 7 < count; i += 8) { + // load + __m128i y_bytes = _mm_loadl_epi64((__m128i*) (y + i)); + __m128i cr_bytes = _mm_loadl_epi64((__m128i*) (pcr + i)); + __m128i cb_bytes = _mm_loadl_epi64((__m128i*) (pcb + i)); + __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128 + __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128 + + // unpack to short (and left-shift cr, cb by 8) + __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes); + __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased); + __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased); + + // color transform + __m128i yws = _mm_srli_epi16(yw, 4); + __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw); + __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw); + __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1); + __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1); + __m128i rws = _mm_add_epi16(cr0, yws); + __m128i gwt = _mm_add_epi16(cb0, yws); + __m128i bws = _mm_add_epi16(yws, cb1); + __m128i gws = _mm_add_epi16(gwt, cr1); + + // descale + __m128i rw = _mm_srai_epi16(rws, 4); + __m128i bw = _mm_srai_epi16(bws, 4); + __m128i gw = _mm_srai_epi16(gws, 4); + + // back to byte, set up for transpose + __m128i brb = _mm_packus_epi16(rw, bw); + __m128i gxb = _mm_packus_epi16(gw, xw); + + // transpose to interleave channels + __m128i t0 = _mm_unpacklo_epi8(brb, gxb); + __m128i t1 = _mm_unpackhi_epi8(brb, gxb); + __m128i o0 = _mm_unpacklo_epi16(t0, t1); + __m128i o1 = _mm_unpackhi_epi16(t0, t1); + + // store + _mm_storeu_si128((__m128i*) (out + 0), o0); + _mm_storeu_si128((__m128i*) (out + 16), o1); + out += 32; + } + } +#endif + +#ifdef STBI_NEON + // in this version, step=3 support would be easy to add. but is there demand? + if (step == 4) { + // this is a fairly straightforward implementation and not super-optimized. + uint8x8_t signflip = vdup_n_u8(0x80); + int16x8_t cr_const0 = vdupq_n_s16((short)(1.40200f * 4096.0f + 0.5f)); + int16x8_t cr_const1 = vdupq_n_s16(-(short)(0.71414f * 4096.0f + 0.5f)); + int16x8_t cb_const0 = vdupq_n_s16(-(short)(0.34414f * 4096.0f + 0.5f)); + int16x8_t cb_const1 = vdupq_n_s16((short)(1.77200f * 4096.0f + 0.5f)); + + for (; i + 7 < count; i += 8) { + // load + uint8x8_t y_bytes = vld1_u8(y + i); + uint8x8_t cr_bytes = vld1_u8(pcr + i); + uint8x8_t cb_bytes = vld1_u8(pcb + i); + int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip)); + int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip)); + + // expand to s16 + int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4)); + int16x8_t crw = vshll_n_s8(cr_biased, 7); + int16x8_t cbw = vshll_n_s8(cb_biased, 7); + + // color transform + int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0); + int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0); + int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1); + int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1); + int16x8_t rws = vaddq_s16(yws, cr0); + int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1); + int16x8_t bws = vaddq_s16(yws, cb1); + + // undo scaling, round, convert to byte + uint8x8x4_t o; + o.val[0] = vqrshrun_n_s16(rws, 4); + o.val[1] = vqrshrun_n_s16(gws, 4); + o.val[2] = vqrshrun_n_s16(bws, 4); + o.val[3] = vdup_n_u8(255); + + // store, interleaving r/g/b/a + vst4_u8(out, o); + out += 8 * 4; + } + } +#endif + + for (; i < count; ++i) { + int y_fixed = (y[i] << 20) + (1 << 19); // rounding + int r, g, b; + int cr = pcr[i] - 128; + int cb = pcb[i] - 128; + r = y_fixed + cr * stbi__float2fixed(1.40200f); + g = y_fixed + cr * -stbi__float2fixed(0.71414f) + ((cb * -stbi__float2fixed(0.34414f)) & 0xffff0000); + b = y_fixed + cb * stbi__float2fixed(1.77200f); + r >>= 20; + g >>= 20; + b >>= 20; + if ((unsigned)r > 255) { if (r < 0) r = 0; else r = 255; } + if ((unsigned)g > 255) { if (g < 0) g = 0; else g = 255; } + if ((unsigned)b > 255) { if (b < 0) b = 0; else b = 255; } + out[0] = (stbi_uc)r; + out[1] = (stbi_uc)g; + out[2] = (stbi_uc)b; + out[3] = 255; + out += step; + } +} +#endif + +// set up the kernels +static void stbi__setup_jpeg(stbi__jpeg* j) +{ + j->idct_block_kernel = stbi__idct_block; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2; + +#ifdef STBI_SSE2 + if (stbi__sse2_available()) { + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; + } +#endif + +#ifdef STBI_NEON + j->idct_block_kernel = stbi__idct_simd; + j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd; + j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd; +#endif +} + +// clean up the temporary component buffers +static void stbi__cleanup_jpeg(stbi__jpeg* j) +{ + stbi__free_jpeg_components(j, j->s->img_n, 0); +} + +typedef struct +{ + resample_row_func resample; + stbi_uc* line0, * line1; + int hs, vs; // expansion factor in each axis + int w_lores; // horizontal pixels pre-expansion + int ystep; // how far through vertical expansion we are + int ypos; // which pre-expansion row we're on +} stbi__resample; + +// fast 0..255 * 0..255 => 0..255 rounded multiplication +static stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y) +{ + unsigned int t = x * y + 128; + return (stbi_uc)((t + (t >> 8)) >> 8); +} + +static stbi_uc* load_jpeg_image(stbi__jpeg* z, int* out_x, int* out_y, int* comp, int req_comp) +{ + int n, decode_n, is_rgb; + z->s->img_n = 0; // make stbi__cleanup_jpeg safe + + // validate req_comp + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + + // load a jpeg image from whichever source, but leave in YCbCr format + if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; } + + // determine actual number of components to generate + n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1; + + is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif)); + + if (z->s->img_n == 3 && n < 3 && !is_rgb) + decode_n = 1; + else + decode_n = z->s->img_n; + + // resample and color-convert + { + int k; + unsigned int i, j; + stbi_uc* output; + stbi_uc* coutput[4] = { NULL, NULL, NULL, NULL }; + + stbi__resample res_comp[4]; + + for (k = 0; k < decode_n; ++k) { + stbi__resample* r = &res_comp[k]; + + // allocate line buffer big enough for upsampling off the edges + // with upsample factor of 4 + z->img_comp[k].linebuf = (stbi_uc*)stbi__malloc(z->s->img_x + 3); + if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } + + r->hs = z->img_h_max / z->img_comp[k].h; + r->vs = z->img_v_max / z->img_comp[k].v; + r->ystep = r->vs >> 1; + r->w_lores = (z->s->img_x + r->hs - 1) / r->hs; + r->ypos = 0; + r->line0 = r->line1 = z->img_comp[k].data; + + if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1; + else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2; + else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2; + else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel; + else r->resample = stbi__resample_row_generic; + } + + // can't error after this so, this is safe + output = (stbi_uc*)stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1); + if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); } + + // now go ahead and resample + for (j = 0; j < z->s->img_y; ++j) { + stbi_uc* out = output + n * z->s->img_x * j; + for (k = 0; k < decode_n; ++k) { + stbi__resample* r = &res_comp[k]; + int y_bot = r->ystep >= (r->vs >> 1); + coutput[k] = r->resample(z->img_comp[k].linebuf, + y_bot ? r->line1 : r->line0, + y_bot ? r->line0 : r->line1, + r->w_lores, r->hs); + if (++r->ystep >= r->vs) { + r->ystep = 0; + r->line0 = r->line1; + if (++r->ypos < z->img_comp[k].y) + r->line1 += z->img_comp[k].w2; + } + } + if (n >= 3) { + stbi_uc* y = coutput[0]; + if (z->s->img_n == 3) { + if (is_rgb) { + for (i = 0; i < z->s->img_x; ++i) { + out[0] = y[i]; + out[1] = coutput[1][i]; + out[2] = coutput[2][i]; + out[3] = 255; + out += n; + } + } + else { + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } + else if (z->s->img_n == 4) { + if (z->app14_color_transform == 0) { // CMYK + for (i = 0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(coutput[0][i], m); + out[1] = stbi__blinn_8x8(coutput[1][i], m); + out[2] = stbi__blinn_8x8(coutput[2][i], m); + out[3] = 255; + out += n; + } + } + else if (z->app14_color_transform == 2) { // YCCK + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + for (i = 0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + out[0] = stbi__blinn_8x8(255 - out[0], m); + out[1] = stbi__blinn_8x8(255 - out[1], m); + out[2] = stbi__blinn_8x8(255 - out[2], m); + out += n; + } + } + else { // YCbCr + alpha? Ignore the fourth channel for now + z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n); + } + } + else + for (i = 0; i < z->s->img_x; ++i) { + out[0] = out[1] = out[2] = y[i]; + out[3] = 255; // not used if n==3 + out += n; + } + } + else { + if (is_rgb) { + if (n == 1) + for (i = 0; i < z->s->img_x; ++i) + *out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + else { + for (i = 0; i < z->s->img_x; ++i, out += 2) { + out[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]); + out[1] = 255; + } + } + } + else if (z->s->img_n == 4 && z->app14_color_transform == 0) { + for (i = 0; i < z->s->img_x; ++i) { + stbi_uc m = coutput[3][i]; + stbi_uc r = stbi__blinn_8x8(coutput[0][i], m); + stbi_uc g = stbi__blinn_8x8(coutput[1][i], m); + stbi_uc b = stbi__blinn_8x8(coutput[2][i], m); + out[0] = stbi__compute_y(r, g, b); + out[1] = 255; + out += n; + } + } + else if (z->s->img_n == 4 && z->app14_color_transform == 2) { + for (i = 0; i < z->s->img_x; ++i) { + out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]); + out[1] = 255; + out += n; + } + } + else { + stbi_uc* y = coutput[0]; + if (n == 1) + for (i = 0; i < z->s->img_x; ++i) out[i] = y[i]; + else + for (i = 0; i < z->s->img_x; ++i) { *out++ = y[i]; *out++ = 255; } + } + } + } + stbi__cleanup_jpeg(z); + *out_x = z->s->img_x; + *out_y = z->s->img_y; + if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output + return output; + } +} + +static void* stbi__jpeg_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) +{ + unsigned char* result; + stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg)); + STBI_NOTUSED(ri); + j->s = s; + stbi__setup_jpeg(j); + result = load_jpeg_image(j, x, y, comp, req_comp); + STBI_FREE(j); + return result; +} + +static int stbi__jpeg_test(stbi__context* s) +{ + int r; + stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg)); + j->s = s; + stbi__setup_jpeg(j); + r = stbi__decode_jpeg_header(j, STBI__SCAN_type); + stbi__rewind(s); + STBI_FREE(j); + return r; +} + +static int stbi__jpeg_info_raw(stbi__jpeg* j, int* x, int* y, int* comp) +{ + if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) { + stbi__rewind(j->s); + return 0; + } + if (x) *x = j->s->img_x; + if (y) *y = j->s->img_y; + if (comp) *comp = j->s->img_n >= 3 ? 3 : 1; + return 1; +} + +static int stbi__jpeg_info(stbi__context* s, int* x, int* y, int* comp) +{ + int result; + stbi__jpeg* j = (stbi__jpeg*)(stbi__malloc(sizeof(stbi__jpeg))); + j->s = s; + result = stbi__jpeg_info_raw(j, x, y, comp); + STBI_FREE(j); + return result; +} +#endif + +// public domain zlib decode v0.2 Sean Barrett 2006-11-18 +// simple implementation +// - all input must be provided in an upfront buffer +// - all output is written to a single output buffer (can malloc/realloc) +// performance +// - fast huffman + +#ifndef STBI_NO_ZLIB + +// fast-way is faster to check than jpeg huffman, but slow way is slower +#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables +#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1) + +// zlib-style huffman encoding +// (jpegs packs from left, zlib from right, so can't share code) +typedef struct +{ + stbi__uint16 fast[1 << STBI__ZFAST_BITS]; + stbi__uint16 firstcode[16]; + int maxcode[17]; + stbi__uint16 firstsymbol[16]; + stbi_uc size[288]; + stbi__uint16 value[288]; +} stbi__zhuffman; + +stbi_inline static int stbi__bitreverse16(int n) +{ + n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1); + n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2); + n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4); + n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8); + return n; +} + +stbi_inline static int stbi__bit_reverse(int v, int bits) +{ + STBI_ASSERT(bits <= 16); + // to bit reverse n bits, reverse 16 and shift + // e.g. 11 bits, bit reverse and shift away 5 + return stbi__bitreverse16(v) >> (16 - bits); +} + +static int stbi__zbuild_huffman(stbi__zhuffman* z, const stbi_uc* sizelist, int num) +{ + int i, k = 0; + int code, next_code[16], sizes[17]; + + // DEFLATE spec for generating codes + memset(sizes, 0, sizeof(sizes)); + memset(z->fast, 0, sizeof(z->fast)); + for (i = 0; i < num; ++i) + ++sizes[sizelist[i]]; + sizes[0] = 0; + for (i = 1; i < 16; ++i) + if (sizes[i] > (1 << i)) + return stbi__err("bad sizes", "Corrupt PNG"); + code = 0; + for (i = 1; i < 16; ++i) { + next_code[i] = code; + z->firstcode[i] = (stbi__uint16)code; + z->firstsymbol[i] = (stbi__uint16)k; + code = (code + sizes[i]); + if (sizes[i]) + if (code - 1 >= (1 << i)) return stbi__err("bad codelengths", "Corrupt PNG"); + z->maxcode[i] = code << (16 - i); // preshift for inner loop + code <<= 1; + k += sizes[i]; + } + z->maxcode[16] = 0x10000; // sentinel + for (i = 0; i < num; ++i) { + int s = sizelist[i]; + if (s) { + int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s]; + stbi__uint16 fastv = (stbi__uint16)((s << 9) | i); + z->size[c] = (stbi_uc)s; + z->value[c] = (stbi__uint16)i; + if (s <= STBI__ZFAST_BITS) { + int j = stbi__bit_reverse(next_code[s], s); + while (j < (1 << STBI__ZFAST_BITS)) { + z->fast[j] = fastv; + j += (1 << s); + } + } + ++next_code[s]; + } + } + return 1; +} + +// zlib-from-memory implementation for PNG reading +// because PNG allows splitting the zlib stream arbitrarily, +// and it's annoying structurally to have PNG call ZLIB call PNG, +// we require PNG read all the IDATs and combine them into a single +// memory buffer + +typedef struct +{ + stbi_uc* zbuffer, * zbuffer_end; + int num_bits; + stbi__uint32 code_buffer; + + char* zout; + char* zout_start; + char* zout_end; + int z_expandable; + + stbi__zhuffman z_length, z_distance; +} stbi__zbuf; + +stbi_inline static int stbi__zeof(stbi__zbuf* z) +{ + return (z->zbuffer >= z->zbuffer_end); +} + +stbi_inline static stbi_uc stbi__zget8(stbi__zbuf* z) +{ + return stbi__zeof(z) ? 0 : *z->zbuffer++; +} + +static void stbi__fill_bits(stbi__zbuf* z) +{ + do { + if (z->code_buffer >= (1U << z->num_bits)) { + z->zbuffer = z->zbuffer_end; /* treat this as EOF so we fail. */ + return; + } + z->code_buffer |= (unsigned int)stbi__zget8(z) << z->num_bits; + z->num_bits += 8; + } while (z->num_bits <= 24); +} + +stbi_inline static unsigned int stbi__zreceive(stbi__zbuf* z, int n) +{ + unsigned int k; + if (z->num_bits < n) stbi__fill_bits(z); + k = z->code_buffer & ((1 << n) - 1); + z->code_buffer >>= n; + z->num_bits -= n; + return k; +} + +static int stbi__zhuffman_decode_slowpath(stbi__zbuf* a, stbi__zhuffman* z) +{ + int b, s, k; + // not resolved by fast table, so compute it the slow way + // use jpeg approach, which requires MSbits at top + k = stbi__bit_reverse(a->code_buffer, 16); + for (s = STBI__ZFAST_BITS + 1; ; ++s) + if (k < z->maxcode[s]) + break; + if (s >= 16) return -1; // invalid code! + // code size is s, so: + b = (k >> (16 - s)) - z->firstcode[s] + z->firstsymbol[s]; + if (b >= sizeof(z->size)) return -1; // some data was corrupt somewhere! + if (z->size[b] != s) return -1; // was originally an assert, but report failure instead. + a->code_buffer >>= s; + a->num_bits -= s; + return z->value[b]; +} + +stbi_inline static int stbi__zhuffman_decode(stbi__zbuf* a, stbi__zhuffman* z) +{ + int b, s; + if (a->num_bits < 16) { + if (stbi__zeof(a)) { + return -1; /* report error for unexpected end of data. */ + } + stbi__fill_bits(a); + } + b = z->fast[a->code_buffer & STBI__ZFAST_MASK]; + if (b) { + s = b >> 9; + a->code_buffer >>= s; + a->num_bits -= s; + return b & 511; + } + return stbi__zhuffman_decode_slowpath(a, z); +} + +static int stbi__zexpand(stbi__zbuf* z, char* zout, int n) // need to make room for n bytes +{ + char* q; + unsigned int cur, limit, old_limit; + z->zout = zout; + if (!z->z_expandable) return stbi__err("output buffer limit", "Corrupt PNG"); + cur = (unsigned int)(z->zout - z->zout_start); + limit = old_limit = (unsigned)(z->zout_end - z->zout_start); + if (UINT_MAX - cur < (unsigned)n) return stbi__err("outofmem", "Out of memory"); + while (cur + n > limit) { + if (limit > UINT_MAX / 2) return stbi__err("outofmem", "Out of memory"); + limit *= 2; + } + q = (char*)STBI_REALLOC_SIZED(z->zout_start, old_limit, limit); + STBI_NOTUSED(old_limit); + if (q == NULL) return stbi__err("outofmem", "Out of memory"); + z->zout_start = q; + z->zout = q + cur; + z->zout_end = q + limit; + return 1; +} + +static const int stbi__zlength_base[31] = { + 3,4,5,6,7,8,9,10,11,13, + 15,17,19,23,27,31,35,43,51,59, + 67,83,99,115,131,163,195,227,258,0,0 }; + +static const int stbi__zlength_extra[31] = +{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 }; + +static const int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193, +257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0 }; + +static const int stbi__zdist_extra[32] = +{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 }; + +static int stbi__parse_huffman_block(stbi__zbuf* a) +{ + char* zout = a->zout; + for (;;) { + int z = stbi__zhuffman_decode(a, &a->z_length); + if (z < 256) { + if (z < 0) return stbi__err("bad huffman code", "Corrupt PNG"); // error in huffman codes + if (zout >= a->zout_end) { + if (!stbi__zexpand(a, zout, 1)) return 0; + zout = a->zout; + } + *zout++ = (char)z; + } + else { + stbi_uc* p; + int len, dist; + if (z == 256) { + a->zout = zout; + return 1; + } + z -= 257; + len = stbi__zlength_base[z]; + if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]); + z = stbi__zhuffman_decode(a, &a->z_distance); + if (z < 0) return stbi__err("bad huffman code", "Corrupt PNG"); + dist = stbi__zdist_base[z]; + if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]); + if (zout - a->zout_start < dist) return stbi__err("bad dist", "Corrupt PNG"); + if (zout + len > a->zout_end) { + if (!stbi__zexpand(a, zout, len)) return 0; + zout = a->zout; + } + p = (stbi_uc*)(zout - dist); + if (dist == 1) { // run of one byte; common in images. + stbi_uc v = *p; + if (len) { do *zout++ = v; while (--len); } + } + else { + if (len) { do *zout++ = *p++; while (--len); } + } + } + } +} + +static int stbi__compute_huffman_codes(stbi__zbuf* a) +{ + static const stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 }; + stbi__zhuffman z_codelength; + stbi_uc lencodes[286 + 32 + 137];//padding for maximum single op + stbi_uc codelength_sizes[19]; + int i, n; + + int hlit = stbi__zreceive(a, 5) + 257; + int hdist = stbi__zreceive(a, 5) + 1; + int hclen = stbi__zreceive(a, 4) + 4; + int ntot = hlit + hdist; + + memset(codelength_sizes, 0, sizeof(codelength_sizes)); + for (i = 0; i < hclen; ++i) { + int s = stbi__zreceive(a, 3); + codelength_sizes[length_dezigzag[i]] = (stbi_uc)s; + } + if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0; + + n = 0; + while (n < ntot) { + int c = stbi__zhuffman_decode(a, &z_codelength); + if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG"); + if (c < 16) + lencodes[n++] = (stbi_uc)c; + else { + stbi_uc fill = 0; + if (c == 16) { + c = stbi__zreceive(a, 2) + 3; + if (n == 0) return stbi__err("bad codelengths", "Corrupt PNG"); + fill = lencodes[n - 1]; + } + else if (c == 17) { + c = stbi__zreceive(a, 3) + 3; + } + else if (c == 18) { + c = stbi__zreceive(a, 7) + 11; + } + else { + return stbi__err("bad codelengths", "Corrupt PNG"); + } + if (ntot - n < c) return stbi__err("bad codelengths", "Corrupt PNG"); + memset(lencodes + n, fill, c); + n += c; + } + } + if (n != ntot) return stbi__err("bad codelengths", "Corrupt PNG"); + if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0; + if (!stbi__zbuild_huffman(&a->z_distance, lencodes + hlit, hdist)) return 0; + return 1; +} + +static int stbi__parse_uncompressed_block(stbi__zbuf* a) +{ + stbi_uc header[4]; + int len, nlen, k; + if (a->num_bits & 7) + stbi__zreceive(a, a->num_bits & 7); // discard + // drain the bit-packed data into header + k = 0; + while (a->num_bits > 0) { + header[k++] = (stbi_uc)(a->code_buffer & 255); // suppress MSVC run-time check + a->code_buffer >>= 8; + a->num_bits -= 8; + } + if (a->num_bits < 0) return stbi__err("zlib corrupt", "Corrupt PNG"); + // now fill header the normal way + while (k < 4) + header[k++] = stbi__zget8(a); + len = header[1] * 256 + header[0]; + nlen = header[3] * 256 + header[2]; + if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt", "Corrupt PNG"); + if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer", "Corrupt PNG"); + if (a->zout + len > a->zout_end) + if (!stbi__zexpand(a, a->zout, len)) return 0; + memcpy(a->zout, a->zbuffer, len); + a->zbuffer += len; + a->zout += len; + return 1; +} + +static int stbi__parse_zlib_header(stbi__zbuf* a) +{ + int cmf = stbi__zget8(a); + int cm = cmf & 15; + /* int cinfo = cmf >> 4; */ + int flg = stbi__zget8(a); + if (stbi__zeof(a)) return stbi__err("bad zlib header", "Corrupt PNG"); // zlib spec + if ((cmf * 256 + flg) % 31 != 0) return stbi__err("bad zlib header", "Corrupt PNG"); // zlib spec + if (flg & 32) return stbi__err("no preset dict", "Corrupt PNG"); // preset dictionary not allowed in png + if (cm != 8) return stbi__err("bad compression", "Corrupt PNG"); // DEFLATE required for png + // window = 1 << (8 + cinfo)... but who cares, we fully buffer output + return 1; +} + +static const stbi_uc stbi__zdefault_length[288] = +{ + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, + 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8 +}; +static const stbi_uc stbi__zdefault_distance[32] = +{ + 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5 +}; +/* +Init algorithm: +{ + int i; // use <= to match clearly with spec + for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8; + for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9; + for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7; + for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8; + + for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5; +} +*/ + +static int stbi__parse_zlib(stbi__zbuf* a, int parse_header) +{ + int final, type; + if (parse_header) + if (!stbi__parse_zlib_header(a)) return 0; + a->num_bits = 0; + a->code_buffer = 0; + do { + final = stbi__zreceive(a, 1); + type = stbi__zreceive(a, 2); + if (type == 0) { + if (!stbi__parse_uncompressed_block(a)) return 0; + } + else if (type == 3) { + return 0; + } + else { + if (type == 1) { + // use fixed code lengths + if (!stbi__zbuild_huffman(&a->z_length, stbi__zdefault_length, 288)) return 0; + if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0; + } + else { + if (!stbi__compute_huffman_codes(a)) return 0; + } + if (!stbi__parse_huffman_block(a)) return 0; + } + } while (!final); + return 1; +} + +static int stbi__do_zlib(stbi__zbuf* a, char* obuf, int olen, int exp, int parse_header) +{ + a->zout_start = obuf; + a->zout = obuf; + a->zout_end = obuf + olen; + a->z_expandable = exp; + + return stbi__parse_zlib(a, parse_header); +} + +STBIDEF char* stbi_zlib_decode_malloc_guesssize(const char* buffer, int len, int initial_size, int* outlen) +{ + stbi__zbuf a; + char* p = (char*)stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc*)buffer; + a.zbuffer_end = (stbi_uc*)buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, 1)) { + if (outlen) *outlen = (int)(a.zout - a.zout_start); + return a.zout_start; + } + else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF char* stbi_zlib_decode_malloc(char const* buffer, int len, int* outlen) +{ + return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen); +} + +STBIDEF char* stbi_zlib_decode_malloc_guesssize_headerflag(const char* buffer, int len, int initial_size, int* outlen, int parse_header) +{ + stbi__zbuf a; + char* p = (char*)stbi__malloc(initial_size); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc*)buffer; + a.zbuffer_end = (stbi_uc*)buffer + len; + if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) { + if (outlen) *outlen = (int)(a.zout - a.zout_start); + return a.zout_start; + } + else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_buffer(char* obuffer, int olen, char const* ibuffer, int ilen) +{ + stbi__zbuf a; + a.zbuffer = (stbi_uc*)ibuffer; + a.zbuffer_end = (stbi_uc*)ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 1)) + return (int)(a.zout - a.zout_start); + else + return -1; +} + +STBIDEF char* stbi_zlib_decode_noheader_malloc(char const* buffer, int len, int* outlen) +{ + stbi__zbuf a; + char* p = (char*)stbi__malloc(16384); + if (p == NULL) return NULL; + a.zbuffer = (stbi_uc*)buffer; + a.zbuffer_end = (stbi_uc*)buffer + len; + if (stbi__do_zlib(&a, p, 16384, 1, 0)) { + if (outlen) *outlen = (int)(a.zout - a.zout_start); + return a.zout_start; + } + else { + STBI_FREE(a.zout_start); + return NULL; + } +} + +STBIDEF int stbi_zlib_decode_noheader_buffer(char* obuffer, int olen, const char* ibuffer, int ilen) +{ + stbi__zbuf a; + a.zbuffer = (stbi_uc*)ibuffer; + a.zbuffer_end = (stbi_uc*)ibuffer + ilen; + if (stbi__do_zlib(&a, obuffer, olen, 0, 0)) + return (int)(a.zout - a.zout_start); + else + return -1; +} +#endif + +// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18 +// simple implementation +// - only 8-bit samples +// - no CRC checking +// - allocates lots of intermediate memory +// - avoids problem of streaming data between subsystems +// - avoids explicit window management +// performance +// - uses stb_zlib, a PD zlib implementation with fast huffman decoding + +#ifndef STBI_NO_PNG +typedef struct +{ + stbi__uint32 length; + stbi__uint32 type; +} stbi__pngchunk; + +static stbi__pngchunk stbi__get_chunk_header(stbi__context* s) +{ + stbi__pngchunk c; + c.length = stbi__get32be(s); + c.type = stbi__get32be(s); + return c; +} + +static int stbi__check_png_header(stbi__context* s) +{ + static const stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 }; + int i; + for (i = 0; i < 8; ++i) + if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig", "Not a PNG"); + return 1; +} + +typedef struct +{ + stbi__context* s; + stbi_uc* idata, * expanded, * out; + int depth; +} stbi__png; + + +enum { + STBI__F_none = 0, + STBI__F_sub = 1, + STBI__F_up = 2, + STBI__F_avg = 3, + STBI__F_paeth = 4, + // synthetic filters used for first scanline to avoid needing a dummy row of 0s + STBI__F_avg_first, + STBI__F_paeth_first +}; + +static stbi_uc first_row_filter[5] = +{ + STBI__F_none, + STBI__F_sub, + STBI__F_none, + STBI__F_avg_first, + STBI__F_paeth_first +}; + +static int stbi__paeth(int a, int b, int c) +{ + int p = a + b - c; + int pa = abs(p - a); + int pb = abs(p - b); + int pc = abs(p - c); + if (pa <= pb && pa <= pc) return a; + if (pb <= pc) return b; + return c; +} + +static const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 }; + +// create the png data from post-deflated data +static int stbi__create_png_image_raw(stbi__png* a, stbi_uc* raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color) +{ + int bytes = (depth == 16 ? 2 : 1); + stbi__context* s = a->s; + stbi__uint32 i, j, stride = x * out_n * bytes; + stbi__uint32 img_len, img_width_bytes; + int k; + int img_n = s->img_n; // copy it into a local for later + + int output_bytes = out_n * bytes; + int filter_bytes = img_n * bytes; + int width = x; + + STBI_ASSERT(out_n == s->img_n || out_n == s->img_n + 1); + a->out = (stbi_uc*)stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into + if (!a->out) return stbi__err("outofmem", "Out of memory"); + + if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err("too large", "Corrupt PNG"); + img_width_bytes = (((img_n * x * depth) + 7) >> 3); + img_len = (img_width_bytes + 1) * y; + + // we used to check for exact match between raw_len and img_len on non-interlaced PNGs, + // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros), + // so just check for raw_len < img_len always. + if (raw_len < img_len) return stbi__err("not enough pixels", "Corrupt PNG"); + + for (j = 0; j < y; ++j) { + stbi_uc* cur = a->out + stride * j; + stbi_uc* prior; + int filter = *raw++; + + if (filter > 4) + return stbi__err("invalid filter", "Corrupt PNG"); + + if (depth < 8) { + if (img_width_bytes > x) return stbi__err("invalid width", "Corrupt PNG"); + cur += x * out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place + filter_bytes = 1; + width = img_width_bytes; + } + prior = cur - stride; // bugfix: need to compute this after 'cur +=' computation above + + // if first row, use special filter that doesn't sample previous row + if (j == 0) filter = first_row_filter[filter]; + + // handle first byte explicitly + for (k = 0; k < filter_bytes; ++k) { + switch (filter) { + case STBI__F_none: cur[k] = raw[k]; break; + case STBI__F_sub: cur[k] = raw[k]; break; + case STBI__F_up: cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break; + case STBI__F_avg: cur[k] = STBI__BYTECAST(raw[k] + (prior[k] >> 1)); break; + case STBI__F_paeth: cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0, prior[k], 0)); break; + case STBI__F_avg_first: cur[k] = raw[k]; break; + case STBI__F_paeth_first: cur[k] = raw[k]; break; + } + } + + if (depth == 8) { + if (img_n != out_n) + cur[img_n] = 255; // first pixel + raw += img_n; + cur += out_n; + prior += out_n; + } + else if (depth == 16) { + if (img_n != out_n) { + cur[filter_bytes] = 255; // first pixel top byte + cur[filter_bytes + 1] = 255; // first pixel bottom byte + } + raw += filter_bytes; + cur += output_bytes; + prior += output_bytes; + } + else { + raw += 1; + cur += 1; + prior += 1; + } + + // this is a little gross, so that we don't switch per-pixel or per-component + if (depth < 8 || img_n == out_n) { + int nk = (width - 1) * filter_bytes; +#define STBI__CASE(f) \ + case f: \ + for (k=0; k < nk; ++k) + switch (filter) { + // "none" filter turns into a memcpy here; make that explicit. + case STBI__F_none: memcpy(cur, raw, nk); break; + STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - filter_bytes]); } break; + STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; + STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - filter_bytes]) >> 1)); } break; + STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], prior[k], prior[k - filter_bytes])); } break; + STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - filter_bytes] >> 1)); } break; + STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - filter_bytes], 0, 0)); } break; + } +#undef STBI__CASE + raw += nk; + } + else { + STBI_ASSERT(img_n + 1 == out_n); +#define STBI__CASE(f) \ + case f: \ + for (i=x-1; i >= 1; --i, cur[filter_bytes]=255,raw+=filter_bytes,cur+=output_bytes,prior+=output_bytes) \ + for (k=0; k < filter_bytes; ++k) + switch (filter) { + STBI__CASE(STBI__F_none) { cur[k] = raw[k]; } break; + STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k - output_bytes]); } break; + STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; + STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k - output_bytes]) >> 1)); } break; + STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], prior[k], prior[k - output_bytes])); } break; + STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k - output_bytes] >> 1)); } break; + STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k - output_bytes], 0, 0)); } break; + } +#undef STBI__CASE + + // the loop above sets the high byte of the pixels' alpha, but for + // 16 bit png files we also need the low byte set. we'll do that here. + if (depth == 16) { + cur = a->out + stride * j; // start at the beginning of the row again + for (i = 0; i < x; ++i, cur += output_bytes) { + cur[filter_bytes + 1] = 255; + } + } + } + } + + // we make a separate pass to expand bits to pixels; for performance, + // this could run two scanlines behind the above code, so it won't + // intefere with filtering but will still be in the cache. + if (depth < 8) { + for (j = 0; j < y; ++j) { + stbi_uc* cur = a->out + stride * j; + stbi_uc* in = a->out + stride * j + x * out_n - img_width_bytes; + // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit + // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop + stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range + + // note that the final byte might overshoot and write more data than desired. + // we can allocate enough data that this never writes out of memory, but it + // could also overwrite the next scanline. can it overwrite non-empty data + // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel. + // so we need to explicitly clamp the final ones + + if (depth == 4) { + for (k = x * img_n; k >= 2; k -= 2, ++in) { + *cur++ = scale * ((*in >> 4)); + *cur++ = scale * ((*in) & 0x0f); + } + if (k > 0) *cur++ = scale * ((*in >> 4)); + } + else if (depth == 2) { + for (k = x * img_n; k >= 4; k -= 4, ++in) { + *cur++ = scale * ((*in >> 6)); + *cur++ = scale * ((*in >> 4) & 0x03); + *cur++ = scale * ((*in >> 2) & 0x03); + *cur++ = scale * ((*in) & 0x03); + } + if (k > 0) *cur++ = scale * ((*in >> 6)); + if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03); + if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03); + } + else if (depth == 1) { + for (k = x * img_n; k >= 8; k -= 8, ++in) { + *cur++ = scale * ((*in >> 7)); + *cur++ = scale * ((*in >> 6) & 0x01); + *cur++ = scale * ((*in >> 5) & 0x01); + *cur++ = scale * ((*in >> 4) & 0x01); + *cur++ = scale * ((*in >> 3) & 0x01); + *cur++ = scale * ((*in >> 2) & 0x01); + *cur++ = scale * ((*in >> 1) & 0x01); + *cur++ = scale * ((*in) & 0x01); + } + if (k > 0) *cur++ = scale * ((*in >> 7)); + if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01); + if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01); + if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01); + if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01); + if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01); + if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01); + } + if (img_n != out_n) { + int q; + // insert alpha = 255 + cur = a->out + stride * j; + if (img_n == 1) { + for (q = x - 1; q >= 0; --q) { + cur[q * 2 + 1] = 255; + cur[q * 2 + 0] = cur[q]; + } + } + else { + STBI_ASSERT(img_n == 3); + for (q = x - 1; q >= 0; --q) { + cur[q * 4 + 3] = 255; + cur[q * 4 + 2] = cur[q * 3 + 2]; + cur[q * 4 + 1] = cur[q * 3 + 1]; + cur[q * 4 + 0] = cur[q * 3 + 0]; + } + } + } + } + } + else if (depth == 16) { + // force the image data from big-endian to platform-native. + // this is done in a separate pass due to the decoding relying + // on the data being untouched, but could probably be done + // per-line during decode if care is taken. + stbi_uc* cur = a->out; + stbi__uint16* cur16 = (stbi__uint16*)cur; + + for (i = 0; i < x * y * out_n; ++i, cur16++, cur += 2) { + *cur16 = (cur[0] << 8) | cur[1]; + } + } + + return 1; +} + +static int stbi__create_png_image(stbi__png* a, stbi_uc* image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced) +{ + int bytes = (depth == 16 ? 2 : 1); + int out_bytes = out_n * bytes; + stbi_uc* final; + int p; + if (!interlaced) + return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color); + + // de-interlacing + final = (stbi_uc*)stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0); + for (p = 0; p < 7; ++p) { + int xorig[] = { 0,4,0,2,0,1,0 }; + int yorig[] = { 0,0,4,0,2,0,1 }; + int xspc[] = { 8,8,4,4,2,2,1 }; + int yspc[] = { 8,8,8,4,4,2,2 }; + int i, j, x, y; + // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1 + x = (a->s->img_x - xorig[p] + xspc[p] - 1) / xspc[p]; + y = (a->s->img_y - yorig[p] + yspc[p] - 1) / yspc[p]; + if (x && y) { + stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y; + if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) { + STBI_FREE(final); + return 0; + } + for (j = 0; j < y; ++j) { + for (i = 0; i < x; ++i) { + int out_y = j * yspc[p] + yorig[p]; + int out_x = i * xspc[p] + xorig[p]; + memcpy(final + out_y * a->s->img_x * out_bytes + out_x * out_bytes, + a->out + (j * x + i) * out_bytes, out_bytes); + } + } + STBI_FREE(a->out); + image_data += img_len; + image_data_len -= img_len; + } + } + a->out = final; + + return 1; +} + +static int stbi__compute_transparency(stbi__png* z, stbi_uc tc[3], int out_n) +{ + stbi__context* s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc* p = z->out; + + // compute color-based transparency, assuming we've + // already got 255 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i = 0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 255); + p += 2; + } + } + else { + for (i = 0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) + p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__compute_transparency16(stbi__png* z, stbi__uint16 tc[3], int out_n) +{ + stbi__context* s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi__uint16* p = (stbi__uint16*)z->out; + + // compute color-based transparency, assuming we've + // already got 65535 as the alpha value in the output + STBI_ASSERT(out_n == 2 || out_n == 4); + + if (out_n == 2) { + for (i = 0; i < pixel_count; ++i) { + p[1] = (p[0] == tc[0] ? 0 : 65535); + p += 2; + } + } + else { + for (i = 0; i < pixel_count; ++i) { + if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2]) + p[3] = 0; + p += 4; + } + } + return 1; +} + +static int stbi__expand_png_palette(stbi__png* a, stbi_uc* palette, int len, int pal_img_n) +{ + stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y; + stbi_uc* p, * temp_out, * orig = a->out; + + p = (stbi_uc*)stbi__malloc_mad2(pixel_count, pal_img_n, 0); + if (p == NULL) return stbi__err("outofmem", "Out of memory"); + + // between here and free(out) below, exitting would leak + temp_out = p; + + if (pal_img_n == 3) { + for (i = 0; i < pixel_count; ++i) { + int n = orig[i] * 4; + p[0] = palette[n]; + p[1] = palette[n + 1]; + p[2] = palette[n + 2]; + p += 3; + } + } + else { + for (i = 0; i < pixel_count; ++i) { + int n = orig[i] * 4; + p[0] = palette[n]; + p[1] = palette[n + 1]; + p[2] = palette[n + 2]; + p[3] = palette[n + 3]; + p += 4; + } + } + STBI_FREE(a->out); + a->out = temp_out; + + STBI_NOTUSED(len); + + return 1; +} + +static int stbi__unpremultiply_on_load = 0; +static int stbi__de_iphone_flag = 0; + +STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply) +{ + stbi__unpremultiply_on_load = flag_true_if_should_unpremultiply; +} + +STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert) +{ + stbi__de_iphone_flag = flag_true_if_should_convert; +} + +static void stbi__de_iphone(stbi__png* z) +{ + stbi__context* s = z->s; + stbi__uint32 i, pixel_count = s->img_x * s->img_y; + stbi_uc* p = z->out; + + if (s->img_out_n == 3) { // convert bgr to rgb + for (i = 0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 3; + } + } + else { + STBI_ASSERT(s->img_out_n == 4); + if (stbi__unpremultiply_on_load) { + // convert bgr to rgb and unpremultiply + for (i = 0; i < pixel_count; ++i) { + stbi_uc a = p[3]; + stbi_uc t = p[0]; + if (a) { + stbi_uc half = a / 2; + p[0] = (p[2] * 255 + half) / a; + p[1] = (p[1] * 255 + half) / a; + p[2] = (t * 255 + half) / a; + } + else { + p[0] = p[2]; + p[2] = t; + } + p += 4; + } + } + else { + // convert bgr to rgb + for (i = 0; i < pixel_count; ++i) { + stbi_uc t = p[0]; + p[0] = p[2]; + p[2] = t; + p += 4; + } + } + } +} + +#define STBI__PNG_TYPE(a,b,c,d) (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d)) + +static int stbi__parse_png_file(stbi__png* z, int scan, int req_comp) +{ + stbi_uc palette[1024], pal_img_n = 0; + stbi_uc has_trans = 0, tc[3] = { 0 }; + stbi__uint16 tc16[3]; + stbi__uint32 ioff = 0, idata_limit = 0, i, pal_len = 0; + int first = 1, k, interlace = 0, color = 0, is_iphone = 0; + stbi__context* s = z->s; + + z->expanded = NULL; + z->idata = NULL; + z->out = NULL; + + if (!stbi__check_png_header(s)) return 0; + + if (scan == STBI__SCAN_type) return 1; + + for (;;) { + stbi__pngchunk c = stbi__get_chunk_header(s); + switch (c.type) { + case STBI__PNG_TYPE('C', 'g', 'B', 'I'): + is_iphone = 1; + stbi__skip(s, c.length); + break; + case STBI__PNG_TYPE('I', 'H', 'D', 'R'): { + int comp, filter; + if (!first) return stbi__err("multiple IHDR", "Corrupt PNG"); + first = 0; + if (c.length != 13) return stbi__err("bad IHDR len", "Corrupt PNG"); + s->img_x = stbi__get32be(s); + s->img_y = stbi__get32be(s); + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); + z->depth = stbi__get8(s); if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16) return stbi__err("1/2/4/8/16-bit only", "PNG not supported: 1/2/4/8/16-bit only"); + color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype", "Corrupt PNG"); + if (color == 3 && z->depth == 16) return stbi__err("bad ctype", "Corrupt PNG"); + if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype", "Corrupt PNG"); + comp = stbi__get8(s); if (comp) return stbi__err("bad comp method", "Corrupt PNG"); + filter = stbi__get8(s); if (filter) return stbi__err("bad filter method", "Corrupt PNG"); + interlace = stbi__get8(s); if (interlace > 1) return stbi__err("bad interlace method", "Corrupt PNG"); + if (!s->img_x || !s->img_y) return stbi__err("0-pixel image", "Corrupt PNG"); + if (!pal_img_n) { + s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0); + if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode"); + if (scan == STBI__SCAN_header) return 1; + } + else { + // if paletted, then pal_n is our final components, and + // img_n is # components to decompress/filter. + s->img_n = 1; + if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large", "Corrupt PNG"); + // if SCAN_header, have to scan to see if we have a tRNS + } + break; + } + + case STBI__PNG_TYPE('P', 'L', 'T', 'E'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (c.length > 256 * 3) return stbi__err("invalid PLTE", "Corrupt PNG"); + pal_len = c.length / 3; + if (pal_len * 3 != c.length) return stbi__err("invalid PLTE", "Corrupt PNG"); + for (i = 0; i < pal_len; ++i) { + palette[i * 4 + 0] = stbi__get8(s); + palette[i * 4 + 1] = stbi__get8(s); + palette[i * 4 + 2] = stbi__get8(s); + palette[i * 4 + 3] = 255; + } + break; + } + + case STBI__PNG_TYPE('t', 'R', 'N', 'S'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (z->idata) return stbi__err("tRNS after IDAT", "Corrupt PNG"); + if (pal_img_n) { + if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; } + if (pal_len == 0) return stbi__err("tRNS before PLTE", "Corrupt PNG"); + if (c.length > pal_len) return stbi__err("bad tRNS len", "Corrupt PNG"); + pal_img_n = 4; + for (i = 0; i < c.length; ++i) + palette[i * 4 + 3] = stbi__get8(s); + } + else { + if (!(s->img_n & 1)) return stbi__err("tRNS with alpha", "Corrupt PNG"); + if (c.length != (stbi__uint32)s->img_n * 2) return stbi__err("bad tRNS len", "Corrupt PNG"); + has_trans = 1; + if (z->depth == 16) { + for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is + } + else { + for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger + } + } + break; + } + + case STBI__PNG_TYPE('I', 'D', 'A', 'T'): { + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (pal_img_n && !pal_len) return stbi__err("no PLTE", "Corrupt PNG"); + if (scan == STBI__SCAN_header) { s->img_n = pal_img_n; return 1; } + if ((int)(ioff + c.length) < (int)ioff) return 0; + if (ioff + c.length > idata_limit) { + stbi__uint32 idata_limit_old = idata_limit; + stbi_uc* p; + if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096; + while (ioff + c.length > idata_limit) + idata_limit *= 2; + STBI_NOTUSED(idata_limit_old); + p = (stbi_uc*)STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory"); + z->idata = p; + } + if (!stbi__getn(s, z->idata + ioff, c.length)) return stbi__err("outofdata", "Corrupt PNG"); + ioff += c.length; + break; + } + + case STBI__PNG_TYPE('I', 'E', 'N', 'D'): { + stbi__uint32 raw_len, bpl; + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if (scan != STBI__SCAN_load) return 1; + if (z->idata == NULL) return stbi__err("no IDAT", "Corrupt PNG"); + // initial guess for decoded data size to avoid unnecessary reallocs + bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component + raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */; + z->expanded = (stbi_uc*)stbi_zlib_decode_malloc_guesssize_headerflag((char*)z->idata, ioff, raw_len, (int*)&raw_len, !is_iphone); + if (z->expanded == NULL) return 0; // zlib should set error + STBI_FREE(z->idata); z->idata = NULL; + if ((req_comp == s->img_n + 1 && req_comp != 3 && !pal_img_n) || has_trans) + s->img_out_n = s->img_n + 1; + else + s->img_out_n = s->img_n; + if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0; + if (has_trans) { + if (z->depth == 16) { + if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0; + } + else { + if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0; + } + } + if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2) + stbi__de_iphone(z); + if (pal_img_n) { + // pal_img_n == 3 or 4 + s->img_n = pal_img_n; // record the actual colors we had + s->img_out_n = pal_img_n; + if (req_comp >= 3) s->img_out_n = req_comp; + if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n)) + return 0; + } + else if (has_trans) { + // non-paletted image with tRNS -> source image has (constant) alpha + ++s->img_n; + } + STBI_FREE(z->expanded); z->expanded = NULL; + // end of PNG chunk, read and skip CRC + stbi__get32be(s); + return 1; + } + + default: + // if critical, fail + if (first) return stbi__err("first not IHDR", "Corrupt PNG"); + if ((c.type & (1 << 29)) == 0) { +#ifndef STBI_NO_FAILURE_STRINGS + // not threadsafe + static char invalid_chunk[] = "XXXX PNG chunk not known"; + invalid_chunk[0] = STBI__BYTECAST(c.type >> 24); + invalid_chunk[1] = STBI__BYTECAST(c.type >> 16); + invalid_chunk[2] = STBI__BYTECAST(c.type >> 8); + invalid_chunk[3] = STBI__BYTECAST(c.type >> 0); +#endif + return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type"); + } + stbi__skip(s, c.length); + break; + } + // end of PNG chunk, read and skip CRC + stbi__get32be(s); + } +} + +static void* stbi__do_png(stbi__png* p, int* x, int* y, int* n, int req_comp, stbi__result_info* ri) +{ + void* result = NULL; + if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error"); + if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) { + if (p->depth <= 8) + ri->bits_per_channel = 8; + else if (p->depth == 16) + ri->bits_per_channel = 16; + else + return stbi__errpuc("bad bits_per_channel", "PNG not supported: unsupported color depth"); + result = p->out; + p->out = NULL; + if (req_comp && req_comp != p->s->img_out_n) { + if (ri->bits_per_channel == 8) + result = stbi__convert_format((unsigned char*)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); + else + result = stbi__convert_format16((stbi__uint16*)result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y); + p->s->img_out_n = req_comp; + if (result == NULL) return result; + } + *x = p->s->img_x; + *y = p->s->img_y; + if (n) *n = p->s->img_n; + } + STBI_FREE(p->out); p->out = NULL; + STBI_FREE(p->expanded); p->expanded = NULL; + STBI_FREE(p->idata); p->idata = NULL; + + return result; +} + +static void* stbi__png_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) +{ + stbi__png p; + p.s = s; + return stbi__do_png(&p, x, y, comp, req_comp, ri); +} + +static int stbi__png_test(stbi__context* s) +{ + int r; + r = stbi__check_png_header(s); + stbi__rewind(s); + return r; +} + +static int stbi__png_info_raw(stbi__png* p, int* x, int* y, int* comp) +{ + if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) { + stbi__rewind(p->s); + return 0; + } + if (x) *x = p->s->img_x; + if (y) *y = p->s->img_y; + if (comp) *comp = p->s->img_n; + return 1; +} + +static int stbi__png_info(stbi__context* s, int* x, int* y, int* comp) +{ + stbi__png p; + p.s = s; + return stbi__png_info_raw(&p, x, y, comp); +} + +static int stbi__png_is16(stbi__context* s) +{ + stbi__png p; + p.s = s; + if (!stbi__png_info_raw(&p, NULL, NULL, NULL)) + return 0; + if (p.depth != 16) { + stbi__rewind(p.s); + return 0; + } + return 1; +} +#endif + +// Microsoft/Windows BMP image + +#ifndef STBI_NO_BMP +static int stbi__bmp_test_raw(stbi__context* s) +{ + int r; + int sz; + if (stbi__get8(s) != 'B') return 0; + if (stbi__get8(s) != 'M') return 0; + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + stbi__get32le(s); // discard data offset + sz = stbi__get32le(s); + r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124); + return r; +} + +static int stbi__bmp_test(stbi__context* s) +{ + int r = stbi__bmp_test_raw(s); + stbi__rewind(s); + return r; +} + + +// returns 0..31 for the highest set bit +static int stbi__high_bit(unsigned int z) +{ + int n = 0; + if (z == 0) return -1; + if (z >= 0x10000) { n += 16; z >>= 16; } + if (z >= 0x00100) { n += 8; z >>= 8; } + if (z >= 0x00010) { n += 4; z >>= 4; } + if (z >= 0x00004) { n += 2; z >>= 2; } + if (z >= 0x00002) { n += 1;/* >>= 1;*/ } + return n; +} + +static int stbi__bitcount(unsigned int a) +{ + a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2 + a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4 + a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits + a = (a + (a >> 8)); // max 16 per 8 bits + a = (a + (a >> 16)); // max 32 per 8 bits + return a & 0xff; +} + +// extract an arbitrarily-aligned N-bit value (N=bits) +// from v, and then make it 8-bits long and fractionally +// extend it to full full range. +static int stbi__shiftsigned(unsigned int v, int shift, int bits) +{ + static unsigned int mul_table[9] = { + 0, + 0xff/*0b11111111*/, 0x55/*0b01010101*/, 0x49/*0b01001001*/, 0x11/*0b00010001*/, + 0x21/*0b00100001*/, 0x41/*0b01000001*/, 0x81/*0b10000001*/, 0x01/*0b00000001*/, + }; + static unsigned int shift_table[9] = { + 0, 0,0,1,0,2,4,6,0, + }; + if (shift < 0) + v <<= -shift; + else + v >>= shift; + STBI_ASSERT(v < 256); + v >>= (8 - bits); + STBI_ASSERT(bits >= 0 && bits <= 8); + return (int)((unsigned)v * mul_table[bits]) >> shift_table[bits]; +} + +typedef struct +{ + int bpp, offset, hsz; + unsigned int mr, mg, mb, ma, all_a; + int extra_read; +} stbi__bmp_data; + +static void* stbi__bmp_parse_header(stbi__context* s, stbi__bmp_data* info) +{ + int hsz; + if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP"); + stbi__get32le(s); // discard filesize + stbi__get16le(s); // discard reserved + stbi__get16le(s); // discard reserved + info->offset = stbi__get32le(s); + info->hsz = hsz = stbi__get32le(s); + info->mr = info->mg = info->mb = info->ma = 0; + info->extra_read = 14; + + if (info->offset < 0) return stbi__errpuc("bad BMP", "bad BMP"); + + if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown"); + if (hsz == 12) { + s->img_x = stbi__get16le(s); + s->img_y = stbi__get16le(s); + } + else { + s->img_x = stbi__get32le(s); + s->img_y = stbi__get32le(s); + } + if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP"); + info->bpp = stbi__get16le(s); + if (hsz != 12) { + int compress = stbi__get32le(s); + if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE"); + stbi__get32le(s); // discard sizeof + stbi__get32le(s); // discard hres + stbi__get32le(s); // discard vres + stbi__get32le(s); // discard colorsused + stbi__get32le(s); // discard max important + if (hsz == 40 || hsz == 56) { + if (hsz == 56) { + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + stbi__get32le(s); + } + if (info->bpp == 16 || info->bpp == 32) { + if (compress == 0) { + if (info->bpp == 32) { + info->mr = 0xffu << 16; + info->mg = 0xffu << 8; + info->mb = 0xffu << 0; + info->ma = 0xffu << 24; + info->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0 + } + else { + info->mr = 31u << 10; + info->mg = 31u << 5; + info->mb = 31u << 0; + } + } + else if (compress == 3) { + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + info->extra_read += 12; + // not documented, but generated by photoshop and handled by mspaint + if (info->mr == info->mg && info->mg == info->mb) { + // ?!?!? + return stbi__errpuc("bad BMP", "bad BMP"); + } + } + else + return stbi__errpuc("bad BMP", "bad BMP"); + } + } + else { + int i; + if (hsz != 108 && hsz != 124) + return stbi__errpuc("bad BMP", "bad BMP"); + info->mr = stbi__get32le(s); + info->mg = stbi__get32le(s); + info->mb = stbi__get32le(s); + info->ma = stbi__get32le(s); + stbi__get32le(s); // discard color space + for (i = 0; i < 12; ++i) + stbi__get32le(s); // discard color space parameters + if (hsz == 124) { + stbi__get32le(s); // discard rendering intent + stbi__get32le(s); // discard offset of profile data + stbi__get32le(s); // discard size of profile data + stbi__get32le(s); // discard reserved + } + } + } + return (void*)1; +} + + +static void* stbi__bmp_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) +{ + stbi_uc* out; + unsigned int mr = 0, mg = 0, mb = 0, ma = 0, all_a; + stbi_uc pal[256][4]; + int psize = 0, i, j, width; + int flip_vertically, pad, target; + stbi__bmp_data info; + STBI_NOTUSED(ri); + + info.all_a = 255; + if (stbi__bmp_parse_header(s, &info) == NULL) + return NULL; // error code already set + + flip_vertically = ((int)s->img_y) > 0; + s->img_y = abs((int)s->img_y); + + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + + mr = info.mr; + mg = info.mg; + mb = info.mb; + ma = info.ma; + all_a = info.all_a; + + if (info.hsz == 12) { + if (info.bpp < 24) + psize = (info.offset - info.extra_read - 24) / 3; + } + else { + if (info.bpp < 16) + psize = (info.offset - info.extra_read - info.hsz) >> 2; + } + if (psize == 0) { + STBI_ASSERT(info.offset == s->callback_already_read + (int)(s->img_buffer - s->img_buffer_original)); + if (info.offset != s->callback_already_read + (s->img_buffer - s->buffer_start)) { + return stbi__errpuc("bad offset", "Corrupt BMP"); + } + } + + if (info.bpp == 24 && ma == 0xff000000) + s->img_n = 3; + else + s->img_n = ma ? 4 : 3; + if (req_comp && req_comp >= 3) // we can directly decode 3 or 4 + target = req_comp; + else + target = s->img_n; // if they want monochrome, we'll post-convert + + // sanity-check size + if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0)) + return stbi__errpuc("too large", "Corrupt BMP"); + + out = (stbi_uc*)stbi__malloc_mad3(target, s->img_x, s->img_y, 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + if (info.bpp < 16) { + int z = 0; + if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc("invalid", "Corrupt BMP"); } + for (i = 0; i < psize; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + if (info.hsz != 12) stbi__get8(s); + pal[i][3] = 255; + } + stbi__skip(s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4)); + if (info.bpp == 1) width = (s->img_x + 7) >> 3; + else if (info.bpp == 4) width = (s->img_x + 1) >> 1; + else if (info.bpp == 8) width = s->img_x; + else { STBI_FREE(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); } + pad = (-width) & 3; + if (info.bpp == 1) { + for (j = 0; j < (int)s->img_y; ++j) { + int bit_offset = 7, v = stbi__get8(s); + for (i = 0; i < (int)s->img_x; ++i) { + int color = (v >> bit_offset) & 0x1; + out[z++] = pal[color][0]; + out[z++] = pal[color][1]; + out[z++] = pal[color][2]; + if (target == 4) out[z++] = 255; + if (i + 1 == (int)s->img_x) break; + if ((--bit_offset) < 0) { + bit_offset = 7; + v = stbi__get8(s); + } + } + stbi__skip(s, pad); + } + } + else { + for (j = 0; j < (int)s->img_y; ++j) { + for (i = 0; i < (int)s->img_x; i += 2) { + int v = stbi__get8(s), v2 = 0; + if (info.bpp == 4) { + v2 = v & 15; + v >>= 4; + } + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + if (i + 1 == (int)s->img_x) break; + v = (info.bpp == 8) ? stbi__get8(s) : v2; + out[z++] = pal[v][0]; + out[z++] = pal[v][1]; + out[z++] = pal[v][2]; + if (target == 4) out[z++] = 255; + } + stbi__skip(s, pad); + } + } + } + else { + int rshift = 0, gshift = 0, bshift = 0, ashift = 0, rcount = 0, gcount = 0, bcount = 0, acount = 0; + int z = 0; + int easy = 0; + stbi__skip(s, info.offset - info.extra_read - info.hsz); + if (info.bpp == 24) width = 3 * s->img_x; + else if (info.bpp == 16) width = 2 * s->img_x; + else /* bpp = 32 and pad = 0 */ width = 0; + pad = (-width) & 3; + if (info.bpp == 24) { + easy = 1; + } + else if (info.bpp == 32) { + if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000) + easy = 2; + } + if (!easy) { + if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } + // right shift amt to put high bit in position #7 + rshift = stbi__high_bit(mr) - 7; rcount = stbi__bitcount(mr); + gshift = stbi__high_bit(mg) - 7; gcount = stbi__bitcount(mg); + bshift = stbi__high_bit(mb) - 7; bcount = stbi__bitcount(mb); + ashift = stbi__high_bit(ma) - 7; acount = stbi__bitcount(ma); + if (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); } + } + for (j = 0; j < (int)s->img_y; ++j) { + if (easy) { + for (i = 0; i < (int)s->img_x; ++i) { + unsigned char a; + out[z + 2] = stbi__get8(s); + out[z + 1] = stbi__get8(s); + out[z + 0] = stbi__get8(s); + z += 3; + a = (easy == 2 ? stbi__get8(s) : 255); + all_a |= a; + if (target == 4) out[z++] = a; + } + } + else { + int bpp = info.bpp; + for (i = 0; i < (int)s->img_x; ++i) { + stbi__uint32 v = (bpp == 16 ? (stbi__uint32)stbi__get16le(s) : stbi__get32le(s)); + unsigned int a; + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount)); + out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount)); + a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255); + all_a |= a; + if (target == 4) out[z++] = STBI__BYTECAST(a); + } + } + stbi__skip(s, pad); + } + } + + // if alpha channel is all 0s, replace with all 255s + if (target == 4 && all_a == 0) + for (i = 4 * s->img_x * s->img_y - 1; i >= 0; i -= 4) + out[i] = 255; + + if (flip_vertically) { + stbi_uc t; + for (j = 0; j < (int)s->img_y >> 1; ++j) { + stbi_uc* p1 = out + j * s->img_x * target; + stbi_uc* p2 = out + (s->img_y - 1 - j) * s->img_x * target; + for (i = 0; i < (int)s->img_x * target; ++i) { + t = p1[i]; p1[i] = p2[i]; p2[i] = t; + } + } + } + + if (req_comp && req_comp != target) { + out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + return out; +} +#endif + +// Targa Truevision - TGA +// by Jonathan Dummer +#ifndef STBI_NO_TGA +// returns STBI_rgb or whatever, 0 on error +static int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16) +{ + // only RGB or RGBA (incl. 16bit) or grey allowed + if (is_rgb16) *is_rgb16 = 0; + switch (bits_per_pixel) { + case 8: return STBI_grey; + case 16: if (is_grey) return STBI_grey_alpha; + // fallthrough + case 15: if (is_rgb16) *is_rgb16 = 1; + return STBI_rgb; + case 24: // fallthrough + case 32: return bits_per_pixel / 8; + default: return 0; + } +} + +static int stbi__tga_info(stbi__context* s, int* x, int* y, int* comp) +{ + int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp; + int sz, tga_colormap_type; + stbi__get8(s); // discard Offset + tga_colormap_type = stbi__get8(s); // colormap type + if (tga_colormap_type > 1) { + stbi__rewind(s); + return 0; // only RGB or indexed allowed + } + tga_image_type = stbi__get8(s); // image type + if (tga_colormap_type == 1) { // colormapped (paletted) image + if (tga_image_type != 1 && tga_image_type != 9) { + stbi__rewind(s); + return 0; + } + stbi__skip(s, 4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) { + stbi__rewind(s); + return 0; + } + stbi__skip(s, 4); // skip image x and y origin + tga_colormap_bpp = sz; + } + else { // "normal" image w/o colormap - only RGB or grey allowed, +/- RLE + if ((tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11)) { + stbi__rewind(s); + return 0; // only RGB or grey allowed, +/- RLE + } + stbi__skip(s, 9); // skip colormap specification and image x/y origin + tga_colormap_bpp = 0; + } + tga_w = stbi__get16le(s); + if (tga_w < 1) { + stbi__rewind(s); + return 0; // test width + } + tga_h = stbi__get16le(s); + if (tga_h < 1) { + stbi__rewind(s); + return 0; // test height + } + tga_bits_per_pixel = stbi__get8(s); // bits per pixel + stbi__get8(s); // ignore alpha bits + if (tga_colormap_bpp != 0) { + if ((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) { + // when using a colormap, tga_bits_per_pixel is the size of the indexes + // I don't think anything but 8 or 16bit indexes makes sense + stbi__rewind(s); + return 0; + } + tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL); + } + else { + tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL); + } + if (!tga_comp) { + stbi__rewind(s); + return 0; + } + if (x) *x = tga_w; + if (y) *y = tga_h; + if (comp) *comp = tga_comp; + return 1; // seems to have passed everything +} + +static int stbi__tga_test(stbi__context* s) +{ + int res = 0; + int sz, tga_color_type; + stbi__get8(s); // discard Offset + tga_color_type = stbi__get8(s); // color type + if (tga_color_type > 1) goto errorEnd; // only RGB or indexed allowed + sz = stbi__get8(s); // image type + if (tga_color_type == 1) { // colormapped (paletted) image + if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9 + stbi__skip(s, 4); // skip index of first colormap entry and number of entries + sz = stbi__get8(s); // check bits per palette color entry + if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd; + stbi__skip(s, 4); // skip image x and y origin + } + else { // "normal" image w/o colormap + if ((sz != 2) && (sz != 3) && (sz != 10) && (sz != 11)) goto errorEnd; // only RGB or grey allowed, +/- RLE + stbi__skip(s, 9); // skip colormap specification and image x/y origin + } + if (stbi__get16le(s) < 1) goto errorEnd; // test width + if (stbi__get16le(s) < 1) goto errorEnd; // test height + sz = stbi__get8(s); // bits per pixel + if ((tga_color_type == 1) && (sz != 8) && (sz != 16)) goto errorEnd; // for colormapped images, bpp is size of an index + if ((sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32)) goto errorEnd; + + res = 1; // if we got this far, everything's good and we can return 1 instead of 0 + +errorEnd: + stbi__rewind(s); + return res; +} + +// read 16bit value and convert to 24bit RGB +static void stbi__tga_read_rgb16(stbi__context* s, stbi_uc* out) +{ + stbi__uint16 px = (stbi__uint16)stbi__get16le(s); + stbi__uint16 fiveBitMask = 31; + // we have 3 channels with 5bits each + int r = (px >> 10) & fiveBitMask; + int g = (px >> 5) & fiveBitMask; + int b = px & fiveBitMask; + // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later + out[0] = (stbi_uc)((r * 255) / 31); + out[1] = (stbi_uc)((g * 255) / 31); + out[2] = (stbi_uc)((b * 255) / 31); + + // some people claim that the most significant bit might be used for alpha + // (possibly if an alpha-bit is set in the "image descriptor byte") + // but that only made 16bit test images completely translucent.. + // so let's treat all 15 and 16bit TGAs as RGB with no alpha. +} + +static void* stbi__tga_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) +{ + // read in the TGA header stuff + int tga_offset = stbi__get8(s); + int tga_indexed = stbi__get8(s); + int tga_image_type = stbi__get8(s); + int tga_is_RLE = 0; + int tga_palette_start = stbi__get16le(s); + int tga_palette_len = stbi__get16le(s); + int tga_palette_bits = stbi__get8(s); + int tga_x_origin = stbi__get16le(s); + int tga_y_origin = stbi__get16le(s); + int tga_width = stbi__get16le(s); + int tga_height = stbi__get16le(s); + int tga_bits_per_pixel = stbi__get8(s); + int tga_comp, tga_rgb16 = 0; + int tga_inverted = stbi__get8(s); + // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?) + // image data + unsigned char* tga_data; + unsigned char* tga_palette = NULL; + int i, j; + unsigned char raw_data[4] = { 0 }; + int RLE_count = 0; + int RLE_repeating = 0; + int read_next_pixel = 1; + STBI_NOTUSED(ri); + STBI_NOTUSED(tga_x_origin); // @TODO + STBI_NOTUSED(tga_y_origin); // @TODO + + if (tga_height > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (tga_width > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + + // do a tiny bit of precessing + if (tga_image_type >= 8) + { + tga_image_type -= 8; + tga_is_RLE = 1; + } + tga_inverted = 1 - ((tga_inverted >> 5) & 1); + + // If I'm paletted, then I'll use the number of bits from the palette + if (tga_indexed) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16); + else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16); + + if (!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency + return stbi__errpuc("bad format", "Can't find out TGA pixelformat"); + + // tga info + *x = tga_width; + *y = tga_height; + if (comp) *comp = tga_comp; + + if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0)) + return stbi__errpuc("too large", "Corrupt TGA"); + + tga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0); + if (!tga_data) return stbi__errpuc("outofmem", "Out of memory"); + + // skip to the data's starting position (offset usually = 0) + stbi__skip(s, tga_offset); + + if (!tga_indexed && !tga_is_RLE && !tga_rgb16) { + for (i = 0; i < tga_height; ++i) { + int row = tga_inverted ? tga_height - i - 1 : i; + stbi_uc* tga_row = tga_data + row * tga_width * tga_comp; + stbi__getn(s, tga_row, tga_width * tga_comp); + } + } + else { + // do I need to load a palette? + if (tga_indexed) + { + if (tga_palette_len == 0) { /* you have to have at least one entry! */ + STBI_FREE(tga_data); + return stbi__errpuc("bad palette", "Corrupt TGA"); + } + + // any data to skip? (offset usually = 0) + stbi__skip(s, tga_palette_start); + // load the palette + tga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0); + if (!tga_palette) { + STBI_FREE(tga_data); + return stbi__errpuc("outofmem", "Out of memory"); + } + if (tga_rgb16) { + stbi_uc* pal_entry = tga_palette; + STBI_ASSERT(tga_comp == STBI_rgb); + for (i = 0; i < tga_palette_len; ++i) { + stbi__tga_read_rgb16(s, pal_entry); + pal_entry += tga_comp; + } + } + else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) { + STBI_FREE(tga_data); + STBI_FREE(tga_palette); + return stbi__errpuc("bad palette", "Corrupt TGA"); + } + } + // load the data + for (i = 0; i < tga_width * tga_height; ++i) + { + // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk? + if (tga_is_RLE) + { + if (RLE_count == 0) + { + // yep, get the next byte as a RLE command + int RLE_cmd = stbi__get8(s); + RLE_count = 1 + (RLE_cmd & 127); + RLE_repeating = RLE_cmd >> 7; + read_next_pixel = 1; + } + else if (!RLE_repeating) + { + read_next_pixel = 1; + } + } + else + { + read_next_pixel = 1; + } + // OK, if I need to read a pixel, do it now + if (read_next_pixel) + { + // load however much data we did have + if (tga_indexed) + { + // read in index, then perform the lookup + int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s); + if (pal_idx >= tga_palette_len) { + // invalid index + pal_idx = 0; + } + pal_idx *= tga_comp; + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = tga_palette[pal_idx + j]; + } + } + else if (tga_rgb16) { + STBI_ASSERT(tga_comp == STBI_rgb); + stbi__tga_read_rgb16(s, raw_data); + } + else { + // read in the data raw + for (j = 0; j < tga_comp; ++j) { + raw_data[j] = stbi__get8(s); + } + } + // clear the reading flag for the next pixel + read_next_pixel = 0; + } // end of reading a pixel + + // copy data + for (j = 0; j < tga_comp; ++j) + tga_data[i * tga_comp + j] = raw_data[j]; + + // in case we're in RLE mode, keep counting down + --RLE_count; + } + // do I need to invert the image? + if (tga_inverted) + { + for (j = 0; j * 2 < tga_height; ++j) + { + int index1 = j * tga_width * tga_comp; + int index2 = (tga_height - 1 - j) * tga_width * tga_comp; + for (i = tga_width * tga_comp; i > 0; --i) + { + unsigned char temp = tga_data[index1]; + tga_data[index1] = tga_data[index2]; + tga_data[index2] = temp; + ++index1; + ++index2; + } + } + } + // clear my palette, if I had one + if (tga_palette != NULL) + { + STBI_FREE(tga_palette); + } + } + + // swap RGB - if the source data was RGB16, it already is in the right order + if (tga_comp >= 3 && !tga_rgb16) + { + unsigned char* tga_pixel = tga_data; + for (i = 0; i < tga_width * tga_height; ++i) + { + unsigned char temp = tga_pixel[0]; + tga_pixel[0] = tga_pixel[2]; + tga_pixel[2] = temp; + tga_pixel += tga_comp; + } + } + + // convert to target component count + if (req_comp && req_comp != tga_comp) + tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height); + + // the things I do to get rid of an error message, and yet keep + // Microsoft's C compilers happy... [8^( + tga_palette_start = tga_palette_len = tga_palette_bits = + tga_x_origin = tga_y_origin = 0; + STBI_NOTUSED(tga_palette_start); + // OK, done + return tga_data; +} +#endif + +// ************************************************************************************************* +// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB + +#ifndef STBI_NO_PSD +static int stbi__psd_test(stbi__context* s) +{ + int r = (stbi__get32be(s) == 0x38425053); + stbi__rewind(s); + return r; +} + +static int stbi__psd_decode_rle(stbi__context* s, stbi_uc* p, int pixelCount) +{ + int count, nleft, len; + + count = 0; + while ((nleft = pixelCount - count) > 0) { + len = stbi__get8(s); + if (len == 128) { + // No-op. + } + else if (len < 128) { + // Copy next len+1 bytes literally. + len++; + if (len > nleft) return 0; // corrupt data + count += len; + while (len) { + *p = stbi__get8(s); + p += 4; + len--; + } + } + else if (len > 128) { + stbi_uc val; + // Next -len+1 bytes in the dest are replicated from next source byte. + // (Interpret len as a negative 8-bit int.) + len = 257 - len; + if (len > nleft) return 0; // corrupt data + val = stbi__get8(s); + count += len; + while (len) { + *p = val; + p += 4; + len--; + } + } + } + + return 1; +} + +static void* stbi__psd_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri, int bpc) +{ + int pixelCount; + int channelCount, compression; + int channel, i; + int bitdepth; + int w, h; + stbi_uc* out; + STBI_NOTUSED(ri); + + // Check identifier + if (stbi__get32be(s) != 0x38425053) // "8BPS" + return stbi__errpuc("not PSD", "Corrupt PSD image"); + + // Check file type version. + if (stbi__get16be(s) != 1) + return stbi__errpuc("wrong version", "Unsupported version of PSD image"); + + // Skip 6 reserved bytes. + stbi__skip(s, 6); + + // Read the number of channels (R, G, B, A, etc). + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) + return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image"); + + // Read the rows and columns of the image. + h = stbi__get32be(s); + w = stbi__get32be(s); + + if (h > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (w > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + + // Make sure the depth is 8 bits. + bitdepth = stbi__get16be(s); + if (bitdepth != 8 && bitdepth != 16) + return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 or 16 bit"); + + // Make sure the color mode is RGB. + // Valid options are: + // 0: Bitmap + // 1: Grayscale + // 2: Indexed color + // 3: RGB color + // 4: CMYK color + // 7: Multichannel + // 8: Duotone + // 9: Lab color + if (stbi__get16be(s) != 3) + return stbi__errpuc("wrong color format", "PSD is not in RGB color format"); + + // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.) + stbi__skip(s, stbi__get32be(s)); + + // Skip the image resources. (resolution, pen tool paths, etc) + stbi__skip(s, stbi__get32be(s)); + + // Skip the reserved data. + stbi__skip(s, stbi__get32be(s)); + + // Find out if the data is compressed. + // Known values: + // 0: no compression + // 1: RLE compressed + compression = stbi__get16be(s); + if (compression > 1) + return stbi__errpuc("bad compression", "PSD has an unknown compression format"); + + // Check size + if (!stbi__mad3sizes_valid(4, w, h, 0)) + return stbi__errpuc("too large", "Corrupt PSD"); + + // Create the destination image. + + if (!compression && bitdepth == 16 && bpc == 16) { + out = (stbi_uc*)stbi__malloc_mad3(8, w, h, 0); + ri->bits_per_channel = 16; + } + else + out = (stbi_uc*)stbi__malloc(4 * w * h); + + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + pixelCount = w * h; + + // Initialize the data to zero. + //memset( out, 0, pixelCount * 4 ); + + // Finally, the image data. + if (compression) { + // RLE as used by .PSD and .TIFF + // Loop until you get the number of unpacked bytes you are expecting: + // Read the next source byte into n. + // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally. + // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times. + // Else if n is 128, noop. + // Endloop + + // The RLE-compressed data is preceded by a 2-byte data count for each row in the data, + // which we're going to just skip. + stbi__skip(s, h * channelCount * 2); + + // Read the RLE data by channel. + for (channel = 0; channel < 4; channel++) { + stbi_uc* p; + + p = out + channel; + if (channel >= channelCount) { + // Fill this channel with default data. + for (i = 0; i < pixelCount; i++, p += 4) + *p = (channel == 3 ? 255 : 0); + } + else { + // Read the RLE data. + if (!stbi__psd_decode_rle(s, p, pixelCount)) { + STBI_FREE(out); + return stbi__errpuc("corrupt", "bad RLE data"); + } + } + } + + } + else { + // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...) + // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image. + + // Read the data by channel. + for (channel = 0; channel < 4; channel++) { + if (channel >= channelCount) { + // Fill this channel with default data. + if (bitdepth == 16 && bpc == 16) { + stbi__uint16* q = ((stbi__uint16*)out) + channel; + stbi__uint16 val = channel == 3 ? 65535 : 0; + for (i = 0; i < pixelCount; i++, q += 4) + *q = val; + } + else { + stbi_uc* p = out + channel; + stbi_uc val = channel == 3 ? 255 : 0; + for (i = 0; i < pixelCount; i++, p += 4) + *p = val; + } + } + else { + if (ri->bits_per_channel == 16) { // output bpc + stbi__uint16* q = ((stbi__uint16*)out) + channel; + for (i = 0; i < pixelCount; i++, q += 4) + *q = (stbi__uint16)stbi__get16be(s); + } + else { + stbi_uc* p = out + channel; + if (bitdepth == 16) { // input bpc + for (i = 0; i < pixelCount; i++, p += 4) + *p = (stbi_uc)(stbi__get16be(s) >> 8); + } + else { + for (i = 0; i < pixelCount; i++, p += 4) + *p = stbi__get8(s); + } + } + } + } + } + + // remove weird white matte from PSD + if (channelCount >= 4) { + if (ri->bits_per_channel == 16) { + for (i = 0; i < w * h; ++i) { + stbi__uint16* pixel = (stbi__uint16*)out + 4 * i; + if (pixel[3] != 0 && pixel[3] != 65535) { + float a = pixel[3] / 65535.0f; + float ra = 1.0f / a; + float inv_a = 65535.0f * (1 - ra); + pixel[0] = (stbi__uint16)(pixel[0] * ra + inv_a); + pixel[1] = (stbi__uint16)(pixel[1] * ra + inv_a); + pixel[2] = (stbi__uint16)(pixel[2] * ra + inv_a); + } + } + } + else { + for (i = 0; i < w * h; ++i) { + unsigned char* pixel = out + 4 * i; + if (pixel[3] != 0 && pixel[3] != 255) { + float a = pixel[3] / 255.0f; + float ra = 1.0f / a; + float inv_a = 255.0f * (1 - ra); + pixel[0] = (unsigned char)(pixel[0] * ra + inv_a); + pixel[1] = (unsigned char)(pixel[1] * ra + inv_a); + pixel[2] = (unsigned char)(pixel[2] * ra + inv_a); + } + } + } + } + + // convert to desired output format + if (req_comp && req_comp != 4) { + if (ri->bits_per_channel == 16) + out = (stbi_uc*)stbi__convert_format16((stbi__uint16*)out, 4, req_comp, w, h); + else + out = stbi__convert_format(out, 4, req_comp, w, h); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + + if (comp) *comp = 4; + *y = h; + *x = w; + + return out; +} +#endif + +// ************************************************************************************************* +// Softimage PIC loader +// by Tom Seddon +// +// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format +// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/ + +#ifndef STBI_NO_PIC +static int stbi__pic_is4(stbi__context* s, const char* str) +{ + int i; + for (i = 0; i < 4; ++i) + if (stbi__get8(s) != (stbi_uc)str[i]) + return 0; + + return 1; +} + +static int stbi__pic_test_core(stbi__context* s) +{ + int i; + + if (!stbi__pic_is4(s, "\x53\x80\xF6\x34")) + return 0; + + for (i = 0; i < 84; ++i) + stbi__get8(s); + + if (!stbi__pic_is4(s, "PICT")) + return 0; + + return 1; +} + +typedef struct +{ + stbi_uc size, type, channel; +} stbi__pic_packet; + +static stbi_uc* stbi__readval(stbi__context* s, int channel, stbi_uc* dest) +{ + int mask = 0x80, i; + + for (i = 0; i < 4; ++i, mask >>= 1) { + if (channel & mask) { + if (stbi__at_eof(s)) return stbi__errpuc("bad file", "PIC file too short"); + dest[i] = stbi__get8(s); + } + } + + return dest; +} + +static void stbi__copyval(int channel, stbi_uc* dest, const stbi_uc* src) +{ + int mask = 0x80, i; + + for (i = 0; i < 4; ++i, mask >>= 1) + if (channel & mask) + dest[i] = src[i]; +} + +static stbi_uc* stbi__pic_load_core(stbi__context* s, int width, int height, int* comp, stbi_uc* result) +{ + int act_comp = 0, num_packets = 0, y, chained; + stbi__pic_packet packets[10]; + + // this will (should...) cater for even some bizarre stuff like having data + // for the same channel in multiple packets. + do { + stbi__pic_packet* packet; + + if (num_packets == sizeof(packets) / sizeof(packets[0])) + return stbi__errpuc("bad format", "too many packets"); + + packet = &packets[num_packets++]; + + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + + act_comp |= packet->channel; + + if (stbi__at_eof(s)) return stbi__errpuc("bad file", "file too short (reading packets)"); + if (packet->size != 8) return stbi__errpuc("bad format", "packet isn't 8bpp"); + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel? + + for (y = 0; y < height; ++y) { + int packet_idx; + + for (packet_idx = 0; packet_idx < num_packets; ++packet_idx) { + stbi__pic_packet* packet = &packets[packet_idx]; + stbi_uc* dest = result + y * width * 4; + + switch (packet->type) { + default: + return stbi__errpuc("bad format", "packet has bad compression type"); + + case 0: {//uncompressed + int x; + + for (x = 0; x < width; ++x, dest += 4) + if (!stbi__readval(s, packet->channel, dest)) + return 0; + break; + } + + case 1://Pure RLE + { + int left = width, i; + + while (left > 0) { + stbi_uc count, value[4]; + + count = stbi__get8(s); + if (stbi__at_eof(s)) return stbi__errpuc("bad file", "file too short (pure read count)"); + + if (count > left) + count = (stbi_uc)left; + + if (!stbi__readval(s, packet->channel, value)) return 0; + + for (i = 0; i < count; ++i, dest += 4) + stbi__copyval(packet->channel, dest, value); + left -= count; + } + } + break; + + case 2: {//Mixed RLE + int left = width; + while (left > 0) { + int count = stbi__get8(s), i; + if (stbi__at_eof(s)) return stbi__errpuc("bad file", "file too short (mixed read count)"); + + if (count >= 128) { // Repeated + stbi_uc value[4]; + + if (count == 128) + count = stbi__get16be(s); + else + count -= 127; + if (count > left) + return stbi__errpuc("bad file", "scanline overrun"); + + if (!stbi__readval(s, packet->channel, value)) + return 0; + + for (i = 0; i < count; ++i, dest += 4) + stbi__copyval(packet->channel, dest, value); + } + else { // Raw + ++count; + if (count > left) return stbi__errpuc("bad file", "scanline overrun"); + + for (i = 0; i < count; ++i, dest += 4) + if (!stbi__readval(s, packet->channel, dest)) + return 0; + } + left -= count; + } + break; + } + } + } + } + + return result; +} + +static void* stbi__pic_load(stbi__context* s, int* px, int* py, int* comp, int req_comp, stbi__result_info* ri) +{ + stbi_uc* result; + int i, x, y, internal_comp; + STBI_NOTUSED(ri); + + if (!comp) comp = &internal_comp; + + for (i = 0; i < 92; ++i) + stbi__get8(s); + + x = stbi__get16be(s); + y = stbi__get16be(s); + + if (y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + + if (stbi__at_eof(s)) return stbi__errpuc("bad file", "file too short (pic header)"); + if (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc("too large", "PIC image too large to decode"); + + stbi__get32be(s); //skip `ratio' + stbi__get16be(s); //skip `fields' + stbi__get16be(s); //skip `pad' + + // intermediate buffer is RGBA + result = (stbi_uc*)stbi__malloc_mad3(x, y, 4, 0); + memset(result, 0xff, x * y * 4); + + if (!stbi__pic_load_core(s, x, y, comp, result)) { + STBI_FREE(result); + result = 0; + } + *px = x; + *py = y; + if (req_comp == 0) req_comp = *comp; + result = stbi__convert_format(result, 4, req_comp, x, y); + + return result; +} + +static int stbi__pic_test(stbi__context* s) +{ + int r = stbi__pic_test_core(s); + stbi__rewind(s); + return r; +} +#endif + +// ************************************************************************************************* +// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb + +#ifndef STBI_NO_GIF +typedef struct +{ + stbi__int16 prefix; + stbi_uc first; + stbi_uc suffix; +} stbi__gif_lzw; + +typedef struct +{ + int w, h; + stbi_uc* out; // output buffer (always 4 components) + stbi_uc* background; // The current "background" as far as a gif is concerned + stbi_uc* history; + int flags, bgindex, ratio, transparent, eflags; + stbi_uc pal[256][4]; + stbi_uc lpal[256][4]; + stbi__gif_lzw codes[8192]; + stbi_uc* color_table; + int parse, step; + int lflags; + int start_x, start_y; + int max_x, max_y; + int cur_x, cur_y; + int line_size; + int delay; +} stbi__gif; + +static int stbi__gif_test_raw(stbi__context* s) +{ + int sz; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0; + sz = stbi__get8(s); + if (sz != '9' && sz != '7') return 0; + if (stbi__get8(s) != 'a') return 0; + return 1; +} + +static int stbi__gif_test(stbi__context* s) +{ + int r = stbi__gif_test_raw(s); + stbi__rewind(s); + return r; +} + +static void stbi__gif_parse_colortable(stbi__context* s, stbi_uc pal[256][4], int num_entries, int transp) +{ + int i; + for (i = 0; i < num_entries; ++i) { + pal[i][2] = stbi__get8(s); + pal[i][1] = stbi__get8(s); + pal[i][0] = stbi__get8(s); + pal[i][3] = transp == i ? 0 : 255; + } +} + +static int stbi__gif_header(stbi__context* s, stbi__gif* g, int* comp, int is_info) +{ + stbi_uc version; + if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') + return stbi__err("not GIF", "Corrupt GIF"); + + version = stbi__get8(s); + if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF"); + if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF"); + + stbi__g_failure_reason = ""; + g->w = stbi__get16le(s); + g->h = stbi__get16le(s); + g->flags = stbi__get8(s); + g->bgindex = stbi__get8(s); + g->ratio = stbi__get8(s); + g->transparent = -1; + + if (g->w > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); + if (g->h > STBI_MAX_DIMENSIONS) return stbi__err("too large", "Very large image (corrupt?)"); + + if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments + + if (is_info) return 1; + + if (g->flags & 0x80) + stbi__gif_parse_colortable(s, g->pal, 2 << (g->flags & 7), -1); + + return 1; +} + +static int stbi__gif_info_raw(stbi__context* s, int* x, int* y, int* comp) +{ + stbi__gif* g = (stbi__gif*)stbi__malloc(sizeof(stbi__gif)); + if (!stbi__gif_header(s, g, comp, 1)) { + STBI_FREE(g); + stbi__rewind(s); + return 0; + } + if (x) *x = g->w; + if (y) *y = g->h; + STBI_FREE(g); + return 1; +} + +static void stbi__out_gif_code(stbi__gif* g, stbi__uint16 code) +{ + stbi_uc* p, * c; + int idx; + + // recurse to decode the prefixes, since the linked-list is backwards, + // and working backwards through an interleaved image would be nasty + if (g->codes[code].prefix >= 0) + stbi__out_gif_code(g, g->codes[code].prefix); + + if (g->cur_y >= g->max_y) return; + + idx = g->cur_x + g->cur_y; + p = &g->out[idx]; + g->history[idx / 4] = 1; + + c = &g->color_table[g->codes[code].suffix * 4]; + if (c[3] > 128) { // don't render transparent pixels; + p[0] = c[2]; + p[1] = c[1]; + p[2] = c[0]; + p[3] = c[3]; + } + g->cur_x += 4; + + if (g->cur_x >= g->max_x) { + g->cur_x = g->start_x; + g->cur_y += g->step; + + while (g->cur_y >= g->max_y && g->parse > 0) { + g->step = (1 << g->parse) * g->line_size; + g->cur_y = g->start_y + (g->step >> 1); + --g->parse; + } + } +} + +static stbi_uc* stbi__process_gif_raster(stbi__context* s, stbi__gif* g) +{ + stbi_uc lzw_cs; + stbi__int32 len, init_code; + stbi__uint32 first; + stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear; + stbi__gif_lzw* p; + + lzw_cs = stbi__get8(s); + if (lzw_cs > 12) return NULL; + clear = 1 << lzw_cs; + first = 1; + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + bits = 0; + valid_bits = 0; + for (init_code = 0; init_code < clear; init_code++) { + g->codes[init_code].prefix = -1; + g->codes[init_code].first = (stbi_uc)init_code; + g->codes[init_code].suffix = (stbi_uc)init_code; + } + + // support no starting clear code + avail = clear + 2; + oldcode = -1; + + len = 0; + for (;;) { + if (valid_bits < codesize) { + if (len == 0) { + len = stbi__get8(s); // start new block + if (len == 0) + return g->out; + } + --len; + bits |= (stbi__int32)stbi__get8(s) << valid_bits; + valid_bits += 8; + } + else { + stbi__int32 code = bits & codemask; + bits >>= codesize; + valid_bits -= codesize; + // @OPTIMIZE: is there some way we can accelerate the non-clear path? + if (code == clear) { // clear code + codesize = lzw_cs + 1; + codemask = (1 << codesize) - 1; + avail = clear + 2; + oldcode = -1; + first = 0; + } + else if (code == clear + 1) { // end of stream code + stbi__skip(s, len); + while ((len = stbi__get8(s)) > 0) + stbi__skip(s, len); + return g->out; + } + else if (code <= avail) { + if (first) { + return stbi__errpuc("no clear code", "Corrupt GIF"); + } + + if (oldcode >= 0) { + p = &g->codes[avail++]; + if (avail > 8192) { + return stbi__errpuc("too many codes", "Corrupt GIF"); + } + + p->prefix = (stbi__int16)oldcode; + p->first = g->codes[oldcode].first; + p->suffix = (code == avail) ? p->first : g->codes[code].first; + } + else if (code == avail) + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + + stbi__out_gif_code(g, (stbi__uint16)code); + + if ((avail & codemask) == 0 && avail <= 0x0FFF) { + codesize++; + codemask = (1 << codesize) - 1; + } + + oldcode = code; + } + else { + return stbi__errpuc("illegal code in raster", "Corrupt GIF"); + } + } + } +} + +// this function is designed to support animated gifs, although stb_image doesn't support it +// two back is the image from two frames ago, used for a very specific disposal format +static stbi_uc* stbi__gif_load_next(stbi__context* s, stbi__gif* g, int* comp, int req_comp, stbi_uc* two_back) +{ + int dispose; + int first_frame; + int pi; + int pcount; + STBI_NOTUSED(req_comp); + + // on first frame, any non-written pixels get the background colour (non-transparent) + first_frame = 0; + if (g->out == 0) { + if (!stbi__gif_header(s, g, comp, 0)) return 0; // stbi__g_failure_reason set by stbi__gif_header + if (!stbi__mad3sizes_valid(4, g->w, g->h, 0)) + return stbi__errpuc("too large", "GIF image is too large"); + pcount = g->w * g->h; + g->out = (stbi_uc*)stbi__malloc(4 * pcount); + g->background = (stbi_uc*)stbi__malloc(4 * pcount); + g->history = (stbi_uc*)stbi__malloc(pcount); + if (!g->out || !g->background || !g->history) + return stbi__errpuc("outofmem", "Out of memory"); + + // image is treated as "transparent" at the start - ie, nothing overwrites the current background; + // background colour is only used for pixels that are not rendered first frame, after that "background" + // color refers to the color that was there the previous frame. + memset(g->out, 0x00, 4 * pcount); + memset(g->background, 0x00, 4 * pcount); // state of the background (starts transparent) + memset(g->history, 0x00, pcount); // pixels that were affected previous frame + first_frame = 1; + } + else { + // second frame - how do we dispose of the previous one? + dispose = (g->eflags & 0x1C) >> 2; + pcount = g->w * g->h; + + if ((dispose == 3) && (two_back == 0)) { + dispose = 2; // if I don't have an image to revert back to, default to the old background + } + + if (dispose == 3) { // use previous graphic + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi]) { + memcpy(&g->out[pi * 4], &two_back[pi * 4], 4); + } + } + } + else if (dispose == 2) { + // restore what was changed last frame to background before that frame; + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi]) { + memcpy(&g->out[pi * 4], &g->background[pi * 4], 4); + } + } + } + else { + // This is a non-disposal case eithe way, so just + // leave the pixels as is, and they will become the new background + // 1: do not dispose + // 0: not specified. + } + + // background is what out is after the undoing of the previou frame; + memcpy(g->background, g->out, 4 * g->w * g->h); + } + + // clear my history; + memset(g->history, 0x00, g->w * g->h); // pixels that were affected previous frame + + for (;;) { + int tag = stbi__get8(s); + switch (tag) { + case 0x2C: /* Image Descriptor */ + { + stbi__int32 x, y, w, h; + stbi_uc* o; + + x = stbi__get16le(s); + y = stbi__get16le(s); + w = stbi__get16le(s); + h = stbi__get16le(s); + if (((x + w) > (g->w)) || ((y + h) > (g->h))) + return stbi__errpuc("bad Image Descriptor", "Corrupt GIF"); + + g->line_size = g->w * 4; + g->start_x = x * 4; + g->start_y = y * g->line_size; + g->max_x = g->start_x + w * 4; + g->max_y = g->start_y + h * g->line_size; + g->cur_x = g->start_x; + g->cur_y = g->start_y; + + // if the width of the specified rectangle is 0, that means + // we may not see *any* pixels or the image is malformed; + // to make sure this is caught, move the current y down to + // max_y (which is what out_gif_code checks). + if (w == 0) + g->cur_y = g->max_y; + + g->lflags = stbi__get8(s); + + if (g->lflags & 0x40) { + g->step = 8 * g->line_size; // first interlaced spacing + g->parse = 3; + } + else { + g->step = g->line_size; + g->parse = 0; + } + + if (g->lflags & 0x80) { + stbi__gif_parse_colortable(s, g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1); + g->color_table = (stbi_uc*)g->lpal; + } + else if (g->flags & 0x80) { + g->color_table = (stbi_uc*)g->pal; + } + else + return stbi__errpuc("missing color table", "Corrupt GIF"); + + o = stbi__process_gif_raster(s, g); + if (!o) return NULL; + + // if this was the first frame, + pcount = g->w * g->h; + if (first_frame && (g->bgindex > 0)) { + // if first frame, any pixel not drawn to gets the background color + for (pi = 0; pi < pcount; ++pi) { + if (g->history[pi] == 0) { + g->pal[g->bgindex][3] = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be; + memcpy(&g->out[pi * 4], &g->pal[g->bgindex], 4); + } + } + } + + return o; + } + + case 0x21: // Comment Extension. + { + int len; + int ext = stbi__get8(s); + if (ext == 0xF9) { // Graphic Control Extension. + len = stbi__get8(s); + if (len == 4) { + g->eflags = stbi__get8(s); + g->delay = 10 * stbi__get16le(s); // delay - 1/100th of a second, saving as 1/1000ths. + + // unset old transparent + if (g->transparent >= 0) { + g->pal[g->transparent][3] = 255; + } + if (g->eflags & 0x01) { + g->transparent = stbi__get8(s); + if (g->transparent >= 0) { + g->pal[g->transparent][3] = 0; + } + } + else { + // don't need transparent + stbi__skip(s, 1); + g->transparent = -1; + } + } + else { + stbi__skip(s, len); + break; + } + } + while ((len = stbi__get8(s)) != 0) { + stbi__skip(s, len); + } + break; + } + + case 0x3B: // gif stream termination code + return (stbi_uc*)s; // using '1' causes warning on some compilers + + default: + return stbi__errpuc("unknown code", "Corrupt GIF"); + } + } +} + +static void* stbi__load_gif_main(stbi__context* s, int** delays, int* x, int* y, int* z, int* comp, int req_comp) +{ + if (stbi__gif_test(s)) { + int layers = 0; + stbi_uc* u = 0; + stbi_uc* out = 0; + stbi_uc* two_back = 0; + stbi__gif g; + int stride; + int out_size = 0; + int delays_size = 0; + memset(&g, 0, sizeof(g)); + if (delays) { + *delays = 0; + } + + do { + u = stbi__gif_load_next(s, &g, comp, req_comp, two_back); + if (u == (stbi_uc*)s) u = 0; // end of animated gif marker + + if (u) { + *x = g.w; + *y = g.h; + ++layers; + stride = g.w * g.h * 4; + + if (out) { + void* tmp = (stbi_uc*)STBI_REALLOC_SIZED(out, out_size, layers * stride); + if (NULL == tmp) { + STBI_FREE(g.out); + STBI_FREE(g.history); + STBI_FREE(g.background); + return stbi__errpuc("outofmem", "Out of memory"); + } + else { + out = (stbi_uc*)tmp; + out_size = layers * stride; + } + + if (delays) { + *delays = (int*)STBI_REALLOC_SIZED(*delays, delays_size, sizeof(int) * layers); + delays_size = layers * sizeof(int); + } + } + else { + out = (stbi_uc*)stbi__malloc(layers * stride); + out_size = layers * stride; + if (delays) { + *delays = (int*)stbi__malloc(layers * sizeof(int)); + delays_size = layers * sizeof(int); + } + } + memcpy(out + ((layers - 1) * stride), u, stride); + if (layers >= 2) { + two_back = out - 2 * stride; + } + + if (delays) { + (*delays)[layers - 1U] = g.delay; + } + } + } while (u != 0); + + // free temp buffer; + STBI_FREE(g.out); + STBI_FREE(g.history); + STBI_FREE(g.background); + + // do the final conversion after loading everything; + if (req_comp && req_comp != 4) + out = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h); + + *z = layers; + return out; + } + else { + return stbi__errpuc("not GIF", "Image was not as a gif type."); + } +} + +static void* stbi__gif_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) +{ + stbi_uc* u = 0; + stbi__gif g; + memset(&g, 0, sizeof(g)); + STBI_NOTUSED(ri); + + u = stbi__gif_load_next(s, &g, comp, req_comp, 0); + if (u == (stbi_uc*)s) u = 0; // end of animated gif marker + if (u) { + *x = g.w; + *y = g.h; + + // moved conversion to after successful load so that the same + // can be done for multiple frames. + if (req_comp && req_comp != 4) + u = stbi__convert_format(u, 4, req_comp, g.w, g.h); + } + else if (g.out) { + // if there was an error and we allocated an image buffer, free it! + STBI_FREE(g.out); + } + + // free buffers needed for multiple frame loading; + STBI_FREE(g.history); + STBI_FREE(g.background); + + return u; +} + +static int stbi__gif_info(stbi__context* s, int* x, int* y, int* comp) +{ + return stbi__gif_info_raw(s, x, y, comp); +} +#endif + +// ************************************************************************************************* +// Radiance RGBE HDR loader +// originally by Nicolas Schulz +#ifndef STBI_NO_HDR +static int stbi__hdr_test_core(stbi__context* s, const char* signature) +{ + int i; + for (i = 0; signature[i]; ++i) + if (stbi__get8(s) != signature[i]) + return 0; + stbi__rewind(s); + return 1; +} + +static int stbi__hdr_test(stbi__context* s) +{ + int r = stbi__hdr_test_core(s, "#?RADIANCE\n"); + stbi__rewind(s); + if (!r) { + r = stbi__hdr_test_core(s, "#?RGBE\n"); + stbi__rewind(s); + } + return r; +} + +#define STBI__HDR_BUFLEN 1024 +static char* stbi__hdr_gettoken(stbi__context* z, char* buffer) +{ + int len = 0; + char c = '\0'; + + c = (char)stbi__get8(z); + + while (!stbi__at_eof(z) && c != '\n') { + buffer[len++] = c; + if (len == STBI__HDR_BUFLEN - 1) { + // flush to end of line + while (!stbi__at_eof(z) && stbi__get8(z) != '\n') + ; + break; + } + c = (char)stbi__get8(z); + } + + buffer[len] = 0; + return buffer; +} + +static void stbi__hdr_convert(float* output, stbi_uc* input, int req_comp) +{ + if (input[3] != 0) { + float f1; + // Exponent + f1 = (float)ldexp(1.0f, input[3] - (int)(128 + 8)); + if (req_comp <= 2) + output[0] = (input[0] + input[1] + input[2]) * f1 / 3; + else { + output[0] = input[0] * f1; + output[1] = input[1] * f1; + output[2] = input[2] * f1; + } + if (req_comp == 2) output[1] = 1; + if (req_comp == 4) output[3] = 1; + } + else { + switch (req_comp) { + case 4: output[3] = 1; /* fallthrough */ + case 3: output[0] = output[1] = output[2] = 0; + break; + case 2: output[1] = 1; /* fallthrough */ + case 1: output[0] = 0; + break; + } + } +} + +static float* stbi__hdr_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) +{ + char buffer[STBI__HDR_BUFLEN]; + char* token; + int valid = 0; + int width, height; + stbi_uc* scanline; + float* hdr_data; + int len; + unsigned char count, value; + int i, j, k, c1, c2, z; + const char* headerToken; + STBI_NOTUSED(ri); + + // Check identifier + headerToken = stbi__hdr_gettoken(s, buffer); + if (strcmp(headerToken, "#?RADIANCE") != 0 && strcmp(headerToken, "#?RGBE") != 0) + return stbi__errpf("not HDR", "Corrupt HDR image"); + + // Parse header + for (;;) { + token = stbi__hdr_gettoken(s, buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format"); + + // Parse width and height + // can't use sscanf() if we're not using stdio! + token = stbi__hdr_gettoken(s, buffer); + if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + height = (int)strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format"); + token += 3; + width = (int)strtol(token, NULL, 10); + + if (height > STBI_MAX_DIMENSIONS) return stbi__errpf("too large", "Very large image (corrupt?)"); + if (width > STBI_MAX_DIMENSIONS) return stbi__errpf("too large", "Very large image (corrupt?)"); + + *x = width; + *y = height; + + if (comp) *comp = 3; + if (req_comp == 0) req_comp = 3; + + if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0)) + return stbi__errpf("too large", "HDR image is too large"); + + // Read data + hdr_data = (float*)stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0); + if (!hdr_data) + return stbi__errpf("outofmem", "Out of memory"); + + // Load image data + // image data is stored as some number of sca + if (width < 8 || width >= 32768) { + // Read flat data + for (j = 0; j < height; ++j) { + for (i = 0; i < width; ++i) { + stbi_uc rgbe[4]; + main_decode_loop: + stbi__getn(s, rgbe, 4); + stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp); + } + } + } + else { + // Read RLE-encoded data + scanline = NULL; + + for (j = 0; j < height; ++j) { + c1 = stbi__get8(s); + c2 = stbi__get8(s); + len = stbi__get8(s); + if (c1 != 2 || c2 != 2 || (len & 0x80)) { + // not run-length encoded, so we have to actually use THIS data as a decoded + // pixel (note this can't be a valid pixel--one of RGB must be >= 128) + stbi_uc rgbe[4]; + rgbe[0] = (stbi_uc)c1; + rgbe[1] = (stbi_uc)c2; + rgbe[2] = (stbi_uc)len; + rgbe[3] = (stbi_uc)stbi__get8(s); + stbi__hdr_convert(hdr_data, rgbe, req_comp); + i = 1; + j = 0; + STBI_FREE(scanline); + goto main_decode_loop; // yes, this makes no sense + } + len <<= 8; + len |= stbi__get8(s); + if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); } + if (scanline == NULL) { + scanline = (stbi_uc*)stbi__malloc_mad2(width, 4, 0); + if (!scanline) { + STBI_FREE(hdr_data); + return stbi__errpf("outofmem", "Out of memory"); + } + } + + for (k = 0; k < 4; ++k) { + int nleft; + i = 0; + while ((nleft = width - i) > 0) { + count = stbi__get8(s); + if (count > 128) { + // Run + value = stbi__get8(s); + count -= 128; + if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = value; + } + else { + // Dump + if (count > nleft) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); } + for (z = 0; z < count; ++z) + scanline[i++ * 4 + k] = stbi__get8(s); + } + } + } + for (i = 0; i < width; ++i) + stbi__hdr_convert(hdr_data + (j * width + i) * req_comp, scanline + i * 4, req_comp); + } + if (scanline) + STBI_FREE(scanline); + } + + return hdr_data; +} + +static int stbi__hdr_info(stbi__context* s, int* x, int* y, int* comp) +{ + char buffer[STBI__HDR_BUFLEN]; + char* token; + int valid = 0; + int dummy; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (stbi__hdr_test(s) == 0) { + stbi__rewind(s); + return 0; + } + + for (;;) { + token = stbi__hdr_gettoken(s, buffer); + if (token[0] == 0) break; + if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1; + } + + if (!valid) { + stbi__rewind(s); + return 0; + } + token = stbi__hdr_gettoken(s, buffer); + if (strncmp(token, "-Y ", 3)) { + stbi__rewind(s); + return 0; + } + token += 3; + *y = (int)strtol(token, &token, 10); + while (*token == ' ') ++token; + if (strncmp(token, "+X ", 3)) { + stbi__rewind(s); + return 0; + } + token += 3; + *x = (int)strtol(token, NULL, 10); + *comp = 3; + return 1; +} +#endif // STBI_NO_HDR + +#ifndef STBI_NO_BMP +static int stbi__bmp_info(stbi__context* s, int* x, int* y, int* comp) +{ + void* p; + stbi__bmp_data info; + + info.all_a = 255; + p = stbi__bmp_parse_header(s, &info); + stbi__rewind(s); + if (p == NULL) + return 0; + if (x) *x = s->img_x; + if (y) *y = s->img_y; + if (comp) { + if (info.bpp == 24 && info.ma == 0xff000000) + *comp = 3; + else + *comp = info.ma ? 4 : 3; + } + return 1; +} +#endif + +#ifndef STBI_NO_PSD +static int stbi__psd_info(stbi__context* s, int* x, int* y, int* comp) +{ + int channelCount, dummy, depth; + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + if (stbi__get32be(s) != 0x38425053) { + stbi__rewind(s); + return 0; + } + if (stbi__get16be(s) != 1) { + stbi__rewind(s); + return 0; + } + stbi__skip(s, 6); + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) { + stbi__rewind(s); + return 0; + } + *y = stbi__get32be(s); + *x = stbi__get32be(s); + depth = stbi__get16be(s); + if (depth != 8 && depth != 16) { + stbi__rewind(s); + return 0; + } + if (stbi__get16be(s) != 3) { + stbi__rewind(s); + return 0; + } + *comp = 4; + return 1; +} + +static int stbi__psd_is16(stbi__context* s) +{ + int channelCount, depth; + if (stbi__get32be(s) != 0x38425053) { + stbi__rewind(s); + return 0; + } + if (stbi__get16be(s) != 1) { + stbi__rewind(s); + return 0; + } + stbi__skip(s, 6); + channelCount = stbi__get16be(s); + if (channelCount < 0 || channelCount > 16) { + stbi__rewind(s); + return 0; + } + (void)stbi__get32be(s); + (void)stbi__get32be(s); + depth = stbi__get16be(s); + if (depth != 16) { + stbi__rewind(s); + return 0; + } + return 1; +} +#endif + +#ifndef STBI_NO_PIC +static int stbi__pic_info(stbi__context* s, int* x, int* y, int* comp) +{ + int act_comp = 0, num_packets = 0, chained, dummy; + stbi__pic_packet packets[10]; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + if (!stbi__pic_is4(s, "\x53\x80\xF6\x34")) { + stbi__rewind(s); + return 0; + } + + stbi__skip(s, 88); + + *x = stbi__get16be(s); + *y = stbi__get16be(s); + if (stbi__at_eof(s)) { + stbi__rewind(s); + return 0; + } + if ((*x) != 0 && (1 << 28) / (*x) < (*y)) { + stbi__rewind(s); + return 0; + } + + stbi__skip(s, 8); + + do { + stbi__pic_packet* packet; + + if (num_packets == sizeof(packets) / sizeof(packets[0])) + return 0; + + packet = &packets[num_packets++]; + chained = stbi__get8(s); + packet->size = stbi__get8(s); + packet->type = stbi__get8(s); + packet->channel = stbi__get8(s); + act_comp |= packet->channel; + + if (stbi__at_eof(s)) { + stbi__rewind(s); + return 0; + } + if (packet->size != 8) { + stbi__rewind(s); + return 0; + } + } while (chained); + + *comp = (act_comp & 0x10 ? 4 : 3); + + return 1; +} +#endif + +// ************************************************************************************************* +// Portable Gray Map and Portable Pixel Map loader +// by Ken Miller +// +// PGM: http://netpbm.sourceforge.net/doc/pgm.html +// PPM: http://netpbm.sourceforge.net/doc/ppm.html +// +// Known limitations: +// Does not support comments in the header section +// Does not support ASCII image data (formats P2 and P3) +// Does not support 16-bit-per-channel + +#ifndef STBI_NO_PNM + +static int stbi__pnm_test(stbi__context* s) +{ + char p, t; + p = (char)stbi__get8(s); + t = (char)stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind(s); + return 0; + } + return 1; +} + +static void* stbi__pnm_load(stbi__context* s, int* x, int* y, int* comp, int req_comp, stbi__result_info* ri) +{ + stbi_uc* out; + STBI_NOTUSED(ri); + + if (!stbi__pnm_info(s, (int*)&s->img_x, (int*)&s->img_y, (int*)&s->img_n)) + return 0; + + if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large", "Very large image (corrupt?)"); + + *x = s->img_x; + *y = s->img_y; + if (comp) *comp = s->img_n; + + if (!stbi__mad3sizes_valid(s->img_n, s->img_x, s->img_y, 0)) + return stbi__errpuc("too large", "PNM too large"); + + out = (stbi_uc*)stbi__malloc_mad3(s->img_n, s->img_x, s->img_y, 0); + if (!out) return stbi__errpuc("outofmem", "Out of memory"); + stbi__getn(s, out, s->img_n * s->img_x * s->img_y); + + if (req_comp && req_comp != s->img_n) { + out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y); + if (out == NULL) return out; // stbi__convert_format frees input on failure + } + return out; +} + +static int stbi__pnm_isspace(char c) +{ + return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r'; +} + +static void stbi__pnm_skip_whitespace(stbi__context* s, char* c) +{ + for (;;) { + while (!stbi__at_eof(s) && stbi__pnm_isspace(*c)) + *c = (char)stbi__get8(s); + + if (stbi__at_eof(s) || *c != '#') + break; + + while (!stbi__at_eof(s) && *c != '\n' && *c != '\r') + *c = (char)stbi__get8(s); + } +} + +static int stbi__pnm_isdigit(char c) +{ + return c >= '0' && c <= '9'; +} + +static int stbi__pnm_getinteger(stbi__context* s, char* c) +{ + int value = 0; + + while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) { + value = value * 10 + (*c - '0'); + *c = (char)stbi__get8(s); + } + + return value; +} + +static int stbi__pnm_info(stbi__context* s, int* x, int* y, int* comp) +{ + int maxv, dummy; + char c, p, t; + + if (!x) x = &dummy; + if (!y) y = &dummy; + if (!comp) comp = &dummy; + + stbi__rewind(s); + + // Get identifier + p = (char)stbi__get8(s); + t = (char)stbi__get8(s); + if (p != 'P' || (t != '5' && t != '6')) { + stbi__rewind(s); + return 0; + } + + *comp = (t == '6') ? 3 : 1; // '5' is 1-component .pgm; '6' is 3-component .ppm + + c = (char)stbi__get8(s); + stbi__pnm_skip_whitespace(s, &c); + + *x = stbi__pnm_getinteger(s, &c); // read width + stbi__pnm_skip_whitespace(s, &c); + + *y = stbi__pnm_getinteger(s, &c); // read height + stbi__pnm_skip_whitespace(s, &c); + + maxv = stbi__pnm_getinteger(s, &c); // read max value + + if (maxv > 255) + return stbi__err("max value > 255", "PPM image not 8-bit"); + else + return 1; +} +#endif + +static int stbi__info_main(stbi__context* s, int* x, int* y, int* comp) +{ +#ifndef STBI_NO_JPEG + if (stbi__jpeg_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_PNG + if (stbi__png_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_GIF + if (stbi__gif_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_BMP + if (stbi__bmp_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_PSD + if (stbi__psd_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_PIC + if (stbi__pic_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_PNM + if (stbi__pnm_info(s, x, y, comp)) return 1; +#endif + +#ifndef STBI_NO_HDR + if (stbi__hdr_info(s, x, y, comp)) return 1; +#endif + + // test tga last because it's a crappy test! +#ifndef STBI_NO_TGA + if (stbi__tga_info(s, x, y, comp)) + return 1; +#endif + return stbi__err("unknown image type", "Image not of any known type, or corrupt"); +} + +static int stbi__is_16_main(stbi__context* s) +{ +#ifndef STBI_NO_PNG + if (stbi__png_is16(s)) return 1; +#endif + +#ifndef STBI_NO_PSD + if (stbi__psd_is16(s)) return 1; +#endif + + return 0; +} + +#ifndef STBI_NO_STDIO +STBIDEF int stbi_info(char const* filename, int* x, int* y, int* comp) +{ + FILE* f = stbi__fopen(filename, "rb"); + int result; + if (!f) return stbi__err("can't fopen", "Unable to open file"); + result = stbi_info_from_file(f, x, y, comp); + fclose(f); + return result; +} + +STBIDEF int stbi_info_from_file(FILE* f, int* x, int* y, int* comp) +{ + int r; + stbi__context s; + long pos = ftell(f); + stbi__start_file(&s, f); + r = stbi__info_main(&s, x, y, comp); + fseek(f, pos, SEEK_SET); + return r; +} + +STBIDEF int stbi_is_16_bit(char const* filename) +{ + FILE* f = stbi__fopen(filename, "rb"); + int result; + if (!f) return stbi__err("can't fopen", "Unable to open file"); + result = stbi_is_16_bit_from_file(f); + fclose(f); + return result; +} + +STBIDEF int stbi_is_16_bit_from_file(FILE* f) +{ + int r; + stbi__context s; + long pos = ftell(f); + stbi__start_file(&s, f); + r = stbi__is_16_main(&s); + fseek(f, pos, SEEK_SET); + return r; +} +#endif // !STBI_NO_STDIO + +STBIDEF int stbi_info_from_memory(stbi_uc const* buffer, int len, int* x, int* y, int* comp) +{ + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__info_main(&s, x, y, comp); +} + +STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const* c, void* user, int* x, int* y, int* comp) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks*)c, user); + return stbi__info_main(&s, x, y, comp); +} + +STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const* buffer, int len) +{ + stbi__context s; + stbi__start_mem(&s, buffer, len); + return stbi__is_16_main(&s); +} + +STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const* c, void* user) +{ + stbi__context s; + stbi__start_callbacks(&s, (stbi_io_callbacks*)c, user); + return stbi__is_16_main(&s); +} + +#endif // STB_IMAGE_IMPLEMENTATION + +/* + revision history: + 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs + 2.19 (2018-02-11) fix warning + 2.18 (2018-01-30) fix warnings + 2.17 (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug + 1-bit BMP + *_is_16_bit api + avoid warnings + 2.16 (2017-07-23) all functions have 16-bit variants; + STBI_NO_STDIO works again; + compilation fixes; + fix rounding in unpremultiply; + optimize vertical flip; + disable raw_len validation; + documentation fixes + 2.15 (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode; + warning fixes; disable run-time SSE detection on gcc; + uniform handling of optional "return" values; + thread-safe initialization of zlib tables + 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs + 2.13 (2016-11-29) add 16-bit API, only supported for PNG right now + 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes + 2.11 (2016-04-02) allocate large structures on the stack + remove white matting for transparent PSD + fix reported channel count for PNG & BMP + re-enable SSE2 in non-gcc 64-bit + support RGB-formatted JPEG + read 16-bit PNGs (only as 8-bit) + 2.10 (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED + 2.09 (2016-01-16) allow comments in PNM files + 16-bit-per-pixel TGA (not bit-per-component) + info() for TGA could break due to .hdr handling + info() for BMP to shares code instead of sloppy parse + can use STBI_REALLOC_SIZED if allocator doesn't support realloc + code cleanup + 2.08 (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA + 2.07 (2015-09-13) fix compiler warnings + partial animated GIF support + limited 16-bpc PSD support + #ifdef unused functions + bug with < 92 byte PIC,PNM,HDR,TGA + 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value + 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning + 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit + 2.03 (2015-04-12) extra corruption checking (mmozeiko) + stbi_set_flip_vertically_on_load (nguillemot) + fix NEON support; fix mingw support + 2.02 (2015-01-19) fix incorrect assert, fix warning + 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2 + 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG + 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg) + progressive JPEG (stb) + PGM/PPM support (Ken Miller) + STBI_MALLOC,STBI_REALLOC,STBI_FREE + GIF bugfix -- seemingly never worked + STBI_NO_*, STBI_ONLY_* + 1.48 (2014-12-14) fix incorrectly-named assert() + 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb) + optimize PNG (ryg) + fix bug in interlaced PNG with user-specified channel count (stb) + 1.46 (2014-08-26) + fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG + 1.45 (2014-08-16) + fix MSVC-ARM internal compiler error by wrapping malloc + 1.44 (2014-08-07) + various warning fixes from Ronny Chevalier + 1.43 (2014-07-15) + fix MSVC-only compiler problem in code changed in 1.42 + 1.42 (2014-07-09) + don't define _CRT_SECURE_NO_WARNINGS (affects user code) + fixes to stbi__cleanup_jpeg path + added STBI_ASSERT to avoid requiring assert.h + 1.41 (2014-06-25) + fix search&replace from 1.36 that messed up comments/error messages + 1.40 (2014-06-22) + fix gcc struct-initialization warning + 1.39 (2014-06-15) + fix to TGA optimization when req_comp != number of components in TGA; + fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite) + add support for BMP version 5 (more ignored fields) + 1.38 (2014-06-06) + suppress MSVC warnings on integer casts truncating values + fix accidental rename of 'skip' field of I/O + 1.37 (2014-06-04) + remove duplicate typedef + 1.36 (2014-06-03) + convert to header file single-file library + if de-iphone isn't set, load iphone images color-swapped instead of returning NULL + 1.35 (2014-05-27) + various warnings + fix broken STBI_SIMD path + fix bug where stbi_load_from_file no longer left file pointer in correct place + fix broken non-easy path for 32-bit BMP (possibly never used) + TGA optimization by Arseny Kapoulkine + 1.34 (unknown) + use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case + 1.33 (2011-07-14) + make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements + 1.32 (2011-07-13) + support for "info" function for all supported filetypes (SpartanJ) + 1.31 (2011-06-20) + a few more leak fixes, bug in PNG handling (SpartanJ) + 1.30 (2011-06-11) + added ability to load files via callbacks to accomidate custom input streams (Ben Wenger) + removed deprecated format-specific test/load functions + removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway + error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha) + fix inefficiency in decoding 32-bit BMP (David Woo) + 1.29 (2010-08-16) + various warning fixes from Aurelien Pocheville + 1.28 (2010-08-01) + fix bug in GIF palette transparency (SpartanJ) + 1.27 (2010-08-01) + cast-to-stbi_uc to fix warnings + 1.26 (2010-07-24) + fix bug in file buffering for PNG reported by SpartanJ + 1.25 (2010-07-17) + refix trans_data warning (Won Chun) + 1.24 (2010-07-12) + perf improvements reading from files on platforms with lock-heavy fgetc() + minor perf improvements for jpeg + deprecated type-specific functions so we'll get feedback if they're needed + attempt to fix trans_data warning (Won Chun) + 1.23 fixed bug in iPhone support + 1.22 (2010-07-10) + removed image *writing* support + stbi_info support from Jetro Lauha + GIF support from Jean-Marc Lienher + iPhone PNG-extensions from James Brown + warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva) + 1.21 fix use of 'stbi_uc' in header (reported by jon blow) + 1.20 added support for Softimage PIC, by Tom Seddon + 1.19 bug in interlaced PNG corruption check (found by ryg) + 1.18 (2008-08-02) + fix a threading bug (local mutable static) + 1.17 support interlaced PNG + 1.16 major bugfix - stbi__convert_format converted one too many pixels + 1.15 initialize some fields for thread safety + 1.14 fix threadsafe conversion bug + header-file-only version (#define STBI_HEADER_FILE_ONLY before including) + 1.13 threadsafe + 1.12 const qualifiers in the API + 1.11 Support installable IDCT, colorspace conversion routines + 1.10 Fixes for 64-bit (don't use "unsigned long") + optimized upsampling by Fabian "ryg" Giesen + 1.09 Fix format-conversion for PSD code (bad global variables!) + 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz + 1.07 attempt to fix C++ warning/errors again + 1.06 attempt to fix C++ warning/errors again + 1.05 fix TGA loading to return correct *comp and use good luminance calc + 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free + 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR + 1.02 support for (subset of) HDR files, float interface for preferred access to them + 1.01 fix bug: possible bug in handling right-side up bmps... not sure + fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all + 1.00 interface to zlib that skips zlib header + 0.99 correct handling of alpha in palette + 0.98 TGA loader by lonesock; dynamically add loaders (untested) + 0.97 jpeg errors on too large a file; also catch another malloc failure + 0.96 fix detection of invalid v value - particleman@mollyrocket forum + 0.95 during header scan, seek to markers in case of padding + 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same + 0.93 handle jpegtran output; verbose errors + 0.92 read 4,8,16,24,32-bit BMP files of several formats + 0.91 output 24-bit Windows 3.0 BMP files + 0.90 fix a few more warnings; bump version number to approach 1.0 + 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd + 0.60 fix compiling as c++ + 0.59 fix warnings: merge Dave Moore's -Wall fixes + 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian + 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available + 0.56 fix bug: zlib uncompressed mode len vs. nlen + 0.55 fix bug: restart_interval not initialized to 0 + 0.54 allow NULL for 'int *comp' + 0.53 fix bug in png 3->4; speedup png decoding + 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments + 0.51 obey req_comp requests, 1-component jpegs return as 1-component, + on 'test' only check type, not whether we support this variant + 0.50 (2006-11-19) + first released version +*/ + + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +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. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +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 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. +------------------------------------------------------------------------------ +*/ \ No newline at end of file diff --git a/vendor/src/glad.c b/vendor/src/glad.c new file mode 100644 index 0000000..3ea980a --- /dev/null +++ b/vendor/src/glad.c @@ -0,0 +1,2532 @@ +/* + + OpenGL loader generated by glad 0.1.33 on Wed Sep 2 17:24:26 2020. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=4.6 + Profile: compatibility + Extensions: + + Loader: True + Local files: False + Omit khrplatform: False + Reproducible: False + + Commandline: + --profile="compatibility" --api="gl=4.6" --generator="c" --spec="gl" --extensions="" + Online: + https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D4.6 +*/ + +#include +#include +#include +#include + +static void* get_proc(const char *namez); + +#if defined(_WIN32) || defined(__CYGWIN__) +#ifndef _WINDOWS_ +#undef APIENTRY +#endif +#include +static HMODULE libGL; + +typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*); +static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; + +#ifdef _MSC_VER +#ifdef __has_include + #if __has_include() + #define HAVE_WINAPIFAMILY 1 + #endif +#elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ + #define HAVE_WINAPIFAMILY 1 +#endif +#endif + +#ifdef HAVE_WINAPIFAMILY + #include + #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) + #define IS_UWP 1 + #endif +#endif + +static +int open_gl(void) { +#ifndef IS_UWP + libGL = LoadLibraryW(L"opengl32.dll"); + if(libGL != NULL) { + void (* tmp)(void); + tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress"); + gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp; + return gladGetProcAddressPtr != NULL; + } +#endif + + return 0; +} + +static +void close_gl(void) { + if(libGL != NULL) { + FreeLibrary((HMODULE) libGL); + libGL = NULL; + } +} +#else +#include +static void* libGL; + +#if !defined(__APPLE__) && !defined(__HAIKU__) +typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*); +static PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; +#endif + +static +int open_gl(void) { +#ifdef __APPLE__ + static const char *NAMES[] = { + "../Frameworks/OpenGL.framework/OpenGL", + "/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL" + }; +#else + static const char *NAMES[] = {"libGL.so.1", "libGL.so"}; +#endif + + unsigned int index = 0; + for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) { + libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL); + + if(libGL != NULL) { +#if defined(__APPLE__) || defined(__HAIKU__) + return 1; +#else + gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL, + "glXGetProcAddressARB"); + return gladGetProcAddressPtr != NULL; +#endif + } + } + + return 0; +} + +static +void close_gl(void) { + if(libGL != NULL) { + dlclose(libGL); + libGL = NULL; + } +} +#endif + +static +void* get_proc(const char *namez) { + void* result = NULL; + if(libGL == NULL) return NULL; + +#if !defined(__APPLE__) && !defined(__HAIKU__) + if(gladGetProcAddressPtr != NULL) { + result = gladGetProcAddressPtr(namez); + } +#endif + if(result == NULL) { +#if defined(_WIN32) || defined(__CYGWIN__) + result = (void*)GetProcAddress((HMODULE) libGL, namez); +#else + result = dlsym(libGL, namez); +#endif + } + + return result; +} + +int gladLoadGL(void) { + int status = 0; + + if(open_gl()) { + status = gladLoadGLLoader(&get_proc); + close_gl(); + } + + return status; +} + +struct gladGLversionStruct GLVersion = { 0, 0 }; + +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) +#define _GLAD_IS_SOME_NEW_VERSION 1 +#endif + +static int max_loaded_major; +static int max_loaded_minor; + +static const char *exts = NULL; +static int num_exts_i = 0; +static char **exts_i = NULL; + +static int get_exts(void) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + exts = (const char *)glGetString(GL_EXTENSIONS); +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + unsigned int index; + + num_exts_i = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); + if (num_exts_i > 0) { + exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i)); + } + + if (exts_i == NULL) { + return 0; + } + + for(index = 0; index < (unsigned)num_exts_i; index++) { + const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index); + size_t len = strlen(gl_str_tmp); + + char *local_str = (char*)malloc((len+1) * sizeof(char)); + if(local_str != NULL) { + memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char)); + } + exts_i[index] = local_str; + } + } +#endif + return 1; +} + +static void free_exts(void) { + if (exts_i != NULL) { + int index; + for(index = 0; index < num_exts_i; index++) { + free((char *)exts_i[index]); + } + free((void *)exts_i); + exts_i = NULL; + } +} + +static int has_ext(const char *ext) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + const char *extensions; + const char *loc; + const char *terminator; + extensions = exts; + if(extensions == NULL || ext == NULL) { + return 0; + } + + while(1) { + loc = strstr(extensions, ext); + if(loc == NULL) { + return 0; + } + + terminator = loc + strlen(ext); + if((loc == extensions || *(loc - 1) == ' ') && + (*terminator == ' ' || *terminator == '\0')) { + return 1; + } + extensions = terminator; + } +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + int index; + if(exts_i == NULL) return 0; + for(index = 0; index < num_exts_i; index++) { + const char *e = exts_i[index]; + + if(exts_i[index] != NULL && strcmp(e, ext) == 0) { + return 1; + } + } + } +#endif + + return 0; +} +int GLAD_GL_VERSION_1_0 = 0; +int GLAD_GL_VERSION_1_1 = 0; +int GLAD_GL_VERSION_1_2 = 0; +int GLAD_GL_VERSION_1_3 = 0; +int GLAD_GL_VERSION_1_4 = 0; +int GLAD_GL_VERSION_1_5 = 0; +int GLAD_GL_VERSION_2_0 = 0; +int GLAD_GL_VERSION_2_1 = 0; +int GLAD_GL_VERSION_3_0 = 0; +int GLAD_GL_VERSION_3_1 = 0; +int GLAD_GL_VERSION_3_2 = 0; +int GLAD_GL_VERSION_3_3 = 0; +int GLAD_GL_VERSION_4_0 = 0; +int GLAD_GL_VERSION_4_1 = 0; +int GLAD_GL_VERSION_4_2 = 0; +int GLAD_GL_VERSION_4_3 = 0; +int GLAD_GL_VERSION_4_4 = 0; +int GLAD_GL_VERSION_4_5 = 0; +int GLAD_GL_VERSION_4_6 = 0; +PFNGLACCUMPROC glad_glAccum = NULL; +PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL; +PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; +PFNGLALPHAFUNCPROC glad_glAlphaFunc = NULL; +PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident = NULL; +PFNGLARRAYELEMENTPROC glad_glArrayElement = NULL; +PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; +PFNGLBEGINPROC glad_glBegin = NULL; +PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL; +PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL; +PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed = NULL; +PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; +PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; +PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL; +PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL; +PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase = NULL; +PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange = NULL; +PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL; +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; +PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture = NULL; +PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures = NULL; +PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline = NULL; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; +PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL; +PFNGLBINDSAMPLERSPROC glad_glBindSamplers = NULL; +PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; +PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit = NULL; +PFNGLBINDTEXTURESPROC glad_glBindTextures = NULL; +PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback = NULL; +PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL; +PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer = NULL; +PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers = NULL; +PFNGLBITMAPPROC glad_glBitmap = NULL; +PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; +PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei = NULL; +PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi = NULL; +PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; +PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei = NULL; +PFNGLBLENDFUNCIPROC glad_glBlendFunci = NULL; +PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL; +PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer = NULL; +PFNGLBUFFERDATAPROC glad_glBufferData = NULL; +PFNGLBUFFERSTORAGEPROC glad_glBufferStorage = NULL; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; +PFNGLCALLLISTPROC glad_glCallList = NULL; +PFNGLCALLLISTSPROC glad_glCallLists = NULL; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; +PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus = NULL; +PFNGLCLAMPCOLORPROC glad_glClampColor = NULL; +PFNGLCLEARPROC glad_glClear = NULL; +PFNGLCLEARACCUMPROC glad_glClearAccum = NULL; +PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData = NULL; +PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData = NULL; +PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL; +PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL; +PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL; +PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL; +PFNGLCLEARCOLORPROC glad_glClearColor = NULL; +PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL; +PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL; +PFNGLCLEARINDEXPROC glad_glClearIndex = NULL; +PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData = NULL; +PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv = NULL; +PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv = NULL; +PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; +PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage = NULL; +PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage = NULL; +PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture = NULL; +PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL; +PFNGLCLIPCONTROLPROC glad_glClipControl = NULL; +PFNGLCLIPPLANEPROC glad_glClipPlane = NULL; +PFNGLCOLOR3BPROC glad_glColor3b = NULL; +PFNGLCOLOR3BVPROC glad_glColor3bv = NULL; +PFNGLCOLOR3DPROC glad_glColor3d = NULL; +PFNGLCOLOR3DVPROC glad_glColor3dv = NULL; +PFNGLCOLOR3FPROC glad_glColor3f = NULL; +PFNGLCOLOR3FVPROC glad_glColor3fv = NULL; +PFNGLCOLOR3IPROC glad_glColor3i = NULL; +PFNGLCOLOR3IVPROC glad_glColor3iv = NULL; +PFNGLCOLOR3SPROC glad_glColor3s = NULL; +PFNGLCOLOR3SVPROC glad_glColor3sv = NULL; +PFNGLCOLOR3UBPROC glad_glColor3ub = NULL; +PFNGLCOLOR3UBVPROC glad_glColor3ubv = NULL; +PFNGLCOLOR3UIPROC glad_glColor3ui = NULL; +PFNGLCOLOR3UIVPROC glad_glColor3uiv = NULL; +PFNGLCOLOR3USPROC glad_glColor3us = NULL; +PFNGLCOLOR3USVPROC glad_glColor3usv = NULL; +PFNGLCOLOR4BPROC glad_glColor4b = NULL; +PFNGLCOLOR4BVPROC glad_glColor4bv = NULL; +PFNGLCOLOR4DPROC glad_glColor4d = NULL; +PFNGLCOLOR4DVPROC glad_glColor4dv = NULL; +PFNGLCOLOR4FPROC glad_glColor4f = NULL; +PFNGLCOLOR4FVPROC glad_glColor4fv = NULL; +PFNGLCOLOR4IPROC glad_glColor4i = NULL; +PFNGLCOLOR4IVPROC glad_glColor4iv = NULL; +PFNGLCOLOR4SPROC glad_glColor4s = NULL; +PFNGLCOLOR4SVPROC glad_glColor4sv = NULL; +PFNGLCOLOR4UBPROC glad_glColor4ub = NULL; +PFNGLCOLOR4UBVPROC glad_glColor4ubv = NULL; +PFNGLCOLOR4UIPROC glad_glColor4ui = NULL; +PFNGLCOLOR4UIVPROC glad_glColor4uiv = NULL; +PFNGLCOLOR4USPROC glad_glColor4us = NULL; +PFNGLCOLOR4USVPROC glad_glColor4usv = NULL; +PFNGLCOLORMASKPROC glad_glColorMask = NULL; +PFNGLCOLORMASKIPROC glad_glColorMaski = NULL; +PFNGLCOLORMATERIALPROC glad_glColorMaterial = NULL; +PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL; +PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL; +PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL; +PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL; +PFNGLCOLORPOINTERPROC glad_glColorPointer = NULL; +PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; +PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; +PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D = NULL; +PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D = NULL; +PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL; +PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData = NULL; +PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData = NULL; +PFNGLCOPYPIXELSPROC glad_glCopyPixels = NULL; +PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; +PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL; +PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D = NULL; +PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D = NULL; +PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D = NULL; +PFNGLCREATEBUFFERSPROC glad_glCreateBuffers = NULL; +PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers = NULL; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; +PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines = NULL; +PFNGLCREATEQUERIESPROC glad_glCreateQueries = NULL; +PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers = NULL; +PFNGLCREATESAMPLERSPROC glad_glCreateSamplers = NULL; +PFNGLCREATESHADERPROC glad_glCreateShader = NULL; +PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv = NULL; +PFNGLCREATETEXTURESPROC glad_glCreateTextures = NULL; +PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks = NULL; +PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays = NULL; +PFNGLCULLFACEPROC glad_glCullFace = NULL; +PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL; +PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL; +PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; +PFNGLDELETELISTSPROC glad_glDeleteLists = NULL; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; +PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines = NULL; +PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; +PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL; +PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; +PFNGLDELETESYNCPROC glad_glDeleteSync = NULL; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; +PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks = NULL; +PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL; +PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; +PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; +PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; +PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL; +PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL; +PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL; +PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; +PFNGLDISABLEPROC glad_glDisable = NULL; +PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState = NULL; +PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib = NULL; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; +PFNGLDISABLEIPROC glad_glDisablei = NULL; +PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute = NULL; +PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect = NULL; +PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; +PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect = NULL; +PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL; +PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance = NULL; +PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL; +PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL; +PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; +PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL; +PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect = NULL; +PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance = NULL; +PFNGLDRAWPIXELSPROC glad_glDrawPixels = NULL; +PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL; +PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback = NULL; +PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream = NULL; +PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced = NULL; +PFNGLEDGEFLAGPROC glad_glEdgeFlag = NULL; +PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer = NULL; +PFNGLEDGEFLAGVPROC glad_glEdgeFlagv = NULL; +PFNGLENABLEPROC glad_glEnable = NULL; +PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState = NULL; +PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib = NULL; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; +PFNGLENABLEIPROC glad_glEnablei = NULL; +PFNGLENDPROC glad_glEnd = NULL; +PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL; +PFNGLENDLISTPROC glad_glEndList = NULL; +PFNGLENDQUERYPROC glad_glEndQuery = NULL; +PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed = NULL; +PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL; +PFNGLEVALCOORD1DPROC glad_glEvalCoord1d = NULL; +PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv = NULL; +PFNGLEVALCOORD1FPROC glad_glEvalCoord1f = NULL; +PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv = NULL; +PFNGLEVALCOORD2DPROC glad_glEvalCoord2d = NULL; +PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv = NULL; +PFNGLEVALCOORD2FPROC glad_glEvalCoord2f = NULL; +PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv = NULL; +PFNGLEVALMESH1PROC glad_glEvalMesh1 = NULL; +PFNGLEVALMESH2PROC glad_glEvalMesh2 = NULL; +PFNGLEVALPOINT1PROC glad_glEvalPoint1 = NULL; +PFNGLEVALPOINT2PROC glad_glEvalPoint2 = NULL; +PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer = NULL; +PFNGLFENCESYNCPROC glad_glFenceSync = NULL; +PFNGLFINISHPROC glad_glFinish = NULL; +PFNGLFLUSHPROC glad_glFlush = NULL; +PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL; +PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange = NULL; +PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer = NULL; +PFNGLFOGCOORDDPROC glad_glFogCoordd = NULL; +PFNGLFOGCOORDDVPROC glad_glFogCoorddv = NULL; +PFNGLFOGCOORDFPROC glad_glFogCoordf = NULL; +PFNGLFOGCOORDFVPROC glad_glFogCoordfv = NULL; +PFNGLFOGFPROC glad_glFogf = NULL; +PFNGLFOGFVPROC glad_glFogfv = NULL; +PFNGLFOGIPROC glad_glFogi = NULL; +PFNGLFOGIVPROC glad_glFogiv = NULL; +PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri = NULL; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; +PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL; +PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; +PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL; +PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL; +PFNGLFRONTFACEPROC glad_glFrontFace = NULL; +PFNGLFRUSTUMPROC glad_glFrustum = NULL; +PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; +PFNGLGENLISTSPROC glad_glGenLists = NULL; +PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines = NULL; +PFNGLGENQUERIESPROC glad_glGenQueries = NULL; +PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; +PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL; +PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; +PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks = NULL; +PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; +PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap = NULL; +PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv = NULL; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; +PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName = NULL; +PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv = NULL; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL; +PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL; +PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL; +PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; +PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; +PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; +PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL; +PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL; +PFNGLGETCLIPPLANEPROC glad_glGetClipPlane = NULL; +PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL; +PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage = NULL; +PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage = NULL; +PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL; +PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v = NULL; +PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL; +PFNGLGETERRORPROC glad_glGetError = NULL; +PFNGLGETFLOATI_VPROC glad_glGetFloati_v = NULL; +PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; +PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL; +PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; +PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv = NULL; +PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus = NULL; +PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL; +PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL; +PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL; +PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; +PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v = NULL; +PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ = NULL; +PFNGLGETLIGHTFVPROC glad_glGetLightfv = NULL; +PFNGLGETLIGHTIVPROC glad_glGetLightiv = NULL; +PFNGLGETMAPDVPROC glad_glGetMapdv = NULL; +PFNGLGETMAPFVPROC glad_glGetMapfv = NULL; +PFNGLGETMAPIVPROC glad_glGetMapiv = NULL; +PFNGLGETMATERIALFVPROC glad_glGetMaterialfv = NULL; +PFNGLGETMATERIALIVPROC glad_glGetMaterialiv = NULL; +PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL; +PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v = NULL; +PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv = NULL; +PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv = NULL; +PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData = NULL; +PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv = NULL; +PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv = NULL; +PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv = NULL; +PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL; +PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL; +PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv = NULL; +PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv = NULL; +PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv = NULL; +PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL; +PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple = NULL; +PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary = NULL; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; +PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv = NULL; +PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog = NULL; +PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv = NULL; +PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation = NULL; +PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex = NULL; +PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName = NULL; +PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv = NULL; +PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv = NULL; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; +PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v = NULL; +PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv = NULL; +PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v = NULL; +PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv = NULL; +PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv = NULL; +PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; +PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; +PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; +PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL; +PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL; +PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL; +PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; +PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; +PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; +PFNGLGETSTRINGPROC glad_glGetString = NULL; +PFNGLGETSTRINGIPROC glad_glGetStringi = NULL; +PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex = NULL; +PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation = NULL; +PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL; +PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv = NULL; +PFNGLGETTEXENVIVPROC glad_glGetTexEnviv = NULL; +PFNGLGETTEXGENDVPROC glad_glGetTexGendv = NULL; +PFNGLGETTEXGENFVPROC glad_glGetTexGenfv = NULL; +PFNGLGETTEXGENIVPROC glad_glGetTexGeniv = NULL; +PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL; +PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL; +PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL; +PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL; +PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; +PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage = NULL; +PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv = NULL; +PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv = NULL; +PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv = NULL; +PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv = NULL; +PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv = NULL; +PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv = NULL; +PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage = NULL; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL; +PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v = NULL; +PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v = NULL; +PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv = NULL; +PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL; +PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; +PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv = NULL; +PFNGLGETUNIFORMDVPROC glad_glGetUniformdv = NULL; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; +PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL; +PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv = NULL; +PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv = NULL; +PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv = NULL; +PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL; +PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL; +PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv = NULL; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; +PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; +PFNGLGETNCOLORTABLEPROC glad_glGetnColorTable = NULL; +PFNGLGETNCOMPRESSEDTEXIMAGEPROC glad_glGetnCompressedTexImage = NULL; +PFNGLGETNCONVOLUTIONFILTERPROC glad_glGetnConvolutionFilter = NULL; +PFNGLGETNHISTOGRAMPROC glad_glGetnHistogram = NULL; +PFNGLGETNMAPDVPROC glad_glGetnMapdv = NULL; +PFNGLGETNMAPFVPROC glad_glGetnMapfv = NULL; +PFNGLGETNMAPIVPROC glad_glGetnMapiv = NULL; +PFNGLGETNMINMAXPROC glad_glGetnMinmax = NULL; +PFNGLGETNPIXELMAPFVPROC glad_glGetnPixelMapfv = NULL; +PFNGLGETNPIXELMAPUIVPROC glad_glGetnPixelMapuiv = NULL; +PFNGLGETNPIXELMAPUSVPROC glad_glGetnPixelMapusv = NULL; +PFNGLGETNPOLYGONSTIPPLEPROC glad_glGetnPolygonStipple = NULL; +PFNGLGETNSEPARABLEFILTERPROC glad_glGetnSeparableFilter = NULL; +PFNGLGETNTEXIMAGEPROC glad_glGetnTexImage = NULL; +PFNGLGETNUNIFORMDVPROC glad_glGetnUniformdv = NULL; +PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv = NULL; +PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv = NULL; +PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv = NULL; +PFNGLHINTPROC glad_glHint = NULL; +PFNGLINDEXMASKPROC glad_glIndexMask = NULL; +PFNGLINDEXPOINTERPROC glad_glIndexPointer = NULL; +PFNGLINDEXDPROC glad_glIndexd = NULL; +PFNGLINDEXDVPROC glad_glIndexdv = NULL; +PFNGLINDEXFPROC glad_glIndexf = NULL; +PFNGLINDEXFVPROC glad_glIndexfv = NULL; +PFNGLINDEXIPROC glad_glIndexi = NULL; +PFNGLINDEXIVPROC glad_glIndexiv = NULL; +PFNGLINDEXSPROC glad_glIndexs = NULL; +PFNGLINDEXSVPROC glad_glIndexsv = NULL; +PFNGLINDEXUBPROC glad_glIndexub = NULL; +PFNGLINDEXUBVPROC glad_glIndexubv = NULL; +PFNGLINITNAMESPROC glad_glInitNames = NULL; +PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays = NULL; +PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData = NULL; +PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData = NULL; +PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer = NULL; +PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData = NULL; +PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData = NULL; +PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer = NULL; +PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage = NULL; +PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage = NULL; +PFNGLISBUFFERPROC glad_glIsBuffer = NULL; +PFNGLISENABLEDPROC glad_glIsEnabled = NULL; +PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; +PFNGLISLISTPROC glad_glIsList = NULL; +PFNGLISPROGRAMPROC glad_glIsProgram = NULL; +PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline = NULL; +PFNGLISQUERYPROC glad_glIsQuery = NULL; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; +PFNGLISSAMPLERPROC glad_glIsSampler = NULL; +PFNGLISSHADERPROC glad_glIsShader = NULL; +PFNGLISSYNCPROC glad_glIsSync = NULL; +PFNGLISTEXTUREPROC glad_glIsTexture = NULL; +PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback = NULL; +PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL; +PFNGLLIGHTMODELFPROC glad_glLightModelf = NULL; +PFNGLLIGHTMODELFVPROC glad_glLightModelfv = NULL; +PFNGLLIGHTMODELIPROC glad_glLightModeli = NULL; +PFNGLLIGHTMODELIVPROC glad_glLightModeliv = NULL; +PFNGLLIGHTFPROC glad_glLightf = NULL; +PFNGLLIGHTFVPROC glad_glLightfv = NULL; +PFNGLLIGHTIPROC glad_glLighti = NULL; +PFNGLLIGHTIVPROC glad_glLightiv = NULL; +PFNGLLINESTIPPLEPROC glad_glLineStipple = NULL; +PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; +PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; +PFNGLLISTBASEPROC glad_glListBase = NULL; +PFNGLLOADIDENTITYPROC glad_glLoadIdentity = NULL; +PFNGLLOADMATRIXDPROC glad_glLoadMatrixd = NULL; +PFNGLLOADMATRIXFPROC glad_glLoadMatrixf = NULL; +PFNGLLOADNAMEPROC glad_glLoadName = NULL; +PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd = NULL; +PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf = NULL; +PFNGLLOGICOPPROC glad_glLogicOp = NULL; +PFNGLMAP1DPROC glad_glMap1d = NULL; +PFNGLMAP1FPROC glad_glMap1f = NULL; +PFNGLMAP2DPROC glad_glMap2d = NULL; +PFNGLMAP2FPROC glad_glMap2f = NULL; +PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL; +PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL; +PFNGLMAPGRID1DPROC glad_glMapGrid1d = NULL; +PFNGLMAPGRID1FPROC glad_glMapGrid1f = NULL; +PFNGLMAPGRID2DPROC glad_glMapGrid2d = NULL; +PFNGLMAPGRID2FPROC glad_glMapGrid2f = NULL; +PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer = NULL; +PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange = NULL; +PFNGLMATERIALFPROC glad_glMaterialf = NULL; +PFNGLMATERIALFVPROC glad_glMaterialfv = NULL; +PFNGLMATERIALIPROC glad_glMateriali = NULL; +PFNGLMATERIALIVPROC glad_glMaterialiv = NULL; +PFNGLMATRIXMODEPROC glad_glMatrixMode = NULL; +PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier = NULL; +PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion = NULL; +PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading = NULL; +PFNGLMULTMATRIXDPROC glad_glMultMatrixd = NULL; +PFNGLMULTMATRIXFPROC glad_glMultMatrixf = NULL; +PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd = NULL; +PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf = NULL; +PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect = NULL; +PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC glad_glMultiDrawArraysIndirectCount = NULL; +PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect = NULL; +PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC glad_glMultiDrawElementsIndirectCount = NULL; +PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d = NULL; +PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv = NULL; +PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f = NULL; +PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv = NULL; +PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i = NULL; +PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv = NULL; +PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s = NULL; +PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv = NULL; +PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d = NULL; +PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv = NULL; +PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f = NULL; +PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv = NULL; +PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i = NULL; +PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv = NULL; +PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s = NULL; +PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv = NULL; +PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d = NULL; +PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv = NULL; +PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f = NULL; +PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv = NULL; +PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i = NULL; +PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv = NULL; +PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s = NULL; +PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv = NULL; +PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d = NULL; +PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv = NULL; +PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f = NULL; +PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv = NULL; +PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i = NULL; +PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv = NULL; +PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s = NULL; +PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv = NULL; +PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; +PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; +PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; +PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL; +PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL; +PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL; +PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL; +PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL; +PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData = NULL; +PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage = NULL; +PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData = NULL; +PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer = NULL; +PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers = NULL; +PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri = NULL; +PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer = NULL; +PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture = NULL; +PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage = NULL; +PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample = NULL; +PFNGLNEWLISTPROC glad_glNewList = NULL; +PFNGLNORMAL3BPROC glad_glNormal3b = NULL; +PFNGLNORMAL3BVPROC glad_glNormal3bv = NULL; +PFNGLNORMAL3DPROC glad_glNormal3d = NULL; +PFNGLNORMAL3DVPROC glad_glNormal3dv = NULL; +PFNGLNORMAL3FPROC glad_glNormal3f = NULL; +PFNGLNORMAL3FVPROC glad_glNormal3fv = NULL; +PFNGLNORMAL3IPROC glad_glNormal3i = NULL; +PFNGLNORMAL3IVPROC glad_glNormal3iv = NULL; +PFNGLNORMAL3SPROC glad_glNormal3s = NULL; +PFNGLNORMAL3SVPROC glad_glNormal3sv = NULL; +PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL; +PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL; +PFNGLNORMALPOINTERPROC glad_glNormalPointer = NULL; +PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL; +PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL; +PFNGLORTHOPROC glad_glOrtho = NULL; +PFNGLPASSTHROUGHPROC glad_glPassThrough = NULL; +PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv = NULL; +PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri = NULL; +PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback = NULL; +PFNGLPIXELMAPFVPROC glad_glPixelMapfv = NULL; +PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv = NULL; +PFNGLPIXELMAPUSVPROC glad_glPixelMapusv = NULL; +PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL; +PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; +PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf = NULL; +PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi = NULL; +PFNGLPIXELZOOMPROC glad_glPixelZoom = NULL; +PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL; +PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL; +PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL; +PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL; +PFNGLPOINTSIZEPROC glad_glPointSize = NULL; +PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; +PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp = NULL; +PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple = NULL; +PFNGLPOPATTRIBPROC glad_glPopAttrib = NULL; +PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib = NULL; +PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL; +PFNGLPOPMATRIXPROC glad_glPopMatrix = NULL; +PFNGLPOPNAMEPROC glad_glPopName = NULL; +PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; +PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures = NULL; +PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL; +PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri = NULL; +PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d = NULL; +PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv = NULL; +PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f = NULL; +PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv = NULL; +PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i = NULL; +PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv = NULL; +PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui = NULL; +PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv = NULL; +PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d = NULL; +PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv = NULL; +PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f = NULL; +PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv = NULL; +PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i = NULL; +PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv = NULL; +PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui = NULL; +PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv = NULL; +PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d = NULL; +PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv = NULL; +PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f = NULL; +PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv = NULL; +PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i = NULL; +PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv = NULL; +PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui = NULL; +PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv = NULL; +PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d = NULL; +PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv = NULL; +PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f = NULL; +PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv = NULL; +PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i = NULL; +PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv = NULL; +PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui = NULL; +PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv = NULL; +PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv = NULL; +PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL; +PFNGLPUSHATTRIBPROC glad_glPushAttrib = NULL; +PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib = NULL; +PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL; +PFNGLPUSHMATRIXPROC glad_glPushMatrix = NULL; +PFNGLPUSHNAMEPROC glad_glPushName = NULL; +PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL; +PFNGLRASTERPOS2DPROC glad_glRasterPos2d = NULL; +PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv = NULL; +PFNGLRASTERPOS2FPROC glad_glRasterPos2f = NULL; +PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv = NULL; +PFNGLRASTERPOS2IPROC glad_glRasterPos2i = NULL; +PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv = NULL; +PFNGLRASTERPOS2SPROC glad_glRasterPos2s = NULL; +PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv = NULL; +PFNGLRASTERPOS3DPROC glad_glRasterPos3d = NULL; +PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv = NULL; +PFNGLRASTERPOS3FPROC glad_glRasterPos3f = NULL; +PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv = NULL; +PFNGLRASTERPOS3IPROC glad_glRasterPos3i = NULL; +PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv = NULL; +PFNGLRASTERPOS3SPROC glad_glRasterPos3s = NULL; +PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv = NULL; +PFNGLRASTERPOS4DPROC glad_glRasterPos4d = NULL; +PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv = NULL; +PFNGLRASTERPOS4FPROC glad_glRasterPos4f = NULL; +PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv = NULL; +PFNGLRASTERPOS4IPROC glad_glRasterPos4i = NULL; +PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv = NULL; +PFNGLRASTERPOS4SPROC glad_glRasterPos4s = NULL; +PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv = NULL; +PFNGLREADBUFFERPROC glad_glReadBuffer = NULL; +PFNGLREADPIXELSPROC glad_glReadPixels = NULL; +PFNGLREADNPIXELSPROC glad_glReadnPixels = NULL; +PFNGLRECTDPROC glad_glRectd = NULL; +PFNGLRECTDVPROC glad_glRectdv = NULL; +PFNGLRECTFPROC glad_glRectf = NULL; +PFNGLRECTFVPROC glad_glRectfv = NULL; +PFNGLRECTIPROC glad_glRecti = NULL; +PFNGLRECTIVPROC glad_glRectiv = NULL; +PFNGLRECTSPROC glad_glRects = NULL; +PFNGLRECTSVPROC glad_glRectsv = NULL; +PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL; +PFNGLRENDERMODEPROC glad_glRenderMode = NULL; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; +PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL; +PFNGLROTATEDPROC glad_glRotated = NULL; +PFNGLROTATEFPROC glad_glRotatef = NULL; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; +PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL; +PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL; +PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL; +PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL; +PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL; +PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL; +PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL; +PFNGLSCALEDPROC glad_glScaled = NULL; +PFNGLSCALEFPROC glad_glScalef = NULL; +PFNGLSCISSORPROC glad_glScissor = NULL; +PFNGLSCISSORARRAYVPROC glad_glScissorArrayv = NULL; +PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed = NULL; +PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv = NULL; +PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b = NULL; +PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv = NULL; +PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d = NULL; +PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv = NULL; +PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f = NULL; +PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv = NULL; +PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i = NULL; +PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv = NULL; +PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s = NULL; +PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv = NULL; +PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub = NULL; +PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv = NULL; +PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui = NULL; +PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv = NULL; +PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us = NULL; +PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv = NULL; +PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL; +PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL; +PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer = NULL; +PFNGLSELECTBUFFERPROC glad_glSelectBuffer = NULL; +PFNGLSHADEMODELPROC glad_glShadeModel = NULL; +PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL; +PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; +PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding = NULL; +PFNGLSPECIALIZESHADERPROC glad_glSpecializeShader = NULL; +PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; +PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; +PFNGLSTENCILOPPROC glad_glStencilOp = NULL; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; +PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL; +PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange = NULL; +PFNGLTEXCOORD1DPROC glad_glTexCoord1d = NULL; +PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv = NULL; +PFNGLTEXCOORD1FPROC glad_glTexCoord1f = NULL; +PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv = NULL; +PFNGLTEXCOORD1IPROC glad_glTexCoord1i = NULL; +PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv = NULL; +PFNGLTEXCOORD1SPROC glad_glTexCoord1s = NULL; +PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv = NULL; +PFNGLTEXCOORD2DPROC glad_glTexCoord2d = NULL; +PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv = NULL; +PFNGLTEXCOORD2FPROC glad_glTexCoord2f = NULL; +PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv = NULL; +PFNGLTEXCOORD2IPROC glad_glTexCoord2i = NULL; +PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv = NULL; +PFNGLTEXCOORD2SPROC glad_glTexCoord2s = NULL; +PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv = NULL; +PFNGLTEXCOORD3DPROC glad_glTexCoord3d = NULL; +PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv = NULL; +PFNGLTEXCOORD3FPROC glad_glTexCoord3f = NULL; +PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv = NULL; +PFNGLTEXCOORD3IPROC glad_glTexCoord3i = NULL; +PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv = NULL; +PFNGLTEXCOORD3SPROC glad_glTexCoord3s = NULL; +PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv = NULL; +PFNGLTEXCOORD4DPROC glad_glTexCoord4d = NULL; +PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv = NULL; +PFNGLTEXCOORD4FPROC glad_glTexCoord4f = NULL; +PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv = NULL; +PFNGLTEXCOORD4IPROC glad_glTexCoord4i = NULL; +PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv = NULL; +PFNGLTEXCOORD4SPROC glad_glTexCoord4s = NULL; +PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv = NULL; +PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL; +PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL; +PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL; +PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL; +PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL; +PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL; +PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL; +PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL; +PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer = NULL; +PFNGLTEXENVFPROC glad_glTexEnvf = NULL; +PFNGLTEXENVFVPROC glad_glTexEnvfv = NULL; +PFNGLTEXENVIPROC glad_glTexEnvi = NULL; +PFNGLTEXENVIVPROC glad_glTexEnviv = NULL; +PFNGLTEXGENDPROC glad_glTexGend = NULL; +PFNGLTEXGENDVPROC glad_glTexGendv = NULL; +PFNGLTEXGENFPROC glad_glTexGenf = NULL; +PFNGLTEXGENFVPROC glad_glTexGenfv = NULL; +PFNGLTEXGENIPROC glad_glTexGeni = NULL; +PFNGLTEXGENIVPROC glad_glTexGeniv = NULL; +PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL; +PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL; +PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL; +PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; +PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D = NULL; +PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D = NULL; +PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample = NULL; +PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D = NULL; +PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample = NULL; +PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; +PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL; +PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier = NULL; +PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer = NULL; +PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange = NULL; +PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv = NULL; +PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv = NULL; +PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf = NULL; +PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv = NULL; +PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri = NULL; +PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv = NULL; +PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D = NULL; +PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D = NULL; +PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample = NULL; +PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D = NULL; +PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample = NULL; +PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D = NULL; +PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D = NULL; +PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D = NULL; +PFNGLTEXTUREVIEWPROC glad_glTextureView = NULL; +PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase = NULL; +PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange = NULL; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL; +PFNGLTRANSLATEDPROC glad_glTranslated = NULL; +PFNGLTRANSLATEFPROC glad_glTranslatef = NULL; +PFNGLUNIFORM1DPROC glad_glUniform1d = NULL; +PFNGLUNIFORM1DVPROC glad_glUniform1dv = NULL; +PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; +PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; +PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; +PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; +PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL; +PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL; +PFNGLUNIFORM2DPROC glad_glUniform2d = NULL; +PFNGLUNIFORM2DVPROC glad_glUniform2dv = NULL; +PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; +PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; +PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; +PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; +PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL; +PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL; +PFNGLUNIFORM3DPROC glad_glUniform3d = NULL; +PFNGLUNIFORM3DVPROC glad_glUniform3dv = NULL; +PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; +PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; +PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; +PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; +PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL; +PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL; +PFNGLUNIFORM4DPROC glad_glUniform4d = NULL; +PFNGLUNIFORM4DVPROC glad_glUniform4dv = NULL; +PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; +PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; +PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; +PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; +PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL; +PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL; +PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL; +PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv = NULL; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; +PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv = NULL; +PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL; +PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv = NULL; +PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL; +PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv = NULL; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; +PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv = NULL; +PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL; +PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv = NULL; +PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL; +PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv = NULL; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; +PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv = NULL; +PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL; +PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv = NULL; +PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL; +PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv = NULL; +PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL; +PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer = NULL; +PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; +PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages = NULL; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; +PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline = NULL; +PFNGLVERTEX2DPROC glad_glVertex2d = NULL; +PFNGLVERTEX2DVPROC glad_glVertex2dv = NULL; +PFNGLVERTEX2FPROC glad_glVertex2f = NULL; +PFNGLVERTEX2FVPROC glad_glVertex2fv = NULL; +PFNGLVERTEX2IPROC glad_glVertex2i = NULL; +PFNGLVERTEX2IVPROC glad_glVertex2iv = NULL; +PFNGLVERTEX2SPROC glad_glVertex2s = NULL; +PFNGLVERTEX2SVPROC glad_glVertex2sv = NULL; +PFNGLVERTEX3DPROC glad_glVertex3d = NULL; +PFNGLVERTEX3DVPROC glad_glVertex3dv = NULL; +PFNGLVERTEX3FPROC glad_glVertex3f = NULL; +PFNGLVERTEX3FVPROC glad_glVertex3fv = NULL; +PFNGLVERTEX3IPROC glad_glVertex3i = NULL; +PFNGLVERTEX3IVPROC glad_glVertex3iv = NULL; +PFNGLVERTEX3SPROC glad_glVertex3s = NULL; +PFNGLVERTEX3SVPROC glad_glVertex3sv = NULL; +PFNGLVERTEX4DPROC glad_glVertex4d = NULL; +PFNGLVERTEX4DVPROC glad_glVertex4dv = NULL; +PFNGLVERTEX4FPROC glad_glVertex4f = NULL; +PFNGLVERTEX4FVPROC glad_glVertex4fv = NULL; +PFNGLVERTEX4IPROC glad_glVertex4i = NULL; +PFNGLVERTEX4IVPROC glad_glVertex4iv = NULL; +PFNGLVERTEX4SPROC glad_glVertex4s = NULL; +PFNGLVERTEX4SVPROC glad_glVertex4sv = NULL; +PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding = NULL; +PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat = NULL; +PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat = NULL; +PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat = NULL; +PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor = NULL; +PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer = NULL; +PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer = NULL; +PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers = NULL; +PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL; +PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; +PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL; +PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL; +PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL; +PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; +PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL; +PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL; +PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL; +PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; +PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL; +PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL; +PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL; +PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL; +PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL; +PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL; +PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL; +PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL; +PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL; +PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL; +PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL; +PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; +PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL; +PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL; +PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL; +PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL; +PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL; +PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL; +PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding = NULL; +PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL; +PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat = NULL; +PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL; +PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL; +PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL; +PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL; +PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL; +PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL; +PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL; +PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL; +PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL; +PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL; +PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL; +PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL; +PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL; +PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL; +PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL; +PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL; +PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL; +PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL; +PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL; +PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL; +PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat = NULL; +PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL; +PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d = NULL; +PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv = NULL; +PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d = NULL; +PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv = NULL; +PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d = NULL; +PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv = NULL; +PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d = NULL; +PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv = NULL; +PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat = NULL; +PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer = NULL; +PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL; +PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL; +PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL; +PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL; +PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL; +PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL; +PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL; +PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; +PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor = NULL; +PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL; +PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL; +PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL; +PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL; +PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL; +PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL; +PFNGLVERTEXPOINTERPROC glad_glVertexPointer = NULL; +PFNGLVIEWPORTPROC glad_glViewport = NULL; +PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv = NULL; +PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL; +PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL; +PFNGLWAITSYNCPROC glad_glWaitSync = NULL; +PFNGLWINDOWPOS2DPROC glad_glWindowPos2d = NULL; +PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv = NULL; +PFNGLWINDOWPOS2FPROC glad_glWindowPos2f = NULL; +PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv = NULL; +PFNGLWINDOWPOS2IPROC glad_glWindowPos2i = NULL; +PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv = NULL; +PFNGLWINDOWPOS2SPROC glad_glWindowPos2s = NULL; +PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv = NULL; +PFNGLWINDOWPOS3DPROC glad_glWindowPos3d = NULL; +PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv = NULL; +PFNGLWINDOWPOS3FPROC glad_glWindowPos3f = NULL; +PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv = NULL; +PFNGLWINDOWPOS3IPROC glad_glWindowPos3i = NULL; +PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv = NULL; +PFNGLWINDOWPOS3SPROC glad_glWindowPos3s = NULL; +PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv = NULL; +static void load_GL_VERSION_1_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_0) return; + glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); + glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace"); + glad_glHint = (PFNGLHINTPROC)load("glHint"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth"); + glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize"); + glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode"); + glad_glScissor = (PFNGLSCISSORPROC)load("glScissor"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv"); + glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D"); + glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer"); + glad_glClear = (PFNGLCLEARPROC)load("glClear"); + glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil"); + glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask"); + glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask"); + glad_glDisable = (PFNGLDISABLEPROC)load("glDisable"); + glad_glEnable = (PFNGLENABLEPROC)load("glEnable"); + glad_glFinish = (PFNGLFINISHPROC)load("glFinish"); + glad_glFlush = (PFNGLFLUSHPROC)load("glFlush"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); + glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc"); + glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc"); + glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei"); + glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); + glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv"); + glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev"); + glad_glGetError = (PFNGLGETERRORPROC)load("glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv"); + glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); + glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled"); + glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange"); + glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); + glad_glNewList = (PFNGLNEWLISTPROC)load("glNewList"); + glad_glEndList = (PFNGLENDLISTPROC)load("glEndList"); + glad_glCallList = (PFNGLCALLLISTPROC)load("glCallList"); + glad_glCallLists = (PFNGLCALLLISTSPROC)load("glCallLists"); + glad_glDeleteLists = (PFNGLDELETELISTSPROC)load("glDeleteLists"); + glad_glGenLists = (PFNGLGENLISTSPROC)load("glGenLists"); + glad_glListBase = (PFNGLLISTBASEPROC)load("glListBase"); + glad_glBegin = (PFNGLBEGINPROC)load("glBegin"); + glad_glBitmap = (PFNGLBITMAPPROC)load("glBitmap"); + glad_glColor3b = (PFNGLCOLOR3BPROC)load("glColor3b"); + glad_glColor3bv = (PFNGLCOLOR3BVPROC)load("glColor3bv"); + glad_glColor3d = (PFNGLCOLOR3DPROC)load("glColor3d"); + glad_glColor3dv = (PFNGLCOLOR3DVPROC)load("glColor3dv"); + glad_glColor3f = (PFNGLCOLOR3FPROC)load("glColor3f"); + glad_glColor3fv = (PFNGLCOLOR3FVPROC)load("glColor3fv"); + glad_glColor3i = (PFNGLCOLOR3IPROC)load("glColor3i"); + glad_glColor3iv = (PFNGLCOLOR3IVPROC)load("glColor3iv"); + glad_glColor3s = (PFNGLCOLOR3SPROC)load("glColor3s"); + glad_glColor3sv = (PFNGLCOLOR3SVPROC)load("glColor3sv"); + glad_glColor3ub = (PFNGLCOLOR3UBPROC)load("glColor3ub"); + glad_glColor3ubv = (PFNGLCOLOR3UBVPROC)load("glColor3ubv"); + glad_glColor3ui = (PFNGLCOLOR3UIPROC)load("glColor3ui"); + glad_glColor3uiv = (PFNGLCOLOR3UIVPROC)load("glColor3uiv"); + glad_glColor3us = (PFNGLCOLOR3USPROC)load("glColor3us"); + glad_glColor3usv = (PFNGLCOLOR3USVPROC)load("glColor3usv"); + glad_glColor4b = (PFNGLCOLOR4BPROC)load("glColor4b"); + glad_glColor4bv = (PFNGLCOLOR4BVPROC)load("glColor4bv"); + glad_glColor4d = (PFNGLCOLOR4DPROC)load("glColor4d"); + glad_glColor4dv = (PFNGLCOLOR4DVPROC)load("glColor4dv"); + glad_glColor4f = (PFNGLCOLOR4FPROC)load("glColor4f"); + glad_glColor4fv = (PFNGLCOLOR4FVPROC)load("glColor4fv"); + glad_glColor4i = (PFNGLCOLOR4IPROC)load("glColor4i"); + glad_glColor4iv = (PFNGLCOLOR4IVPROC)load("glColor4iv"); + glad_glColor4s = (PFNGLCOLOR4SPROC)load("glColor4s"); + glad_glColor4sv = (PFNGLCOLOR4SVPROC)load("glColor4sv"); + glad_glColor4ub = (PFNGLCOLOR4UBPROC)load("glColor4ub"); + glad_glColor4ubv = (PFNGLCOLOR4UBVPROC)load("glColor4ubv"); + glad_glColor4ui = (PFNGLCOLOR4UIPROC)load("glColor4ui"); + glad_glColor4uiv = (PFNGLCOLOR4UIVPROC)load("glColor4uiv"); + glad_glColor4us = (PFNGLCOLOR4USPROC)load("glColor4us"); + glad_glColor4usv = (PFNGLCOLOR4USVPROC)load("glColor4usv"); + glad_glEdgeFlag = (PFNGLEDGEFLAGPROC)load("glEdgeFlag"); + glad_glEdgeFlagv = (PFNGLEDGEFLAGVPROC)load("glEdgeFlagv"); + glad_glEnd = (PFNGLENDPROC)load("glEnd"); + glad_glIndexd = (PFNGLINDEXDPROC)load("glIndexd"); + glad_glIndexdv = (PFNGLINDEXDVPROC)load("glIndexdv"); + glad_glIndexf = (PFNGLINDEXFPROC)load("glIndexf"); + glad_glIndexfv = (PFNGLINDEXFVPROC)load("glIndexfv"); + glad_glIndexi = (PFNGLINDEXIPROC)load("glIndexi"); + glad_glIndexiv = (PFNGLINDEXIVPROC)load("glIndexiv"); + glad_glIndexs = (PFNGLINDEXSPROC)load("glIndexs"); + glad_glIndexsv = (PFNGLINDEXSVPROC)load("glIndexsv"); + glad_glNormal3b = (PFNGLNORMAL3BPROC)load("glNormal3b"); + glad_glNormal3bv = (PFNGLNORMAL3BVPROC)load("glNormal3bv"); + glad_glNormal3d = (PFNGLNORMAL3DPROC)load("glNormal3d"); + glad_glNormal3dv = (PFNGLNORMAL3DVPROC)load("glNormal3dv"); + glad_glNormal3f = (PFNGLNORMAL3FPROC)load("glNormal3f"); + glad_glNormal3fv = (PFNGLNORMAL3FVPROC)load("glNormal3fv"); + glad_glNormal3i = (PFNGLNORMAL3IPROC)load("glNormal3i"); + glad_glNormal3iv = (PFNGLNORMAL3IVPROC)load("glNormal3iv"); + glad_glNormal3s = (PFNGLNORMAL3SPROC)load("glNormal3s"); + glad_glNormal3sv = (PFNGLNORMAL3SVPROC)load("glNormal3sv"); + glad_glRasterPos2d = (PFNGLRASTERPOS2DPROC)load("glRasterPos2d"); + glad_glRasterPos2dv = (PFNGLRASTERPOS2DVPROC)load("glRasterPos2dv"); + glad_glRasterPos2f = (PFNGLRASTERPOS2FPROC)load("glRasterPos2f"); + glad_glRasterPos2fv = (PFNGLRASTERPOS2FVPROC)load("glRasterPos2fv"); + glad_glRasterPos2i = (PFNGLRASTERPOS2IPROC)load("glRasterPos2i"); + glad_glRasterPos2iv = (PFNGLRASTERPOS2IVPROC)load("glRasterPos2iv"); + glad_glRasterPos2s = (PFNGLRASTERPOS2SPROC)load("glRasterPos2s"); + glad_glRasterPos2sv = (PFNGLRASTERPOS2SVPROC)load("glRasterPos2sv"); + glad_glRasterPos3d = (PFNGLRASTERPOS3DPROC)load("glRasterPos3d"); + glad_glRasterPos3dv = (PFNGLRASTERPOS3DVPROC)load("glRasterPos3dv"); + glad_glRasterPos3f = (PFNGLRASTERPOS3FPROC)load("glRasterPos3f"); + glad_glRasterPos3fv = (PFNGLRASTERPOS3FVPROC)load("glRasterPos3fv"); + glad_glRasterPos3i = (PFNGLRASTERPOS3IPROC)load("glRasterPos3i"); + glad_glRasterPos3iv = (PFNGLRASTERPOS3IVPROC)load("glRasterPos3iv"); + glad_glRasterPos3s = (PFNGLRASTERPOS3SPROC)load("glRasterPos3s"); + glad_glRasterPos3sv = (PFNGLRASTERPOS3SVPROC)load("glRasterPos3sv"); + glad_glRasterPos4d = (PFNGLRASTERPOS4DPROC)load("glRasterPos4d"); + glad_glRasterPos4dv = (PFNGLRASTERPOS4DVPROC)load("glRasterPos4dv"); + glad_glRasterPos4f = (PFNGLRASTERPOS4FPROC)load("glRasterPos4f"); + glad_glRasterPos4fv = (PFNGLRASTERPOS4FVPROC)load("glRasterPos4fv"); + glad_glRasterPos4i = (PFNGLRASTERPOS4IPROC)load("glRasterPos4i"); + glad_glRasterPos4iv = (PFNGLRASTERPOS4IVPROC)load("glRasterPos4iv"); + glad_glRasterPos4s = (PFNGLRASTERPOS4SPROC)load("glRasterPos4s"); + glad_glRasterPos4sv = (PFNGLRASTERPOS4SVPROC)load("glRasterPos4sv"); + glad_glRectd = (PFNGLRECTDPROC)load("glRectd"); + glad_glRectdv = (PFNGLRECTDVPROC)load("glRectdv"); + glad_glRectf = (PFNGLRECTFPROC)load("glRectf"); + glad_glRectfv = (PFNGLRECTFVPROC)load("glRectfv"); + glad_glRecti = (PFNGLRECTIPROC)load("glRecti"); + glad_glRectiv = (PFNGLRECTIVPROC)load("glRectiv"); + glad_glRects = (PFNGLRECTSPROC)load("glRects"); + glad_glRectsv = (PFNGLRECTSVPROC)load("glRectsv"); + glad_glTexCoord1d = (PFNGLTEXCOORD1DPROC)load("glTexCoord1d"); + glad_glTexCoord1dv = (PFNGLTEXCOORD1DVPROC)load("glTexCoord1dv"); + glad_glTexCoord1f = (PFNGLTEXCOORD1FPROC)load("glTexCoord1f"); + glad_glTexCoord1fv = (PFNGLTEXCOORD1FVPROC)load("glTexCoord1fv"); + glad_glTexCoord1i = (PFNGLTEXCOORD1IPROC)load("glTexCoord1i"); + glad_glTexCoord1iv = (PFNGLTEXCOORD1IVPROC)load("glTexCoord1iv"); + glad_glTexCoord1s = (PFNGLTEXCOORD1SPROC)load("glTexCoord1s"); + glad_glTexCoord1sv = (PFNGLTEXCOORD1SVPROC)load("glTexCoord1sv"); + glad_glTexCoord2d = (PFNGLTEXCOORD2DPROC)load("glTexCoord2d"); + glad_glTexCoord2dv = (PFNGLTEXCOORD2DVPROC)load("glTexCoord2dv"); + glad_glTexCoord2f = (PFNGLTEXCOORD2FPROC)load("glTexCoord2f"); + glad_glTexCoord2fv = (PFNGLTEXCOORD2FVPROC)load("glTexCoord2fv"); + glad_glTexCoord2i = (PFNGLTEXCOORD2IPROC)load("glTexCoord2i"); + glad_glTexCoord2iv = (PFNGLTEXCOORD2IVPROC)load("glTexCoord2iv"); + glad_glTexCoord2s = (PFNGLTEXCOORD2SPROC)load("glTexCoord2s"); + glad_glTexCoord2sv = (PFNGLTEXCOORD2SVPROC)load("glTexCoord2sv"); + glad_glTexCoord3d = (PFNGLTEXCOORD3DPROC)load("glTexCoord3d"); + glad_glTexCoord3dv = (PFNGLTEXCOORD3DVPROC)load("glTexCoord3dv"); + glad_glTexCoord3f = (PFNGLTEXCOORD3FPROC)load("glTexCoord3f"); + glad_glTexCoord3fv = (PFNGLTEXCOORD3FVPROC)load("glTexCoord3fv"); + glad_glTexCoord3i = (PFNGLTEXCOORD3IPROC)load("glTexCoord3i"); + glad_glTexCoord3iv = (PFNGLTEXCOORD3IVPROC)load("glTexCoord3iv"); + glad_glTexCoord3s = (PFNGLTEXCOORD3SPROC)load("glTexCoord3s"); + glad_glTexCoord3sv = (PFNGLTEXCOORD3SVPROC)load("glTexCoord3sv"); + glad_glTexCoord4d = (PFNGLTEXCOORD4DPROC)load("glTexCoord4d"); + glad_glTexCoord4dv = (PFNGLTEXCOORD4DVPROC)load("glTexCoord4dv"); + glad_glTexCoord4f = (PFNGLTEXCOORD4FPROC)load("glTexCoord4f"); + glad_glTexCoord4fv = (PFNGLTEXCOORD4FVPROC)load("glTexCoord4fv"); + glad_glTexCoord4i = (PFNGLTEXCOORD4IPROC)load("glTexCoord4i"); + glad_glTexCoord4iv = (PFNGLTEXCOORD4IVPROC)load("glTexCoord4iv"); + glad_glTexCoord4s = (PFNGLTEXCOORD4SPROC)load("glTexCoord4s"); + glad_glTexCoord4sv = (PFNGLTEXCOORD4SVPROC)load("glTexCoord4sv"); + glad_glVertex2d = (PFNGLVERTEX2DPROC)load("glVertex2d"); + glad_glVertex2dv = (PFNGLVERTEX2DVPROC)load("glVertex2dv"); + glad_glVertex2f = (PFNGLVERTEX2FPROC)load("glVertex2f"); + glad_glVertex2fv = (PFNGLVERTEX2FVPROC)load("glVertex2fv"); + glad_glVertex2i = (PFNGLVERTEX2IPROC)load("glVertex2i"); + glad_glVertex2iv = (PFNGLVERTEX2IVPROC)load("glVertex2iv"); + glad_glVertex2s = (PFNGLVERTEX2SPROC)load("glVertex2s"); + glad_glVertex2sv = (PFNGLVERTEX2SVPROC)load("glVertex2sv"); + glad_glVertex3d = (PFNGLVERTEX3DPROC)load("glVertex3d"); + glad_glVertex3dv = (PFNGLVERTEX3DVPROC)load("glVertex3dv"); + glad_glVertex3f = (PFNGLVERTEX3FPROC)load("glVertex3f"); + glad_glVertex3fv = (PFNGLVERTEX3FVPROC)load("glVertex3fv"); + glad_glVertex3i = (PFNGLVERTEX3IPROC)load("glVertex3i"); + glad_glVertex3iv = (PFNGLVERTEX3IVPROC)load("glVertex3iv"); + glad_glVertex3s = (PFNGLVERTEX3SPROC)load("glVertex3s"); + glad_glVertex3sv = (PFNGLVERTEX3SVPROC)load("glVertex3sv"); + glad_glVertex4d = (PFNGLVERTEX4DPROC)load("glVertex4d"); + glad_glVertex4dv = (PFNGLVERTEX4DVPROC)load("glVertex4dv"); + glad_glVertex4f = (PFNGLVERTEX4FPROC)load("glVertex4f"); + glad_glVertex4fv = (PFNGLVERTEX4FVPROC)load("glVertex4fv"); + glad_glVertex4i = (PFNGLVERTEX4IPROC)load("glVertex4i"); + glad_glVertex4iv = (PFNGLVERTEX4IVPROC)load("glVertex4iv"); + glad_glVertex4s = (PFNGLVERTEX4SPROC)load("glVertex4s"); + glad_glVertex4sv = (PFNGLVERTEX4SVPROC)load("glVertex4sv"); + glad_glClipPlane = (PFNGLCLIPPLANEPROC)load("glClipPlane"); + glad_glColorMaterial = (PFNGLCOLORMATERIALPROC)load("glColorMaterial"); + glad_glFogf = (PFNGLFOGFPROC)load("glFogf"); + glad_glFogfv = (PFNGLFOGFVPROC)load("glFogfv"); + glad_glFogi = (PFNGLFOGIPROC)load("glFogi"); + glad_glFogiv = (PFNGLFOGIVPROC)load("glFogiv"); + glad_glLightf = (PFNGLLIGHTFPROC)load("glLightf"); + glad_glLightfv = (PFNGLLIGHTFVPROC)load("glLightfv"); + glad_glLighti = (PFNGLLIGHTIPROC)load("glLighti"); + glad_glLightiv = (PFNGLLIGHTIVPROC)load("glLightiv"); + glad_glLightModelf = (PFNGLLIGHTMODELFPROC)load("glLightModelf"); + glad_glLightModelfv = (PFNGLLIGHTMODELFVPROC)load("glLightModelfv"); + glad_glLightModeli = (PFNGLLIGHTMODELIPROC)load("glLightModeli"); + glad_glLightModeliv = (PFNGLLIGHTMODELIVPROC)load("glLightModeliv"); + glad_glLineStipple = (PFNGLLINESTIPPLEPROC)load("glLineStipple"); + glad_glMaterialf = (PFNGLMATERIALFPROC)load("glMaterialf"); + glad_glMaterialfv = (PFNGLMATERIALFVPROC)load("glMaterialfv"); + glad_glMateriali = (PFNGLMATERIALIPROC)load("glMateriali"); + glad_glMaterialiv = (PFNGLMATERIALIVPROC)load("glMaterialiv"); + glad_glPolygonStipple = (PFNGLPOLYGONSTIPPLEPROC)load("glPolygonStipple"); + glad_glShadeModel = (PFNGLSHADEMODELPROC)load("glShadeModel"); + glad_glTexEnvf = (PFNGLTEXENVFPROC)load("glTexEnvf"); + glad_glTexEnvfv = (PFNGLTEXENVFVPROC)load("glTexEnvfv"); + glad_glTexEnvi = (PFNGLTEXENVIPROC)load("glTexEnvi"); + glad_glTexEnviv = (PFNGLTEXENVIVPROC)load("glTexEnviv"); + glad_glTexGend = (PFNGLTEXGENDPROC)load("glTexGend"); + glad_glTexGendv = (PFNGLTEXGENDVPROC)load("glTexGendv"); + glad_glTexGenf = (PFNGLTEXGENFPROC)load("glTexGenf"); + glad_glTexGenfv = (PFNGLTEXGENFVPROC)load("glTexGenfv"); + glad_glTexGeni = (PFNGLTEXGENIPROC)load("glTexGeni"); + glad_glTexGeniv = (PFNGLTEXGENIVPROC)load("glTexGeniv"); + glad_glFeedbackBuffer = (PFNGLFEEDBACKBUFFERPROC)load("glFeedbackBuffer"); + glad_glSelectBuffer = (PFNGLSELECTBUFFERPROC)load("glSelectBuffer"); + glad_glRenderMode = (PFNGLRENDERMODEPROC)load("glRenderMode"); + glad_glInitNames = (PFNGLINITNAMESPROC)load("glInitNames"); + glad_glLoadName = (PFNGLLOADNAMEPROC)load("glLoadName"); + glad_glPassThrough = (PFNGLPASSTHROUGHPROC)load("glPassThrough"); + glad_glPopName = (PFNGLPOPNAMEPROC)load("glPopName"); + glad_glPushName = (PFNGLPUSHNAMEPROC)load("glPushName"); + glad_glClearAccum = (PFNGLCLEARACCUMPROC)load("glClearAccum"); + glad_glClearIndex = (PFNGLCLEARINDEXPROC)load("glClearIndex"); + glad_glIndexMask = (PFNGLINDEXMASKPROC)load("glIndexMask"); + glad_glAccum = (PFNGLACCUMPROC)load("glAccum"); + glad_glPopAttrib = (PFNGLPOPATTRIBPROC)load("glPopAttrib"); + glad_glPushAttrib = (PFNGLPUSHATTRIBPROC)load("glPushAttrib"); + glad_glMap1d = (PFNGLMAP1DPROC)load("glMap1d"); + glad_glMap1f = (PFNGLMAP1FPROC)load("glMap1f"); + glad_glMap2d = (PFNGLMAP2DPROC)load("glMap2d"); + glad_glMap2f = (PFNGLMAP2FPROC)load("glMap2f"); + glad_glMapGrid1d = (PFNGLMAPGRID1DPROC)load("glMapGrid1d"); + glad_glMapGrid1f = (PFNGLMAPGRID1FPROC)load("glMapGrid1f"); + glad_glMapGrid2d = (PFNGLMAPGRID2DPROC)load("glMapGrid2d"); + glad_glMapGrid2f = (PFNGLMAPGRID2FPROC)load("glMapGrid2f"); + glad_glEvalCoord1d = (PFNGLEVALCOORD1DPROC)load("glEvalCoord1d"); + glad_glEvalCoord1dv = (PFNGLEVALCOORD1DVPROC)load("glEvalCoord1dv"); + glad_glEvalCoord1f = (PFNGLEVALCOORD1FPROC)load("glEvalCoord1f"); + glad_glEvalCoord1fv = (PFNGLEVALCOORD1FVPROC)load("glEvalCoord1fv"); + glad_glEvalCoord2d = (PFNGLEVALCOORD2DPROC)load("glEvalCoord2d"); + glad_glEvalCoord2dv = (PFNGLEVALCOORD2DVPROC)load("glEvalCoord2dv"); + glad_glEvalCoord2f = (PFNGLEVALCOORD2FPROC)load("glEvalCoord2f"); + glad_glEvalCoord2fv = (PFNGLEVALCOORD2FVPROC)load("glEvalCoord2fv"); + glad_glEvalMesh1 = (PFNGLEVALMESH1PROC)load("glEvalMesh1"); + glad_glEvalPoint1 = (PFNGLEVALPOINT1PROC)load("glEvalPoint1"); + glad_glEvalMesh2 = (PFNGLEVALMESH2PROC)load("glEvalMesh2"); + glad_glEvalPoint2 = (PFNGLEVALPOINT2PROC)load("glEvalPoint2"); + glad_glAlphaFunc = (PFNGLALPHAFUNCPROC)load("glAlphaFunc"); + glad_glPixelZoom = (PFNGLPIXELZOOMPROC)load("glPixelZoom"); + glad_glPixelTransferf = (PFNGLPIXELTRANSFERFPROC)load("glPixelTransferf"); + glad_glPixelTransferi = (PFNGLPIXELTRANSFERIPROC)load("glPixelTransferi"); + glad_glPixelMapfv = (PFNGLPIXELMAPFVPROC)load("glPixelMapfv"); + glad_glPixelMapuiv = (PFNGLPIXELMAPUIVPROC)load("glPixelMapuiv"); + glad_glPixelMapusv = (PFNGLPIXELMAPUSVPROC)load("glPixelMapusv"); + glad_glCopyPixels = (PFNGLCOPYPIXELSPROC)load("glCopyPixels"); + glad_glDrawPixels = (PFNGLDRAWPIXELSPROC)load("glDrawPixels"); + glad_glGetClipPlane = (PFNGLGETCLIPPLANEPROC)load("glGetClipPlane"); + glad_glGetLightfv = (PFNGLGETLIGHTFVPROC)load("glGetLightfv"); + glad_glGetLightiv = (PFNGLGETLIGHTIVPROC)load("glGetLightiv"); + glad_glGetMapdv = (PFNGLGETMAPDVPROC)load("glGetMapdv"); + glad_glGetMapfv = (PFNGLGETMAPFVPROC)load("glGetMapfv"); + glad_glGetMapiv = (PFNGLGETMAPIVPROC)load("glGetMapiv"); + glad_glGetMaterialfv = (PFNGLGETMATERIALFVPROC)load("glGetMaterialfv"); + glad_glGetMaterialiv = (PFNGLGETMATERIALIVPROC)load("glGetMaterialiv"); + glad_glGetPixelMapfv = (PFNGLGETPIXELMAPFVPROC)load("glGetPixelMapfv"); + glad_glGetPixelMapuiv = (PFNGLGETPIXELMAPUIVPROC)load("glGetPixelMapuiv"); + glad_glGetPixelMapusv = (PFNGLGETPIXELMAPUSVPROC)load("glGetPixelMapusv"); + glad_glGetPolygonStipple = (PFNGLGETPOLYGONSTIPPLEPROC)load("glGetPolygonStipple"); + glad_glGetTexEnvfv = (PFNGLGETTEXENVFVPROC)load("glGetTexEnvfv"); + glad_glGetTexEnviv = (PFNGLGETTEXENVIVPROC)load("glGetTexEnviv"); + glad_glGetTexGendv = (PFNGLGETTEXGENDVPROC)load("glGetTexGendv"); + glad_glGetTexGenfv = (PFNGLGETTEXGENFVPROC)load("glGetTexGenfv"); + glad_glGetTexGeniv = (PFNGLGETTEXGENIVPROC)load("glGetTexGeniv"); + glad_glIsList = (PFNGLISLISTPROC)load("glIsList"); + glad_glFrustum = (PFNGLFRUSTUMPROC)load("glFrustum"); + glad_glLoadIdentity = (PFNGLLOADIDENTITYPROC)load("glLoadIdentity"); + glad_glLoadMatrixf = (PFNGLLOADMATRIXFPROC)load("glLoadMatrixf"); + glad_glLoadMatrixd = (PFNGLLOADMATRIXDPROC)load("glLoadMatrixd"); + glad_glMatrixMode = (PFNGLMATRIXMODEPROC)load("glMatrixMode"); + glad_glMultMatrixf = (PFNGLMULTMATRIXFPROC)load("glMultMatrixf"); + glad_glMultMatrixd = (PFNGLMULTMATRIXDPROC)load("glMultMatrixd"); + glad_glOrtho = (PFNGLORTHOPROC)load("glOrtho"); + glad_glPopMatrix = (PFNGLPOPMATRIXPROC)load("glPopMatrix"); + glad_glPushMatrix = (PFNGLPUSHMATRIXPROC)load("glPushMatrix"); + glad_glRotated = (PFNGLROTATEDPROC)load("glRotated"); + glad_glRotatef = (PFNGLROTATEFPROC)load("glRotatef"); + glad_glScaled = (PFNGLSCALEDPROC)load("glScaled"); + glad_glScalef = (PFNGLSCALEFPROC)load("glScalef"); + glad_glTranslated = (PFNGLTRANSLATEDPROC)load("glTranslated"); + glad_glTranslatef = (PFNGLTRANSLATEFPROC)load("glTranslatef"); +} +static void load_GL_VERSION_1_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_1) return; + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv"); + glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset"); + glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D"); + glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D"); + glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D"); + glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures"); + glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture"); + glad_glArrayElement = (PFNGLARRAYELEMENTPROC)load("glArrayElement"); + glad_glColorPointer = (PFNGLCOLORPOINTERPROC)load("glColorPointer"); + glad_glDisableClientState = (PFNGLDISABLECLIENTSTATEPROC)load("glDisableClientState"); + glad_glEdgeFlagPointer = (PFNGLEDGEFLAGPOINTERPROC)load("glEdgeFlagPointer"); + glad_glEnableClientState = (PFNGLENABLECLIENTSTATEPROC)load("glEnableClientState"); + glad_glIndexPointer = (PFNGLINDEXPOINTERPROC)load("glIndexPointer"); + glad_glInterleavedArrays = (PFNGLINTERLEAVEDARRAYSPROC)load("glInterleavedArrays"); + glad_glNormalPointer = (PFNGLNORMALPOINTERPROC)load("glNormalPointer"); + glad_glTexCoordPointer = (PFNGLTEXCOORDPOINTERPROC)load("glTexCoordPointer"); + glad_glVertexPointer = (PFNGLVERTEXPOINTERPROC)load("glVertexPointer"); + glad_glAreTexturesResident = (PFNGLARETEXTURESRESIDENTPROC)load("glAreTexturesResident"); + glad_glPrioritizeTextures = (PFNGLPRIORITIZETEXTURESPROC)load("glPrioritizeTextures"); + glad_glIndexub = (PFNGLINDEXUBPROC)load("glIndexub"); + glad_glIndexubv = (PFNGLINDEXUBVPROC)load("glIndexubv"); + glad_glPopClientAttrib = (PFNGLPOPCLIENTATTRIBPROC)load("glPopClientAttrib"); + glad_glPushClientAttrib = (PFNGLPUSHCLIENTATTRIBPROC)load("glPushClientAttrib"); +} +static void load_GL_VERSION_1_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_2) return; + glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); + glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); + glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); + glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); +} +static void load_GL_VERSION_1_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_3) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); + glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage"); + glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); + glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D"); + glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D"); + glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); + glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); + glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D"); + glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage"); + glad_glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)load("glClientActiveTexture"); + glad_glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)load("glMultiTexCoord1d"); + glad_glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC)load("glMultiTexCoord1dv"); + glad_glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)load("glMultiTexCoord1f"); + glad_glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC)load("glMultiTexCoord1fv"); + glad_glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC)load("glMultiTexCoord1i"); + glad_glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC)load("glMultiTexCoord1iv"); + glad_glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC)load("glMultiTexCoord1s"); + glad_glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC)load("glMultiTexCoord1sv"); + glad_glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)load("glMultiTexCoord2d"); + glad_glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC)load("glMultiTexCoord2dv"); + glad_glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)load("glMultiTexCoord2f"); + glad_glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC)load("glMultiTexCoord2fv"); + glad_glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC)load("glMultiTexCoord2i"); + glad_glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC)load("glMultiTexCoord2iv"); + glad_glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC)load("glMultiTexCoord2s"); + glad_glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC)load("glMultiTexCoord2sv"); + glad_glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)load("glMultiTexCoord3d"); + glad_glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC)load("glMultiTexCoord3dv"); + glad_glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)load("glMultiTexCoord3f"); + glad_glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC)load("glMultiTexCoord3fv"); + glad_glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC)load("glMultiTexCoord3i"); + glad_glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC)load("glMultiTexCoord3iv"); + glad_glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC)load("glMultiTexCoord3s"); + glad_glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC)load("glMultiTexCoord3sv"); + glad_glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)load("glMultiTexCoord4d"); + glad_glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC)load("glMultiTexCoord4dv"); + glad_glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)load("glMultiTexCoord4f"); + glad_glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC)load("glMultiTexCoord4fv"); + glad_glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC)load("glMultiTexCoord4i"); + glad_glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC)load("glMultiTexCoord4iv"); + glad_glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC)load("glMultiTexCoord4s"); + glad_glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC)load("glMultiTexCoord4sv"); + glad_glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC)load("glLoadTransposeMatrixf"); + glad_glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC)load("glLoadTransposeMatrixd"); + glad_glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC)load("glMultTransposeMatrixf"); + glad_glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC)load("glMultTransposeMatrixd"); +} +static void load_GL_VERSION_1_4(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_4) return; + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); + glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays"); + glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements"); + glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf"); + glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv"); + glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri"); + glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv"); + glad_glFogCoordf = (PFNGLFOGCOORDFPROC)load("glFogCoordf"); + glad_glFogCoordfv = (PFNGLFOGCOORDFVPROC)load("glFogCoordfv"); + glad_glFogCoordd = (PFNGLFOGCOORDDPROC)load("glFogCoordd"); + glad_glFogCoorddv = (PFNGLFOGCOORDDVPROC)load("glFogCoorddv"); + glad_glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)load("glFogCoordPointer"); + glad_glSecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC)load("glSecondaryColor3b"); + glad_glSecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC)load("glSecondaryColor3bv"); + glad_glSecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC)load("glSecondaryColor3d"); + glad_glSecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC)load("glSecondaryColor3dv"); + glad_glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)load("glSecondaryColor3f"); + glad_glSecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC)load("glSecondaryColor3fv"); + glad_glSecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC)load("glSecondaryColor3i"); + glad_glSecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC)load("glSecondaryColor3iv"); + glad_glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC)load("glSecondaryColor3s"); + glad_glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC)load("glSecondaryColor3sv"); + glad_glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC)load("glSecondaryColor3ub"); + glad_glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC)load("glSecondaryColor3ubv"); + glad_glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC)load("glSecondaryColor3ui"); + glad_glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC)load("glSecondaryColor3uiv"); + glad_glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC)load("glSecondaryColor3us"); + glad_glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC)load("glSecondaryColor3usv"); + glad_glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)load("glSecondaryColorPointer"); + glad_glWindowPos2d = (PFNGLWINDOWPOS2DPROC)load("glWindowPos2d"); + glad_glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)load("glWindowPos2dv"); + glad_glWindowPos2f = (PFNGLWINDOWPOS2FPROC)load("glWindowPos2f"); + glad_glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)load("glWindowPos2fv"); + glad_glWindowPos2i = (PFNGLWINDOWPOS2IPROC)load("glWindowPos2i"); + glad_glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)load("glWindowPos2iv"); + glad_glWindowPos2s = (PFNGLWINDOWPOS2SPROC)load("glWindowPos2s"); + glad_glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)load("glWindowPos2sv"); + glad_glWindowPos3d = (PFNGLWINDOWPOS3DPROC)load("glWindowPos3d"); + glad_glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)load("glWindowPos3dv"); + glad_glWindowPos3f = (PFNGLWINDOWPOS3FPROC)load("glWindowPos3f"); + glad_glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)load("glWindowPos3fv"); + glad_glWindowPos3i = (PFNGLWINDOWPOS3IPROC)load("glWindowPos3i"); + glad_glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)load("glWindowPos3iv"); + glad_glWindowPos3s = (PFNGLWINDOWPOS3SPROC)load("glWindowPos3s"); + glad_glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)load("glWindowPos3sv"); + glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); +} +static void load_GL_VERSION_1_5(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_5) return; + glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); + glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); + glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); + glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); + glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); + glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); + glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv"); + glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); + glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers"); + glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers"); + glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer"); + glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData"); + glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData"); + glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData"); + glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer"); + glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); + glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv"); + glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); +} +static void load_GL_VERSION_2_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_0) return; + glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); + glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); + glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate"); + glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate"); + glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate"); + glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); + glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); + glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader"); + glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram"); + glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader"); + glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram"); + glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader"); + glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader"); + glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray"); + glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray"); + glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib"); + glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform"); + glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders"); + glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation"); + glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv"); + glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog"); + glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv"); + glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog"); + glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource"); + glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation"); + glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv"); + glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv"); + glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv"); + glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv"); + glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv"); + glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv"); + glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram"); + glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader"); + glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram"); + glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource"); + glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram"); + glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f"); + glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f"); + glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f"); + glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f"); + glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i"); + glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i"); + glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i"); + glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i"); + glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv"); + glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv"); + glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv"); + glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv"); + glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv"); + glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv"); + glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv"); + glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv"); + glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv"); + glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv"); + glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv"); + glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); + glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d"); + glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv"); + glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f"); + glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv"); + glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s"); + glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv"); + glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d"); + glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv"); + glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f"); + glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv"); + glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s"); + glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv"); + glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d"); + glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); + glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s"); + glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv"); + glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv"); + glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv"); + glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv"); + glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub"); + glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv"); + glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv"); + glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv"); + glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv"); + glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d"); + glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); + glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv"); + glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s"); + glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv"); + glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv"); + glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv"); + glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); +} +static void load_GL_VERSION_2_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_1) return; + glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); + glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); + glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); + glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); + glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); + glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); +} +static void load_GL_VERSION_3_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_0) return; + glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski"); + glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); + glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei"); + glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei"); + glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi"); + glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); + glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); + glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); + glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor"); + glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender"); + glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender"); + glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); + glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); + glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); + glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i"); + glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i"); + glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i"); + glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); + glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui"); + glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui"); + glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui"); + glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); + glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv"); + glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv"); + glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv"); + glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); + glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv"); + glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv"); + glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv"); + glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); + glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv"); + glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv"); + glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv"); + glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv"); + glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); + glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation"); + glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); + glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); + glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); + glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); + glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); + glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); + glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); + glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); + glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); + glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv"); + glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv"); + glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv"); + glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv"); + glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); + glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); + glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); + glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); + glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); +} +static void load_GL_VERSION_3_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_1) return; + glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); + glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); + glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer"); + glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex"); + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); + glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); +} +static void load_GL_VERSION_3_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_2) return; + glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex"); + glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex"); + glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex"); + glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex"); + glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex"); + glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync"); + glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync"); + glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync"); + glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync"); + glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync"); + glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v"); + glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv"); + glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v"); + glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v"); + glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture"); + glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample"); + glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample"); + glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); + glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); +} +static void load_GL_VERSION_3_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_3) return; + glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed"); + glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex"); + glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers"); + glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers"); + glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler"); + glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler"); + glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri"); + glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv"); + glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf"); + glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv"); + glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv"); + glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv"); + glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv"); + glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv"); + glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv"); + glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv"); + glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter"); + glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v"); + glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v"); + glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor"); + glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui"); + glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv"); + glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui"); + glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv"); + glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui"); + glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv"); + glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui"); + glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv"); + glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui"); + glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv"); + glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui"); + glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv"); + glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui"); + glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv"); + glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui"); + glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv"); + glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui"); + glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv"); + glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui"); + glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv"); + glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui"); + glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv"); + glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui"); + glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv"); + glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui"); + glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv"); + glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui"); + glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv"); + glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui"); + glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv"); + glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui"); + glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv"); + glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui"); + glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv"); + glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui"); + glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv"); + glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui"); + glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv"); +} +static void load_GL_VERSION_4_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_0) return; + glad_glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)load("glMinSampleShading"); + glad_glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)load("glBlendEquationi"); + glad_glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)load("glBlendEquationSeparatei"); + glad_glBlendFunci = (PFNGLBLENDFUNCIPROC)load("glBlendFunci"); + glad_glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)load("glBlendFuncSeparatei"); + glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect"); + glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect"); + glad_glUniform1d = (PFNGLUNIFORM1DPROC)load("glUniform1d"); + glad_glUniform2d = (PFNGLUNIFORM2DPROC)load("glUniform2d"); + glad_glUniform3d = (PFNGLUNIFORM3DPROC)load("glUniform3d"); + glad_glUniform4d = (PFNGLUNIFORM4DPROC)load("glUniform4d"); + glad_glUniform1dv = (PFNGLUNIFORM1DVPROC)load("glUniform1dv"); + glad_glUniform2dv = (PFNGLUNIFORM2DVPROC)load("glUniform2dv"); + glad_glUniform3dv = (PFNGLUNIFORM3DVPROC)load("glUniform3dv"); + glad_glUniform4dv = (PFNGLUNIFORM4DVPROC)load("glUniform4dv"); + glad_glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC)load("glUniformMatrix2dv"); + glad_glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC)load("glUniformMatrix3dv"); + glad_glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC)load("glUniformMatrix4dv"); + glad_glUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC)load("glUniformMatrix2x3dv"); + glad_glUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC)load("glUniformMatrix2x4dv"); + glad_glUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC)load("glUniformMatrix3x2dv"); + glad_glUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC)load("glUniformMatrix3x4dv"); + glad_glUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC)load("glUniformMatrix4x2dv"); + glad_glUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC)load("glUniformMatrix4x3dv"); + glad_glGetUniformdv = (PFNGLGETUNIFORMDVPROC)load("glGetUniformdv"); + glad_glGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)load("glGetSubroutineUniformLocation"); + glad_glGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC)load("glGetSubroutineIndex"); + glad_glGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)load("glGetActiveSubroutineUniformiv"); + glad_glGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)load("glGetActiveSubroutineUniformName"); + glad_glGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC)load("glGetActiveSubroutineName"); + glad_glUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC)load("glUniformSubroutinesuiv"); + glad_glGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC)load("glGetUniformSubroutineuiv"); + glad_glGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC)load("glGetProgramStageiv"); + glad_glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)load("glPatchParameteri"); + glad_glPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC)load("glPatchParameterfv"); + glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback"); + glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks"); + glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks"); + glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback"); + glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback"); + glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback"); + glad_glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)load("glDrawTransformFeedback"); + glad_glDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)load("glDrawTransformFeedbackStream"); + glad_glBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC)load("glBeginQueryIndexed"); + glad_glEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC)load("glEndQueryIndexed"); + glad_glGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC)load("glGetQueryIndexediv"); +} +static void load_GL_VERSION_4_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_1) return; + glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler"); + glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary"); + glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat"); + glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef"); + glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf"); + glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary"); + glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary"); + glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri"); + glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages"); + glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram"); + glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv"); + glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline"); + glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines"); + glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines"); + glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline"); + glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv"); + glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri"); + glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)load("glProgramUniform1i"); + glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv"); + glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f"); + glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv"); + glad_glProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC)load("glProgramUniform1d"); + glad_glProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC)load("glProgramUniform1dv"); + glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)load("glProgramUniform1ui"); + glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)load("glProgramUniform1uiv"); + glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)load("glProgramUniform2i"); + glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)load("glProgramUniform2iv"); + glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)load("glProgramUniform2f"); + glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)load("glProgramUniform2fv"); + glad_glProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC)load("glProgramUniform2d"); + glad_glProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC)load("glProgramUniform2dv"); + glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)load("glProgramUniform2ui"); + glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)load("glProgramUniform2uiv"); + glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)load("glProgramUniform3i"); + glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)load("glProgramUniform3iv"); + glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)load("glProgramUniform3f"); + glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)load("glProgramUniform3fv"); + glad_glProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC)load("glProgramUniform3d"); + glad_glProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC)load("glProgramUniform3dv"); + glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui"); + glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv"); + glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i"); + glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv"); + glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f"); + glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv"); + glad_glProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC)load("glProgramUniform4d"); + glad_glProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC)load("glProgramUniform4dv"); + glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)load("glProgramUniform4ui"); + glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)load("glProgramUniform4uiv"); + glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)load("glProgramUniformMatrix2fv"); + glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)load("glProgramUniformMatrix3fv"); + glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)load("glProgramUniformMatrix4fv"); + glad_glProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC)load("glProgramUniformMatrix2dv"); + glad_glProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC)load("glProgramUniformMatrix3dv"); + glad_glProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC)load("glProgramUniformMatrix4dv"); + glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)load("glProgramUniformMatrix2x3fv"); + glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)load("glProgramUniformMatrix3x2fv"); + glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)load("glProgramUniformMatrix2x4fv"); + glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)load("glProgramUniformMatrix4x2fv"); + glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)load("glProgramUniformMatrix3x4fv"); + glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)load("glProgramUniformMatrix4x3fv"); + glad_glProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)load("glProgramUniformMatrix2x3dv"); + glad_glProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)load("glProgramUniformMatrix3x2dv"); + glad_glProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)load("glProgramUniformMatrix2x4dv"); + glad_glProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)load("glProgramUniformMatrix4x2dv"); + glad_glProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)load("glProgramUniformMatrix3x4dv"); + glad_glProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)load("glProgramUniformMatrix4x3dv"); + glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline"); + glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog"); + glad_glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)load("glVertexAttribL1d"); + glad_glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)load("glVertexAttribL2d"); + glad_glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)load("glVertexAttribL3d"); + glad_glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)load("glVertexAttribL4d"); + glad_glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)load("glVertexAttribL1dv"); + glad_glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)load("glVertexAttribL2dv"); + glad_glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)load("glVertexAttribL3dv"); + glad_glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)load("glVertexAttribL4dv"); + glad_glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)load("glVertexAttribLPointer"); + glad_glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)load("glGetVertexAttribLdv"); + glad_glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)load("glViewportArrayv"); + glad_glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC)load("glViewportIndexedf"); + glad_glViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC)load("glViewportIndexedfv"); + glad_glScissorArrayv = (PFNGLSCISSORARRAYVPROC)load("glScissorArrayv"); + glad_glScissorIndexed = (PFNGLSCISSORINDEXEDPROC)load("glScissorIndexed"); + glad_glScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC)load("glScissorIndexedv"); + glad_glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC)load("glDepthRangeArrayv"); + glad_glDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC)load("glDepthRangeIndexed"); + glad_glGetFloati_v = (PFNGLGETFLOATI_VPROC)load("glGetFloati_v"); + glad_glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)load("glGetDoublei_v"); +} +static void load_GL_VERSION_4_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_2) return; + glad_glDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)load("glDrawArraysInstancedBaseInstance"); + glad_glDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)load("glDrawElementsInstancedBaseInstance"); + glad_glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)load("glDrawElementsInstancedBaseVertexBaseInstance"); + glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ"); + glad_glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)load("glGetActiveAtomicCounterBufferiv"); + glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture"); + glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier"); + glad_glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)load("glTexStorage1D"); + glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D"); + glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D"); + glad_glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)load("glDrawTransformFeedbackInstanced"); + glad_glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)load("glDrawTransformFeedbackStreamInstanced"); +} +static void load_GL_VERSION_4_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_3) return; + glad_glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)load("glClearBufferData"); + glad_glClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC)load("glClearBufferSubData"); + glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute"); + glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect"); + glad_glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)load("glCopyImageSubData"); + glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)load("glFramebufferParameteri"); + glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)load("glGetFramebufferParameteriv"); + glad_glGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC)load("glGetInternalformati64v"); + glad_glInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC)load("glInvalidateTexSubImage"); + glad_glInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC)load("glInvalidateTexImage"); + glad_glInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC)load("glInvalidateBufferSubData"); + glad_glInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC)load("glInvalidateBufferData"); + glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer"); + glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer"); + glad_glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)load("glMultiDrawArraysIndirect"); + glad_glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)load("glMultiDrawElementsIndirect"); + glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv"); + glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex"); + glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName"); + glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv"); + glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation"); + glad_glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)load("glGetProgramResourceLocationIndex"); + glad_glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC)load("glShaderStorageBlockBinding"); + glad_glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)load("glTexBufferRange"); + glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample"); + glad_glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)load("glTexStorage3DMultisample"); + glad_glTextureView = (PFNGLTEXTUREVIEWPROC)load("glTextureView"); + glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer"); + glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat"); + glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat"); + glad_glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)load("glVertexAttribLFormat"); + glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding"); + glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor"); + glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)load("glDebugMessageControl"); + glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)load("glDebugMessageInsert"); + glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)load("glDebugMessageCallback"); + glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)load("glGetDebugMessageLog"); + glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)load("glPushDebugGroup"); + glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)load("glPopDebugGroup"); + glad_glObjectLabel = (PFNGLOBJECTLABELPROC)load("glObjectLabel"); + glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)load("glGetObjectLabel"); + glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)load("glObjectPtrLabel"); + glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)load("glGetObjectPtrLabel"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv"); +} +static void load_GL_VERSION_4_4(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_4) return; + glad_glBufferStorage = (PFNGLBUFFERSTORAGEPROC)load("glBufferStorage"); + glad_glClearTexImage = (PFNGLCLEARTEXIMAGEPROC)load("glClearTexImage"); + glad_glClearTexSubImage = (PFNGLCLEARTEXSUBIMAGEPROC)load("glClearTexSubImage"); + glad_glBindBuffersBase = (PFNGLBINDBUFFERSBASEPROC)load("glBindBuffersBase"); + glad_glBindBuffersRange = (PFNGLBINDBUFFERSRANGEPROC)load("glBindBuffersRange"); + glad_glBindTextures = (PFNGLBINDTEXTURESPROC)load("glBindTextures"); + glad_glBindSamplers = (PFNGLBINDSAMPLERSPROC)load("glBindSamplers"); + glad_glBindImageTextures = (PFNGLBINDIMAGETEXTURESPROC)load("glBindImageTextures"); + glad_glBindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC)load("glBindVertexBuffers"); +} +static void load_GL_VERSION_4_5(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_5) return; + glad_glClipControl = (PFNGLCLIPCONTROLPROC)load("glClipControl"); + glad_glCreateTransformFeedbacks = (PFNGLCREATETRANSFORMFEEDBACKSPROC)load("glCreateTransformFeedbacks"); + glad_glTransformFeedbackBufferBase = (PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)load("glTransformFeedbackBufferBase"); + glad_glTransformFeedbackBufferRange = (PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)load("glTransformFeedbackBufferRange"); + glad_glGetTransformFeedbackiv = (PFNGLGETTRANSFORMFEEDBACKIVPROC)load("glGetTransformFeedbackiv"); + glad_glGetTransformFeedbacki_v = (PFNGLGETTRANSFORMFEEDBACKI_VPROC)load("glGetTransformFeedbacki_v"); + glad_glGetTransformFeedbacki64_v = (PFNGLGETTRANSFORMFEEDBACKI64_VPROC)load("glGetTransformFeedbacki64_v"); + glad_glCreateBuffers = (PFNGLCREATEBUFFERSPROC)load("glCreateBuffers"); + glad_glNamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC)load("glNamedBufferStorage"); + glad_glNamedBufferData = (PFNGLNAMEDBUFFERDATAPROC)load("glNamedBufferData"); + glad_glNamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC)load("glNamedBufferSubData"); + glad_glCopyNamedBufferSubData = (PFNGLCOPYNAMEDBUFFERSUBDATAPROC)load("glCopyNamedBufferSubData"); + glad_glClearNamedBufferData = (PFNGLCLEARNAMEDBUFFERDATAPROC)load("glClearNamedBufferData"); + glad_glClearNamedBufferSubData = (PFNGLCLEARNAMEDBUFFERSUBDATAPROC)load("glClearNamedBufferSubData"); + glad_glMapNamedBuffer = (PFNGLMAPNAMEDBUFFERPROC)load("glMapNamedBuffer"); + glad_glMapNamedBufferRange = (PFNGLMAPNAMEDBUFFERRANGEPROC)load("glMapNamedBufferRange"); + glad_glUnmapNamedBuffer = (PFNGLUNMAPNAMEDBUFFERPROC)load("glUnmapNamedBuffer"); + glad_glFlushMappedNamedBufferRange = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)load("glFlushMappedNamedBufferRange"); + glad_glGetNamedBufferParameteriv = (PFNGLGETNAMEDBUFFERPARAMETERIVPROC)load("glGetNamedBufferParameteriv"); + glad_glGetNamedBufferParameteri64v = (PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)load("glGetNamedBufferParameteri64v"); + glad_glGetNamedBufferPointerv = (PFNGLGETNAMEDBUFFERPOINTERVPROC)load("glGetNamedBufferPointerv"); + glad_glGetNamedBufferSubData = (PFNGLGETNAMEDBUFFERSUBDATAPROC)load("glGetNamedBufferSubData"); + glad_glCreateFramebuffers = (PFNGLCREATEFRAMEBUFFERSPROC)load("glCreateFramebuffers"); + glad_glNamedFramebufferRenderbuffer = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)load("glNamedFramebufferRenderbuffer"); + glad_glNamedFramebufferParameteri = (PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)load("glNamedFramebufferParameteri"); + glad_glNamedFramebufferTexture = (PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)load("glNamedFramebufferTexture"); + glad_glNamedFramebufferTextureLayer = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)load("glNamedFramebufferTextureLayer"); + glad_glNamedFramebufferDrawBuffer = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)load("glNamedFramebufferDrawBuffer"); + glad_glNamedFramebufferDrawBuffers = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)load("glNamedFramebufferDrawBuffers"); + glad_glNamedFramebufferReadBuffer = (PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)load("glNamedFramebufferReadBuffer"); + glad_glInvalidateNamedFramebufferData = (PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)load("glInvalidateNamedFramebufferData"); + glad_glInvalidateNamedFramebufferSubData = (PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)load("glInvalidateNamedFramebufferSubData"); + glad_glClearNamedFramebufferiv = (PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)load("glClearNamedFramebufferiv"); + glad_glClearNamedFramebufferuiv = (PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)load("glClearNamedFramebufferuiv"); + glad_glClearNamedFramebufferfv = (PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)load("glClearNamedFramebufferfv"); + glad_glClearNamedFramebufferfi = (PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)load("glClearNamedFramebufferfi"); + glad_glBlitNamedFramebuffer = (PFNGLBLITNAMEDFRAMEBUFFERPROC)load("glBlitNamedFramebuffer"); + glad_glCheckNamedFramebufferStatus = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)load("glCheckNamedFramebufferStatus"); + glad_glGetNamedFramebufferParameteriv = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)load("glGetNamedFramebufferParameteriv"); + glad_glGetNamedFramebufferAttachmentParameteriv = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetNamedFramebufferAttachmentParameteriv"); + glad_glCreateRenderbuffers = (PFNGLCREATERENDERBUFFERSPROC)load("glCreateRenderbuffers"); + glad_glNamedRenderbufferStorage = (PFNGLNAMEDRENDERBUFFERSTORAGEPROC)load("glNamedRenderbufferStorage"); + glad_glNamedRenderbufferStorageMultisample = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glNamedRenderbufferStorageMultisample"); + glad_glGetNamedRenderbufferParameteriv = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)load("glGetNamedRenderbufferParameteriv"); + glad_glCreateTextures = (PFNGLCREATETEXTURESPROC)load("glCreateTextures"); + glad_glTextureBuffer = (PFNGLTEXTUREBUFFERPROC)load("glTextureBuffer"); + glad_glTextureBufferRange = (PFNGLTEXTUREBUFFERRANGEPROC)load("glTextureBufferRange"); + glad_glTextureStorage1D = (PFNGLTEXTURESTORAGE1DPROC)load("glTextureStorage1D"); + glad_glTextureStorage2D = (PFNGLTEXTURESTORAGE2DPROC)load("glTextureStorage2D"); + glad_glTextureStorage3D = (PFNGLTEXTURESTORAGE3DPROC)load("glTextureStorage3D"); + glad_glTextureStorage2DMultisample = (PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)load("glTextureStorage2DMultisample"); + glad_glTextureStorage3DMultisample = (PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)load("glTextureStorage3DMultisample"); + glad_glTextureSubImage1D = (PFNGLTEXTURESUBIMAGE1DPROC)load("glTextureSubImage1D"); + glad_glTextureSubImage2D = (PFNGLTEXTURESUBIMAGE2DPROC)load("glTextureSubImage2D"); + glad_glTextureSubImage3D = (PFNGLTEXTURESUBIMAGE3DPROC)load("glTextureSubImage3D"); + glad_glCompressedTextureSubImage1D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)load("glCompressedTextureSubImage1D"); + glad_glCompressedTextureSubImage2D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)load("glCompressedTextureSubImage2D"); + glad_glCompressedTextureSubImage3D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)load("glCompressedTextureSubImage3D"); + glad_glCopyTextureSubImage1D = (PFNGLCOPYTEXTURESUBIMAGE1DPROC)load("glCopyTextureSubImage1D"); + glad_glCopyTextureSubImage2D = (PFNGLCOPYTEXTURESUBIMAGE2DPROC)load("glCopyTextureSubImage2D"); + glad_glCopyTextureSubImage3D = (PFNGLCOPYTEXTURESUBIMAGE3DPROC)load("glCopyTextureSubImage3D"); + glad_glTextureParameterf = (PFNGLTEXTUREPARAMETERFPROC)load("glTextureParameterf"); + glad_glTextureParameterfv = (PFNGLTEXTUREPARAMETERFVPROC)load("glTextureParameterfv"); + glad_glTextureParameteri = (PFNGLTEXTUREPARAMETERIPROC)load("glTextureParameteri"); + glad_glTextureParameterIiv = (PFNGLTEXTUREPARAMETERIIVPROC)load("glTextureParameterIiv"); + glad_glTextureParameterIuiv = (PFNGLTEXTUREPARAMETERIUIVPROC)load("glTextureParameterIuiv"); + glad_glTextureParameteriv = (PFNGLTEXTUREPARAMETERIVPROC)load("glTextureParameteriv"); + glad_glGenerateTextureMipmap = (PFNGLGENERATETEXTUREMIPMAPPROC)load("glGenerateTextureMipmap"); + glad_glBindTextureUnit = (PFNGLBINDTEXTUREUNITPROC)load("glBindTextureUnit"); + glad_glGetTextureImage = (PFNGLGETTEXTUREIMAGEPROC)load("glGetTextureImage"); + glad_glGetCompressedTextureImage = (PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)load("glGetCompressedTextureImage"); + glad_glGetTextureLevelParameterfv = (PFNGLGETTEXTURELEVELPARAMETERFVPROC)load("glGetTextureLevelParameterfv"); + glad_glGetTextureLevelParameteriv = (PFNGLGETTEXTURELEVELPARAMETERIVPROC)load("glGetTextureLevelParameteriv"); + glad_glGetTextureParameterfv = (PFNGLGETTEXTUREPARAMETERFVPROC)load("glGetTextureParameterfv"); + glad_glGetTextureParameterIiv = (PFNGLGETTEXTUREPARAMETERIIVPROC)load("glGetTextureParameterIiv"); + glad_glGetTextureParameterIuiv = (PFNGLGETTEXTUREPARAMETERIUIVPROC)load("glGetTextureParameterIuiv"); + glad_glGetTextureParameteriv = (PFNGLGETTEXTUREPARAMETERIVPROC)load("glGetTextureParameteriv"); + glad_glCreateVertexArrays = (PFNGLCREATEVERTEXARRAYSPROC)load("glCreateVertexArrays"); + glad_glDisableVertexArrayAttrib = (PFNGLDISABLEVERTEXARRAYATTRIBPROC)load("glDisableVertexArrayAttrib"); + glad_glEnableVertexArrayAttrib = (PFNGLENABLEVERTEXARRAYATTRIBPROC)load("glEnableVertexArrayAttrib"); + glad_glVertexArrayElementBuffer = (PFNGLVERTEXARRAYELEMENTBUFFERPROC)load("glVertexArrayElementBuffer"); + glad_glVertexArrayVertexBuffer = (PFNGLVERTEXARRAYVERTEXBUFFERPROC)load("glVertexArrayVertexBuffer"); + glad_glVertexArrayVertexBuffers = (PFNGLVERTEXARRAYVERTEXBUFFERSPROC)load("glVertexArrayVertexBuffers"); + glad_glVertexArrayAttribBinding = (PFNGLVERTEXARRAYATTRIBBINDINGPROC)load("glVertexArrayAttribBinding"); + glad_glVertexArrayAttribFormat = (PFNGLVERTEXARRAYATTRIBFORMATPROC)load("glVertexArrayAttribFormat"); + glad_glVertexArrayAttribIFormat = (PFNGLVERTEXARRAYATTRIBIFORMATPROC)load("glVertexArrayAttribIFormat"); + glad_glVertexArrayAttribLFormat = (PFNGLVERTEXARRAYATTRIBLFORMATPROC)load("glVertexArrayAttribLFormat"); + glad_glVertexArrayBindingDivisor = (PFNGLVERTEXARRAYBINDINGDIVISORPROC)load("glVertexArrayBindingDivisor"); + glad_glGetVertexArrayiv = (PFNGLGETVERTEXARRAYIVPROC)load("glGetVertexArrayiv"); + glad_glGetVertexArrayIndexediv = (PFNGLGETVERTEXARRAYINDEXEDIVPROC)load("glGetVertexArrayIndexediv"); + glad_glGetVertexArrayIndexed64iv = (PFNGLGETVERTEXARRAYINDEXED64IVPROC)load("glGetVertexArrayIndexed64iv"); + glad_glCreateSamplers = (PFNGLCREATESAMPLERSPROC)load("glCreateSamplers"); + glad_glCreateProgramPipelines = (PFNGLCREATEPROGRAMPIPELINESPROC)load("glCreateProgramPipelines"); + glad_glCreateQueries = (PFNGLCREATEQUERIESPROC)load("glCreateQueries"); + glad_glGetQueryBufferObjecti64v = (PFNGLGETQUERYBUFFEROBJECTI64VPROC)load("glGetQueryBufferObjecti64v"); + glad_glGetQueryBufferObjectiv = (PFNGLGETQUERYBUFFEROBJECTIVPROC)load("glGetQueryBufferObjectiv"); + glad_glGetQueryBufferObjectui64v = (PFNGLGETQUERYBUFFEROBJECTUI64VPROC)load("glGetQueryBufferObjectui64v"); + glad_glGetQueryBufferObjectuiv = (PFNGLGETQUERYBUFFEROBJECTUIVPROC)load("glGetQueryBufferObjectuiv"); + glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)load("glMemoryBarrierByRegion"); + glad_glGetTextureSubImage = (PFNGLGETTEXTURESUBIMAGEPROC)load("glGetTextureSubImage"); + glad_glGetCompressedTextureSubImage = (PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)load("glGetCompressedTextureSubImage"); + glad_glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC)load("glGetGraphicsResetStatus"); + glad_glGetnCompressedTexImage = (PFNGLGETNCOMPRESSEDTEXIMAGEPROC)load("glGetnCompressedTexImage"); + glad_glGetnTexImage = (PFNGLGETNTEXIMAGEPROC)load("glGetnTexImage"); + glad_glGetnUniformdv = (PFNGLGETNUNIFORMDVPROC)load("glGetnUniformdv"); + glad_glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC)load("glGetnUniformfv"); + glad_glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC)load("glGetnUniformiv"); + glad_glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC)load("glGetnUniformuiv"); + glad_glReadnPixels = (PFNGLREADNPIXELSPROC)load("glReadnPixels"); + glad_glGetnMapdv = (PFNGLGETNMAPDVPROC)load("glGetnMapdv"); + glad_glGetnMapfv = (PFNGLGETNMAPFVPROC)load("glGetnMapfv"); + glad_glGetnMapiv = (PFNGLGETNMAPIVPROC)load("glGetnMapiv"); + glad_glGetnPixelMapfv = (PFNGLGETNPIXELMAPFVPROC)load("glGetnPixelMapfv"); + glad_glGetnPixelMapuiv = (PFNGLGETNPIXELMAPUIVPROC)load("glGetnPixelMapuiv"); + glad_glGetnPixelMapusv = (PFNGLGETNPIXELMAPUSVPROC)load("glGetnPixelMapusv"); + glad_glGetnPolygonStipple = (PFNGLGETNPOLYGONSTIPPLEPROC)load("glGetnPolygonStipple"); + glad_glGetnColorTable = (PFNGLGETNCOLORTABLEPROC)load("glGetnColorTable"); + glad_glGetnConvolutionFilter = (PFNGLGETNCONVOLUTIONFILTERPROC)load("glGetnConvolutionFilter"); + glad_glGetnSeparableFilter = (PFNGLGETNSEPARABLEFILTERPROC)load("glGetnSeparableFilter"); + glad_glGetnHistogram = (PFNGLGETNHISTOGRAMPROC)load("glGetnHistogram"); + glad_glGetnMinmax = (PFNGLGETNMINMAXPROC)load("glGetnMinmax"); + glad_glTextureBarrier = (PFNGLTEXTUREBARRIERPROC)load("glTextureBarrier"); +} +static void load_GL_VERSION_4_6(GLADloadproc load) { + if(!GLAD_GL_VERSION_4_6) return; + glad_glSpecializeShader = (PFNGLSPECIALIZESHADERPROC)load("glSpecializeShader"); + glad_glMultiDrawArraysIndirectCount = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC)load("glMultiDrawArraysIndirectCount"); + glad_glMultiDrawElementsIndirectCount = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC)load("glMultiDrawElementsIndirectCount"); + glad_glPolygonOffsetClamp = (PFNGLPOLYGONOFFSETCLAMPPROC)load("glPolygonOffsetClamp"); +} +static int find_extensionsGL(void) { + if (!get_exts()) return 0; + (void)&has_ext; + free_exts(); + return 1; +} + +static void find_coreGL(void) { + + /* Thank you @elmindreda + * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176 + * https://github.com/glfw/glfw/blob/master/src/context.c#L36 + */ + int i, major, minor; + + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + NULL + }; + + version = (const char*) glGetString(GL_VERSION); + if (!version) return; + + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + +/* PR #18 */ +#ifdef _MSC_VER + sscanf_s(version, "%d.%d", &major, &minor); +#else + sscanf(version, "%d.%d", &major, &minor); +#endif + + GLVersion.major = major; GLVersion.minor = minor; + max_loaded_major = major; max_loaded_minor = minor; + GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; + GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; + GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; + GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; + GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; + GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; + GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; + GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; + GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; + GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3; + GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3; + GLAD_GL_VERSION_4_0 = (major == 4 && minor >= 0) || major > 4; + GLAD_GL_VERSION_4_1 = (major == 4 && minor >= 1) || major > 4; + GLAD_GL_VERSION_4_2 = (major == 4 && minor >= 2) || major > 4; + GLAD_GL_VERSION_4_3 = (major == 4 && minor >= 3) || major > 4; + GLAD_GL_VERSION_4_4 = (major == 4 && minor >= 4) || major > 4; + GLAD_GL_VERSION_4_5 = (major == 4 && minor >= 5) || major > 4; + GLAD_GL_VERSION_4_6 = (major == 4 && minor >= 6) || major > 4; + if (GLVersion.major > 4 || (GLVersion.major >= 4 && GLVersion.minor >= 6)) { + max_loaded_major = 4; + max_loaded_minor = 6; + } +} + +int gladLoadGLLoader(GLADloadproc load) { + GLVersion.major = 0; GLVersion.minor = 0; + glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + if(glGetString == NULL) return 0; + if(glGetString(GL_VERSION) == NULL) return 0; + find_coreGL(); + load_GL_VERSION_1_0(load); + load_GL_VERSION_1_1(load); + load_GL_VERSION_1_2(load); + load_GL_VERSION_1_3(load); + load_GL_VERSION_1_4(load); + load_GL_VERSION_1_5(load); + load_GL_VERSION_2_0(load); + load_GL_VERSION_2_1(load); + load_GL_VERSION_3_0(load); + load_GL_VERSION_3_1(load); + load_GL_VERSION_3_2(load); + load_GL_VERSION_3_3(load); + load_GL_VERSION_4_0(load); + load_GL_VERSION_4_1(load); + load_GL_VERSION_4_2(load); + load_GL_VERSION_4_3(load); + load_GL_VERSION_4_4(load); + load_GL_VERSION_4_5(load); + load_GL_VERSION_4_6(load); + + if (!find_extensionsGL()) return 0; + return GLVersion.major != 0 || GLVersion.minor != 0; +} + diff --git a/vendor/src/imgui.cpp b/vendor/src/imgui.cpp new file mode 100644 index 0000000..d0840e2 --- /dev/null +++ b/vendor/src/imgui.cpp @@ -0,0 +1,10729 @@ +// dear imgui, v1.78 +// (main code and documentation) + +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/3075 (please post your screenshots/video there!) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Wiki https://github.com/ocornut/imgui/wiki +// - Issues & support https://github.com/ocornut/imgui/issues + +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org". +// Individuals: you can support continued development via donations. See docs/README or web page. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- END-USER GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ERROR CHECKING +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUG WINDOW + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize screen real-estate usage. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,. + opening a tree node for the first time, etc. but a typical frame should not allocate anything). + + Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: + - Doesn't look fancy, doesn't animate. + - Limited layout features, intricate layouts are typically crafted in code. + + + END-USER GUIDE + ============== + + - Double-click on title bar to collapse window. + - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). + - Click and drag on any empty space to move window. + - TAB/SHIFT+TAB to cycle through keyboard editable fields. + - CTRL+Click on a slider or drag box to input value as text. + - Use mouse wheel to scroll. + - Text editor: + - Hold SHIFT or use mouse to select text. + - CTRL+Left/Right to word jump. + - CTRL+Shift+Left/Right to select words. + - CTRL+A our Double-Click to select all. + - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ + - CTRL+Z,CTRL+Y to undo/redo. + - ESCAPE to revert text to its original value. + - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) + - Controls are automatically adjusted for OSX to match standard OSX text editing operations. + - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to read the FAQ (https://www.dearimgui.org/faq) + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction + or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - Try to keep your copy of dear imgui reasonably up to date. + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder. + - Add the Dear ImGui source files + selected back-end source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BINDINGS (= imgui_impl_XXX.cpp files from the examples/ folder). + The sub-folders in examples/ contains examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = NULL; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that your your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->TexID = (void*)texture; + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.MousePos = my_mouse_pos; // set the mouse position + io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states + io.MouseDown[1] = my_mouse_buttons[1]; + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ and example applications for details about this! + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The bindings in impl_impl_XXX.cpp files contains many working implementations of a rendering function. + + void void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // The texture for the draw call is specified by pcmd->TextureId. + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->TextureId); + + // We are using scissoring to clip some objects. All low-level graphics API should supports it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) + // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. + // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + ImVec2 pos = draw_data->DisplayPos; + MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + } + + + USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS + ------------------------------------------ + - The gamepad/keyboard navigation is fairly functional and keeps being improved. + - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse! + - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 + - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - Keyboard: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag + will be set. For more advanced uses, you may want to read from: + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. + - Gamepad: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). + Note that io.NavInputs[] is cleared by EndFrame(). + - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: + 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. + - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. + Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW. + - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo + to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + - Mouse: + - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports. + when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier; + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + - Run the examples/ and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated to it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.org/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. + + Q. How can I enable keyboard controls? + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text.. + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries.. + >> See https://www.dearimgui.org/faq + + Q&A: Usage + ---------- + + Q: How can I have widgets with an empty label? + Q: How can I have multiple widgets with the same label? + Q: Why are multiple widgets reacting when I interact with one? + Q: How can I display an image? What is ImTextureID, how does it works? + Q: How can I use my own math types instead of ImVec2/ImVec4? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.org/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.org/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. + - Individuals: you can support continued development via PayPal donations. See README. + - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3075). Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +// System includes +#include // toupper +#include // vsnprintf, sscanf, printf +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) +static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static void FindHoveredWindow(); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +static ImRect GetViewportRect(); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for IO functions +static const char* GetClipboardTextFn_DefaultImpl(void* user_data); +static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); + +namespace ImGui +{ +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateMoveResult(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); +static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static int FindWindowFocusIndex(ImGuiWindow* window); + +// Error Checking +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write); + +// Misc +static void UpdateSettings(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateTabFocus(); +static void UpdateDebugToolItemPicker(); +static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). +// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call +// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. +// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. +// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts, you can: +// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. +// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif + +static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; +static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in ImGui + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForUnselectedCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImFloor(WindowPadding * scale_factor); + WindowRounding = ImFloor(WindowRounding * scale_factor); + WindowMinSize = ImFloor(WindowMinSize * scale_factor); + ChildRounding = ImFloor(ChildRounding * scale_factor); + PopupRounding = ImFloor(PopupRounding * scale_factor); + FramePadding = ImFloor(FramePadding * scale_factor); + FrameRounding = ImFloor(FrameRounding * scale_factor); + ItemSpacing = ImFloor(ItemSpacing * scale_factor); + ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); + TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); + IndentSpacing = ImFloor(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); + ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); + GrabMinSize = ImFloor(GrabMinSize * scale_factor); + GrabRounding = ImFloor(GrabRounding * scale_factor); + LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); + TabRounding = ImFloor(TabRounding * scale_factor); + if (TabMinWidthForUnselectedCloseButton != FLT_MAX) + TabMinWidthForUnselectedCloseButton = ImFloor(TabMinWidthForUnselectedCloseButton * scale_factor); + DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here. + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; + LogFilename = "imgui_log.txt"; + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + for (int i = 0; i < ImGuiKey_COUNT; i++) + KeyMap[i] = -1; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTextCursorBlink = true; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsMemoryCompactTimer = 60.0f; + + // Platform Functions + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; + ClipboardUserData = NULL; + ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; + ImeWindowHandle = NULL; + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + RenderDrawListsFn = NULL; +#endif + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseDragThreshold = 6.0f; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + if (c != 0) + InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if (c == 0 && InputQueueSurrogate == 0) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang) + cp = IM_UNICODE_CODEPOINT_INVALID; + else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); + InputQueueSurrogate = 0; + } + InputQueueCharacters.push_back(cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + if (c != 0) + InputQueueCharacters.push_back((ImWchar)c); + } +} + +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)toupper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (toupper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (toupper(*a) != toupper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#define STB_SPRINTF_IMPLEMENTATION +#include "stb_sprintf.h" +#endif + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +}; + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + while (data_size-- != 0) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + ImVector buf; + buf.resize(filename_wsize + mode_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); + return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +// Convert UTF-8 to 32-bit character, process single character input. +// Based on stb_from_utf8() from github.com/nothings/stb/ +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + unsigned int c = (unsigned int)-1; + const unsigned char* str = (const unsigned char*)in_text; + if (!(*str & 0x80)) + { + c = (unsigned int)(*str++); + *out_char = c; + return 1; + } + if ((*str & 0xe0) == 0xc0) + { + *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string + if (in_text_end && in_text_end - (const char*)str < 2) return 1; + if (*str < 0xc2) return 2; + c = (unsigned int)((*str++ & 0x1f) << 6); + if ((*str & 0xc0) != 0x80) return 2; + c += (*str++ & 0x3f); + *out_char = c; + return 2; + } + if ((*str & 0xf0) == 0xe0) + { + *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string + if (in_text_end && in_text_end - (const char*)str < 3) return 1; + if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3; + if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below + c = (unsigned int)((*str++ & 0x0f) << 12); + if ((*str & 0xc0) != 0x80) return 3; + c += (unsigned int)((*str++ & 0x3f) << 6); + if ((*str & 0xc0) != 0x80) return 3; + c += (*str++ & 0x3f); + *out_char = c; + return 3; + } + if ((*str & 0xf8) == 0xf0) + { + *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string + if (in_text_end && in_text_end - (const char*)str < 4) return 1; + if (*str > 0xf4) return 4; + if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4; + if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below + c = (unsigned int)((*str++ & 0x07) << 18); + if ((*str & 0xc0) != 0x80) return 4; + c += (unsigned int)((*str++ & 0x3f) << 12); + if ((*str & 0xc0) != 0x80) return 4; + c += (unsigned int)((*str++ & 0x3f) << 6); + if ((*str & 0xc0) != 0x80) return 4; + c += (*str++ & 0x3f); + // utf-8 encodings of values used in surrogate pairs are invalid + if ((c & 0xFFFFF800) == 0xD800) return 4; + // If codepoint does not fit in ImWchar, use replacement character U+FFFD instead + if (c > IM_UNICODE_CODEPOINT_MAX) c = IM_UNICODE_CODEPOINT_INVALID; + *out_char = c; + return 4; + } + *out_char = 0; + return 0; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_out = buf; + const char* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_out++ = (char)c; + else + buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c); + } + *buf_out = 0; + return (int)(buf_out - buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) +{ + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; + size_t count = (size_t)(last - first); + while (count > 0) + { + size_t count2 = count >> 1; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; + if (mid->key < key) + { + first = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return first; +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + struct StaticFunc + { + static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) + { + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; + return 0; + } + }; + if (Data.Size > 1) + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +{ + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } + else + { + InputBuf[0] = 0; + CountGrep = 0; + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (int i = 0; i != Filters.Size; i++) + { + ImGuiTextRange& f = Filters[i]; + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (Filters[i].b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.empty()) + return true; + + if (text == NULL) + text = ""; + + for (int i = 0; i != Filters.Size; i++) + { + const ImGuiTextRange& f = Filters[i]; + if (f.empty()) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed +// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) +//----------------------------------------------------------------------------- + +// Helper to calculate coarse clipping of large list of evenly sized items. +// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. +// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (window->SkipItems) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect + ImRect unclipped_rect = window->ClipRect; + if (g.NavMoveRequest) + unclipped_rect.Add(g.NavScoringRect); + if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) + unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); + int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} + +static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a 4th step to display the last item in a regular manner. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly +} + +// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 +// Use case B: Begin() called from constructor with items_height>0 +// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. +void ImGuiListClipper::Begin(int count, float items_height) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = count; + StepNo = 0; + DisplayEnd = DisplayStart = -1; + if (ItemsHeight > 0.0f) + { + ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display + if (DisplayStart > 0) + SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor + StepNo = 2; + } +} + +void ImGuiListClipper::End() +{ + if (ItemsCount < 0) + return; + // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. + if (ItemsCount < INT_MAX) + SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + ItemsCount = -1; + StepNo = 3; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (ItemsCount == 0 || window->SkipItems) + { + ItemsCount = -1; + return false; + } + if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height. + { + DisplayStart = 0; + DisplayEnd = 1; + StartPosY = window->DC.CursorPos.y; + StepNo = 1; + return true; + } + if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. + { + if (ItemsCount == 1) { ItemsCount = -1; return false; } + float items_height = window->DC.CursorPos.y - StartPosY; + IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically + Begin(ItemsCount - 1, items_height); + DisplayStart++; + DisplayEnd++; + StepNo = 3; + return true; + } + if (StepNo == 2) // Step 2: empty step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. + { + IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); + StepNo = 3; + return true; + } + if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. + End(); + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col) +{ + ImGuiStyle& style = GImGui->Style; + if (style.Alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + ImGuiColorMod& backup = g.ColorModifiers.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorModifiers.pop_back(); + count--; + } +} + +struct ImGuiStyleVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } +}; + +static const ImGuiStyleVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign +}; + +static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + { + ImGuiContext& g = *GImGui; + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImGuiContext& g = *GImGui; + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleModifiers.back(); + const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleModifiers.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const char* text_end_ellipsis = NULL; + + ImWchar ellipsis_char = font->EllipsisChar; + int ellipsis_char_count = 1; + if (ellipsis_char == (ImWchar)-1) + { + ellipsis_char = (ImWchar)'.'; + ellipsis_char_count = 3; + } + const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); + + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis + + if (ellipsis_char_count > 1) + { + // Full ellipsis size without free spacing after it. + const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; + } + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + float ellipsis_x = pos_min.x + text_size_clipped_x; + if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) + for (int i = 0; i < ellipsis_char_count; i++) + { + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); + ellipsis_x += ellipsis_glyph_width; + } + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (border && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + } +} + +void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + if (flags & ImGuiNavHighlightFlags_TypeDefault) + { + const float THICKNESS = 2.0f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; + display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + if (!fully_visible) + window->DrawList->PopClipRect(); + } + if (flags & ImGuiNavHighlightFlags_TypeThin) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) + : DrawListInst(&context->DrawListSharedData) +{ + Name = ImStrdup(name); + ID = ImHashStr(name); + IDStack.push_back(ID); + Flags = ImGuiWindowFlags_None; + Pos = ImVec2(0.0f, 0.0f); + Size = SizeFull = ImVec2(0.0f, 0.0f); + ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); + WindowPadding = ImVec2(0.0f, 0.0f); + WindowRounding = 0.0f; + WindowBorderSize = 0.0f; + NameBufLen = (int)strlen(name) + 1; + MoveId = GetID("#MOVE"); + ChildId = 0; + Scroll = ImVec2(0.0f, 0.0f); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + ScrollbarSizes = ImVec2(0.0f, 0.0f); + ScrollbarX = ScrollbarY = false; + Active = WasActive = false; + WriteAccessed = false; + Collapsed = false; + WantCollapseToggle = false; + SkipItems = false; + Appearing = false; + Hidden = false; + IsFallbackWindow = false; + HasCloseButton = false; + ResizeBorderHeld = -1; + BeginCount = 0; + BeginOrderWithinParent = -1; + BeginOrderWithinContext = -1; + PopupId = 0; + AutoFitFramesX = AutoFitFramesY = -1; + AutoFitChildAxises = 0x00; + AutoFitOnlyGrows = false; + AutoPosLastDirection = ImGuiDir_None; + HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + + InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used. + + LastFrameActive = -1; + LastTimeActive = -1.0f; + ItemWidthDefault = 0.0f; + FontWindowScale = 1.0f; + SettingsOffset = -1; + + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + ParentWindow = NULL; + RootWindow = NULL; + RootWindowForTitleBarHighlight = NULL; + RootWindowForNav = NULL; + + NavLastIds[0] = NavLastIds[1] = 0; + NavRectRel[0] = NavRectRel[1] = ImRect(); + NavLastChildNavWindow = NULL; + + MemoryCompacted = false; + MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + for (int i = 0; i != ColumnsStorage.Size; i++) + ColumnsStorage[i].~ImGuiColumns(); +} + +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + ImGui::KeepAliveID(id); + return id; +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + if (window) + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// This is currently unused by the library, but you may call this yourself for easy GC. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name +// - StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemFlagsStack.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); + window->DC.GroupStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); + IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; +} + +static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The order of those two tests is important because Modal windows are also Popups. + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + return false; + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return false; + } + return true; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavDisableMouseHover && !g.NavDisableHighlight) + return IsItemFocused(); + + // Test for bounding box overlap, as updated as ItemAdd() + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function + + // Test if we are hovering the right window (our window could be behind another window) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. + // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. + //if (g.HoveredWindow != window) + // return false; + if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) + return false; + + // Test if another item is active (e.g. being dragged) + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags)) + return false; + + // Test if the item is disabled + if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) + return false; + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow != window) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + if (g.NavDisableMouseHover) + return false; + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled)) + { + g.HoveredIdDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + { + SetHoveredID(id); + + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. + // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } + + return true; +} + +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (clip_even_when_logged || !g.LogEnabled) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + window->DC.LastItemId = item_id; + window->DC.LastItemStatusFlags = item_flags; + window->DC.LastItemRect = item_rect; +} + +// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. +bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Increment counters + const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + window->DC.FocusCounterRegular++; + if (is_tab_stop) + window->DC.FocusCounterTabStop++; + + // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. + // (Note that we can always TAB out of a widget that doesn't allow tabbing in) + if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) + { + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + } + + // Handle focus requests + if (g.FocusRequestCurrWindow == window) + { + if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular) + return true; + if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop) + { + g.NavJustTabbedId = id; + return true; + } + + // If another item is about to be focused, we clear our own active id + if (g.ActiveId == id) + ClearActiveID(); + } + + return false; +} + +void ImGui::FocusableItemUnregister(ImGuiWindow* window) +{ + window->DC.FocusCounterRegular--; + window->DC.FocusCounterTabStop--; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations++; + return GImAllocatorAllocFunc(size, GImAllocatorUserData); +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ + if (ptr) + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations--; + return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + if (GImGui == NULL) + SetCurrentContext(ctx); + Initialize(ctx); + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + if (ctx == NULL) + ctx = GImGui; + Shutdown(ctx); + if (GImGui == ctx) + SetCurrentContext(NULL); + IM_DELETE(ctx); +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + return g.DrawData.Valid ? &g.DrawData : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +ImDrawList* ImGui::GetBackgroundDrawList() +{ + return &GImGui->BackgroundDrawList; +} + +ImDrawList* ImGui::GetForegroundDrawList() +{ + return &GImGui->ForegroundDrawList; +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + g.NavDisableHighlight = true; + g.ActiveIdNoClearOnFocusLoss = true; + g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + MarkIniSettingsDirty(moving_window); + SetWindowPos(moving_window, pos, ImGuiCond_Always); + } + FocusWindow(g.MovingWindow); + } + else + { + ClearActiveID(); + g.MovingWindow = NULL; + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate moving window when clicking on empty space or title bar. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || g.HoveredId != 0) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredRootWindow; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) + if (g.HoveredIdDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) + { + // Clicking on void disable focus + FocusWindow(NULL); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = false; + if (modal == NULL) + hovered_window_above_modal = true; + for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window == modal) + break; + if (window == g.HoveredWindow) + hovered_window_above_modal = true; + } + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&g.IO.MousePos)) + g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) + g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + else + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + g.IO.MousePosPrev = g.IO.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; + g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; + g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; + g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; + g.IO.MouseDoubleClicked[i] = false; + if (g.IO.MouseClicked[i]) + { + if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) + g.IO.MouseDoubleClicked[i] = true; + g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click + } + else + { + g.IO.MouseClickedTime[i] = g.Time; + } + g.IO.MouseClickedPos[i] = g.IO.MousePos; + g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; + g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (g.IO.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) + g.IO.MouseDownWasDoubleClick[i] = false; + if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + g.NavDisableMouseHover = false; + } +} + +static void StartLockWheelingWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WheelingWindow == window) + return; + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; +} + +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + + // Reset the locked window if we move the mouse or after the timer elapses + if (g.WheelingWindow != NULL) + { + g.WheelingWindowTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowTimer = 0.0f; + if (g.WheelingWindowTimer <= 0.0f) + { + g.WheelingWindow = NULL; + g.WheelingWindowTimer = 0.0f; + } + } + + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) + return; + + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!window || window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + StartLockWheelingWindow(window); + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + } + return; + } + + // Mouse wheel scrolling + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + + // Vertical Mouse Wheel scrolling + const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_y != 0.0f && !g.IO.KeyCtrl) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); + } + } + + // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held + const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_x != 0.0f && !g.IO.KeyCtrl) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); + } + } +} + +void ImGui::UpdateTabFocus() +{ + ImGuiContext& g = *GImGui; + + // Pressing TAB activate widget focus + g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.FocusTabPressed) + { + // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. + g.FocusRequestNextWindow = g.NavWindow; + g.FocusRequestNextCounterRegular = INT_MAX; + if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) + g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + else + g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; + } + + // Turn queued focus request into current one + g.FocusRequestCurrWindow = NULL; + g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; + if (g.FocusRequestNextWindow != NULL) + { + ImGuiWindow* window = g.FocusRequestNextWindow; + g.FocusRequestCurrWindow = window; + if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) + g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); + if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) + g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); + g.FocusRequestNextWindow = NULL; + g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; + } + + g.NavIdTabCounter = INT_MAX; +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + FindHoveredWindow(); + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Disabled mouse? + if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. + int mouse_earliest_button_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + if (g.IO.MouseClicked[i]) + g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0); + mouse_any_down |= g.IO.MouseDown[i]; + if (g.IO.MouseDown[i]) + if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) + mouse_earliest_button_down = i; + } + const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) + if (g.WantCaptureMouseNextFrame != -1) + g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); + else + g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0); + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) + if (g.WantCaptureKeyboardNextFrame != -1) + g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + else + g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + g.IO.WantCaptureKeyboard = true; + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; + if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; } + if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; } + if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; } + if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; } + return key_mod_flags; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PreNewFrame(&g); +#endif + + // Check and assert for various common IO and Configuration mistakes + ErrorCheckNewFrameSanityChecks(); + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + + // Setup current font and draw list shared data + g.IO.Fonts->Locked = true; + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + + g.BackgroundDrawList._ResetForNewFrame(); + g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.BackgroundDrawList.PushClipRectFullScreen(); + + g.ForegroundDrawList._ResetForNewFrame(); + g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID); + g.ForegroundDrawList.PushClipRectFullScreen(); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + g.DrawData.Clear(); + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdDisabled = false; + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + ClearActiveID(); + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + + // Update keyboard input state + // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools + g.IO.KeyMods = GetMergedKeyModFlags(); + memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) + g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Update gamepad/keyboard navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Update legacy TAB focus + UpdateTabFocus(); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); + const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + window->WasActive = window->Active; + window->BeginCount = 0; + window->Active = false; + window->WriteAccessed = false; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + ClosePopupsOverWindow(g.NavWindow, false); + + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + UpdateDebugToolItemPicker(); + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it avoid ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PostNewFrame(&g); +#endif +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (g.DebugItemPickerActive) + { + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (ImGui::IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + ImGui::SetNextWindowBgAlpha(0.60f); + ImGui::BeginTooltip(); + ImGui::Text("HoveredId: 0x%08X", hovered_id); + ImGui::Text("Press ESC to abort picking."); + ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + ImGui::EndTooltip(); + } +} + +void ImGui::Initialize(ImGuiContext* context) +{ + ImGuiContext& g = *context; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow type + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + } + +#ifdef IMGUI_HAS_TABLE + // Add .ini handle for ImGuiTable type + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + } +#endif // #ifdef IMGUI_HAS_TABLE + +#ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown(ImGuiContext* context) +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *context; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + { + ImGuiContext* backup_context = GImGui; + SetCurrentContext(context); + SaveIniSettingsToDisk(g.IO.IniFilename); + SetCurrentContext(backup_context); + } + + // Notify hooked test engine, if any +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_Shutdown(context); +#endif + + // Clear everything else + for (int i = 0; i < g.Windows.Size; i++) + IM_DELETE(g.Windows[i]); + g.Windows.clear(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + g.ColorModifiers.clear(); + g.StyleModifiers.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.DrawDataBuilder.ClearFreeMemory(); + g.BackgroundDrawList._ClearFreeMemory(); + g.ForegroundDrawList._ClearFreeMemory(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + + g.Initialized = false; +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + if (count > 1) + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) +{ + // Remove trailing command if unused. + // Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well. + draw_list->_PopUnusedDrawCmd(); + if (draw_list->CmdBuffer.Size == 0) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + out_list->push_back(draw_list); +} + +static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.IO.MetricsRenderWindows++; + AddDrawListToDrawData(out_render_list, window->DrawList); + for (int i = 0; i < window->DC.ChildWindows.Size; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active + AddWindowToDrawData(out_render_list, child); + } +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static void AddRootWindowToDrawData(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; + AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window); +} + +void ImDrawDataBuilder::FlattenIntoSingleLayer() +{ + int n = Layers[0].Size; + int size = n; + for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) + size += Layers[i].Size; + Layers[0].resize(size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) + { + ImVector& layer = Layers[layer_n]; + if (layer.empty()) + continue; + memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); + n += layer.Size; + layer.resize(0); + } +} + +static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_data) +{ + ImGuiIO& io = ImGui::GetIO(); + draw_data->Valid = true; + draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; + draw_data->CmdListsCount = draw_lists->Size; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = ImVec2(0.0f, 0.0f); + draw_data->DisplaySize = io.DisplaySize; + draw_data->FramebufferScale = io.DisplayFramebufferScale; + for (int n = 0; n < draw_lists->Size; n++) + { + draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; + } +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + ErrorCheckEndFrameSanityChecks(); + + // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) + { + g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y); + g.PlatformImeLastPos = g.PlatformImePos; + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); +} + +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + g.FrameCountRendered = g.FrameCount; + g.IO.MetricsRenderWindows = 0; + g.DrawDataBuilder.Clear(); + + // Add background ImDrawList + if (!g.BackgroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (int n = 0; n != g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + g.DrawDataBuilder.FlattenIntoSingleLayer(); + + // Draw software mouse cursor if requested + if (g.IO.MouseDrawCursor) + RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Add foreground ImDrawList + if (!g.ForegroundDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); + + // Setup ImDrawData structure for end-user + SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); + g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; + g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; + + // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) + g.IO.RenderDrawListsFn(&g.DrawData); +#endif +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + text_size.x = IM_FLOOR(text_size.x + 0.95f); + + return text_size; +} + +// Find window given position, search front-to-back +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +static void FindHoveredWindow() +{ + ImGuiContext& g = *GImGui; + + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_ignoring_moving_window = NULL; + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImRect bb(window->OuterRectClipped); + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + bb.Expand(padding_regular); + else + bb.Expand(padding_for_resize_from_edges); + if (!bb.Contains(g.IO.MousePos)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos)) + continue; + } + + if (hovered_window == NULL) + hovered_window = window; + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + hovered_window_ignoring_moving_window = window; + if (hovered_window && hovered_window_ignoring_moving_window) + break; + } + + g.HoveredWindow = hovered_window; + g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + return true; +} + +int ImGui::GetKeyIndex(ImGuiKey imgui_key) +{ + IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); + ImGuiContext& g = *GImGui; + return g.IO.KeyMap[imgui_key]; +} + +// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]! +// Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! +bool ImGui::IsKeyDown(int user_key_index) +{ + if (user_key_index < 0) + return false; + ImGuiContext& g = *GImGui; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDown[user_key_index]; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + if (key_index < 0) + return 0; + IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[key_index]; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +bool ImGui::IsKeyPressed(int user_key_index, bool repeat) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) + return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[user_key_index]; + if (t == 0.0f) + return true; + if (repeat && t > g.IO.KeyRepeatDelay) + return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + return false; +} + +bool ImGui::IsKeyReleased(int user_key_index) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button]; +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float t = g.IO.MouseDownDuration[button]; + if (t == 0.0f) + return true; + + if (repeat && t > g.IO.KeyRepeatDelay) + { + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); + if (amount > 0) + return true; + } + return false; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button]; +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDoubleClicked[button]; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + return GImGui->MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + GImGui->MouseCursor = cursor_type; +} + +void ImGui::CaptureKeyboardFromApp(bool capture) +{ + GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; +} + +void ImGui::CaptureMouseFromApp(bool capture) +{ + GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + return g.ActiveId == window->DC.LastItemId; + } + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) + return true; + } + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); +} + +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) + return false; + return true; +} + +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && !g.NavDisableHighlight; +} + +bool ImGui::IsItemVisible() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ClipRect.Overlaps(window->DC.LastItemRect); +} + +bool ImGui::IsItemEdited() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId == g.CurrentWindow->DC.LastItemId) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == g.CurrentWindow->DC.LastItemId) + g.ActiveIdAllowOverlap = true; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.GetSize(); +} + +static ImRect GetViewportRect() +{ + ImGuiContext& g = *GImGui; + return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + + flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow; + flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + + // Size + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + SetNextWindowSize(size); + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + char title[256]; + if (name) + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); + + const float backup_border_size = g.Style.ChildBorderSize; + if (!border) + g.Style.ChildBorderSize = 0.0f; + bool ret = Begin(title, NULL, flags); + g.Style.ChildBorderSize = backup_border_size; + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = ImGuiInputSource_Nav; + } + return ret; +} + +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + IM_ASSERT(id != 0); + return BeginChildEx(NULL, id, size_arg, border, extra_flags); +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + IM_ASSERT(g.WithinEndChild == false); + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChild = true; + if (window->BeginCount > 1) + { + End(); + } + else + { + ImVec2 sz = window->Size; + if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f + sz.x = ImMax(4.0f, sz.x); + if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) + sz.y = ImMax(4.0f, sz.y); + End(); + + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); + ItemSize(sz); + if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + { + ItemAdd(bb, window->ChildId); + RenderNavHighlight(bb, window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child + if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + } + } + g.WithinEndChild = false; +} + +// Helper to create a child window / scrolling region that looks like a normal widget frame. +bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); + PopStyleVar(3); + PopStyleColor(); + return ret; +} + +void ImGui::EndChildFrame() +{ + EndChild(); +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + + // Create window the first time + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + window->Pos = ImVec2(60, 60); + + // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) + { + // Retrieve settings from .ini file + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values + + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } + + g.WindowsFocusOrder.push_back(window); + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + return window; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +{ + ImGuiContext& g = *GImGui; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // Using -1,-1 on either X/Y axis to preserve the current size. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_FLOOR(new_size.x); + new_size.y = IM_FLOOR(new_size.y); + } + + // Minimum size + if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) + { + ImGuiWindow* window_for_height = window; + new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return new_size; +} + +static ImVec2 CalcWindowContentSize(ImGuiWindow* window) +{ + if (window->Collapsed) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + return window->ContentSize; + if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + return window->ContentSize; + + ImVec2 sz; + sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + return sz; +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + size_decorations; + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; + const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; + ImVec2 size_min = style.WindowMinSize; + if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f)); + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) +{ + ImVec2 size_contents = CalcWindowContentSize(window); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) +{ + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if (flags & ImGuiWindowFlags_ChildWindow) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; + +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused) +}; + +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; + ImVec2 CornerPosN1, CornerPosN2; + float OuterAngle; +}; + +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); + if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top + if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right + if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom + if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +// 4..7: borders (Top, Right, Bottom, Left) +ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n <= 7); + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + return false; + + bool ret_auto_fit = false; + const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; + const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + bool hovered, held; + ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + + if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + { + // Manual auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip + ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); + } + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + for (int border_n = 0; border_n < resize_border_count; border_n++) + { + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); + ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) + { + g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + if (held) + *border_held = border_n; + } + if (held) + { + ImVec2 border_target = window->Pos; + ImVec2 border_posn; + if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top + if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right + if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom + if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left + ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + } + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + + // Navigation resize (keyboard/gamepad) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + { + ImVec2 nav_resize_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); + if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + } + } + + // Apply back modified position/size to window + if (size_target.x != FLT_MAX) + { + window->SizeFull = size_target; + MarkIniSettingsDirty(window); + } + if (pos_target.x != FLT_MAX) + { + window->Pos = ImFloor(pos_target); + MarkIniSettingsDirty(window); + } + + window->Size = window->SizeFull; + return ret_auto_fit; +} + +static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight(); + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + float rounding = window->WindowRounding; + float border_size = window->WindowBorderSize; + if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + + int border_held = window->ResizeBorderHeld; + if (border_held != -1) + { + const ImGuiResizeBorderDef& def = resize_border_def[border_held]; + ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + float y = window->Pos.y + window->TitleBarHeight() - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that ScrollBar doesn't read last frame's SkipItems + window->SkipItems = false; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (!(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.ItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const char* UNSAVED_DOCUMENT_MARKER = "*"; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correct. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); + //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); + } +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + window->RootWindow = parent_window->RootWindow; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindowStack.push_back(window); + g.CurrentWindow = NULL; + ErrorCheckBeginEndCompareStacksSize(window, true); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) + window->NavLastIds[0] = 0; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + UpdateWindowParentAndRootLinks(window, flags, parent_window); + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + window->ContentSize = CalcWindowContentSize(window); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + SetCurrentWindow(window); + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + MarkIniSettingsDirty(window); + FocusWindow(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(GetViewportRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_rect.Min + visibility_padding, viewport_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f) + ClampWindowRect(window, visibility_rect); + window->Pos = ImFloor(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + want_focus = true; + } + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (!window->Collapsed) + if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + window->ResizeBorderHeld = (signed char)border_held; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToBringRectIntoView() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Draw modal window background (darkens what is behind them, all viewports) + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; + const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow); + if (dim_bg_for_modal || dim_bg_for_window_list) + { + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); + } + + // Draw navigation selection/windowing rectangle background + if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) + { + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); + } + + // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. + // We also disabled this when we have dimming overlay behind this specific one child. + // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // Draw navigation selection/windowing rectangle border + if (g.NavWindowingTargetAnim == window) + { + float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward + { + bb.Expand(-g.FontSize - 1.0f); + rounding = window->WindowRounding; + } + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; + window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595 + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeJumpToParentOnPopMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemFlagsStack.resize(0); + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + window->DC.GroupStack.resize(0); + window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + if (parent_window) + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + if (want_focus) + { + FocusWindow(window); + NavInitWindow(window, false); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + // Pressing CTRL+C while holding on a window copy its content to the clipboard + // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. + // Maybe we can support CTRL+C on every element? + /* + if (g.ActiveId == move_id) + if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + LogToClipboard(); + */ + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); +#endif + } + else + { + // Append + SetCurrentWindow(window); + } + + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + if (first_begin_of_the_frame) + window->WriteAccessed = false; + + window->BeginCount++; + g.NextWindowData.ClearFlags(); + + if (flags & ImGuiWindowFlags_ChildWindow) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || window->Hidden) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + return !skip_items; +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + IM_ASSERT(g.CurrentWindowStack.Size > 0); + + // Error checking: verify that user doesn't directly call End() on a child window. + if (window->Flags & ImGuiWindowFlags_ChildWindow) + IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + PopClipRect(); // Inner window clip rectangle + + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); + + // Pop from window stack + g.CurrentWindowStack.pop_back(); + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + ErrorCheckBeginEndCompareStacksSize(window, false); + SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WindowsFocusOrder.back() == window) + return; + for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.WindowsFocusOrder[i] == window) + { + memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); + g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + if (g.NavWindow != window) + { + g.NavWindow = window; + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavInitRequest = false; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavFocusScopeId = 0; + g.NavIdIsAlive = false; + g.NavLayer = ImGuiNavLayer_Main; + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); + } + + // Close popups if any + ClosePopupsOverWindow(window, false); + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindow != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop + ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) +{ + ImGuiContext& g = *GImGui; + + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + int under_this_window_idx = FindWindowFocusIndex(under_this_window); + if (under_this_window_idx != -1) + start_idx = under_this_window_idx - 1; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); + FocusWindow(focus_window); + return; + } + } + FocusWindow(NULL); +} + +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; +} + +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (!font) + font = GetDefaultFont(); + SetCurrentFont(font); + g.FontStack.push_back(font); + g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow->DrawList->PopTextureID(); + g.FontStack.pop_back(); + SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (enabled) + window->DC.ItemFlags |= option; + else + window->DC.ItemFlags &= ~option; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); +} + +void ImGui::PopItemFlag() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemFlagsStack.pop_back(); + window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); +} + +// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. +void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +{ + PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); +} + +void ImGui::PopAllowKeyboardFocus() +{ + PopItemFlag(); +} + +void ImGui::PushButtonRepeat(bool repeat) +{ + PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); +} + +void ImGui::PopButtonRepeat() +{ + PopItemFlag(); +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = wrap_pos_x; + window->DC.TextWrapPosStack.push_back(wrap_pos_x); +} + +void ImGui::PopTextWrapPos() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.pop_back(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function + ImGuiContext& g = *GImGui; + + if (flags & ImGuiHoveredFlags_AnyWindow) + { + if (g.HoveredWindow == NULL) + return false; + } + else + { + switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) + { + case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: + if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_RootWindow: + if (g.HoveredWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_ChildWindows: + if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + return false; + break; + default: + if (g.HoveredWindow != g.CurrentWindow) + return false; + break; + } + } + + if (!IsWindowContentHoverable(g.HoveredWindow, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) + return false; + return true; +} + +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (flags & ImGuiFocusedFlags_AnyWindow) + return g.NavWindow != NULL; + + IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() + switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) + { + case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_RootWindow: + return g.NavWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); + default: + return g.NavWindow == g.CurrentWindow; + } +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImFloor(pos); + ImVec2 offset = window->Pos - old_pos; + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + if (size.x > 0.0f) + { + window->AutoFitFramesX = 0; + window->SizeFull.x = IM_FLOOR(size.x); + } + else + { + window->AutoFitFramesX = 2; + window->AutoFitOnlyGrows = false; + } + if (size.y > 0.0f) + { + window->AutoFitFramesY = 0; + window->SizeFull.y = IM_FLOOR(size.y); + } + else + { + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = size; +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +void ImGui::ActivateItem(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; +} + +// Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there. +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent); + window->DC.NavFocusScopeIdCurrent = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavFocusScopeIdCurrent = window->IDStack.back(); + window->IDStack.pop_back(); +} + +void ImGui::SetKeyboardFocusHere(int offset) +{ + IM_ASSERT(offset >= -1); // -1 is allowed but not below + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; + g.FocusRequestNextCounterTabStop = INT_MAX; +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) + { + g.NavInitRequest = false; + g.NavInitResultId = g.NavWindow->DC.LastItemId; + g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); + NavUpdateAnyRequestFlag(); + if (!IsItemVisible()) + SetScrollHereY(); + } +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->IDStack.push_back(id); +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING +//----------------------------------------------------------------------------- + +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures than what imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) SomeCode(EXPR); SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { SomeCode(EXPR); SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + for (int n = 0; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + + // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); + + // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigWindowsResizeFromEdges = false; +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your back-ends update inputs _AFTER_ NewFrame(). + const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags(); + IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(expected_key_mod_flags); + + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) + End(); + } + else + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } +} + +// Save and compare stack sizes on Begin()/End() to detect usage errors +// Begin() calls this with write=true +// End() calls this with write=false +static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write) +{ + ImGuiContext& g = *GImGui; + short* p = &window->DC.StackSizesBackup[0]; + + // Window stacks + // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop() + { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup() + + // Global stacks + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup() + { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor() + { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar() + { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont() + IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); +} + + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - ItemAdd() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionMaxAbs() [Internal] +// - GetContentRegionAvail(), +// - GetWindowContentRegionMin(), GetWindowContentRegionMax() +// - GetWindowContentRegionWidth() +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + +void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) +{ + ItemSize(bb.GetSize(), text_baseline_y); +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (id != 0) + { + // Navigation processing runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakId) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakId = 0; + } +#endif + } + + // Equivalent to calling SetLastItemData() + window->DC.LastItemId = id; + window->DC.LastItemRect = bb; + window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); +#endif + + // Clipping test + const bool is_clipped = IsClippedEx(bb, id, false); + if (is_clipped) + return false; + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (IsMouseHoveringRect(bb.Min, bb.Max)) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = g.Style; + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + window->DC.ItemWidthStack.push_back(w_item_last); + for (int i = 0; i < components - 1; i++) + window->DC.ItemWidthStack.push_back(w_item_one); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidthStack.pop_back(); + window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = IM_FLOOR(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetContentRegionMaxAbs(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! + +// FIXME: This is in window space (not screen space!). +ImVec2 ImGui::GetContentRegionMax() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max - window->Pos; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x - window->Pos.x; + return mx; +} + +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxAbs() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max; + if (window->DC.CurrentColumns) + mx.x = window->WorkRect.Max.x; + return mx; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxAbs() - window->DC.CursorPos; +} + +// In window space (not screen space!) +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} + +float ImGui::GetWindowContentRegionWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.GetWidth(); +} + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); + + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + + if (!group_data.EmitItem) + { + window->DC.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive; + if (group_contains_curr_active_id) + window->DC.LastItemId = g.ActiveId; + else if (group_contains_prev_active_id) + window->DC.LastItemId = g.ActiveIdPreviousFrame; + window->DC.LastItemRect = group_bb; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + + window->DC.GroupStack.pop_back(); + //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float cr_x = window->ScrollTargetCenterRatio.x; + float target_x = window->ScrollTarget.x; + scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); + } + if (window->ScrollTarget.y < FLT_MAX) + { + float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + float cr_y = window->ScrollTargetCenterRatio.y; + float target_y = window->ScrollTarget.y; + scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + } + scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); + scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + + ImVec2 delta_scroll; + if (!window_rect.Contains(item_rect)) + { + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f); + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); + if (item_rect.Min.y < window_rect.Min.y) + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + delta_scroll = next_scroll - window->Scroll; + } + + // Also scroll parent window to keep us into view if necessary + if (window->Flags & ImGuiWindowFlags_ChildWindow) + delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->ScrollTarget.x = new_scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) +{ + window->ScrollTarget.y = new_scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + +// Note that a local position will vary depending on initial scroll value +// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); + window->ScrollTargetCenterRatio.x = center_x_ratio; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect + window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// Tweak: snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = g.Style.ItemSpacing.x; + float target_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); + + // Tweak: snap on edges when aiming at an item very close to the edge + const float snap_x_threshold = ImMax(0.0f, window->WindowPadding.x - spacing_x); + const float snap_x_min = window->DC.CursorStartPos.x - window->WindowPadding.x; + const float snap_x_max = window->DC.CursorStartPos.x + window->ContentSize.x + window->WindowPadding.x; + target_x = CalcScrollSnap(target_x, snap_x_min, snap_x_max, snap_x_threshold, center_x_ratio); + + SetScrollFromPosX(window, target_x - window->Pos.x, center_x_ratio); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = g.Style.ItemSpacing.y; + float target_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + + // Tweak: snap on edges when aiming at an item very close to the edge + const float snap_y_threshold = ImMax(0.0f, window->WindowPadding.y - spacing_y); + const float snap_y_min = window->DC.CursorStartPos.y - window->WindowPadding.y; + const float snap_y_max = window->DC.CursorStartPos.y + window->ContentSize.y + window->WindowPadding.y; + target_y = CalcScrollSnap(target_y, snap_y_min, snap_y_max, snap_y_threshold, center_y_ratio); + + SetScrollFromPosY(window, target_y - window->Pos.y, center_y_ratio); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +void ImGui::BeginTooltip() +{ + BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None); +} + +void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags) +{ + ImGuiContext& g = *GImGui; + + if (g.DragDropWithinSource || g.DragDropWithinTarget) + { + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; + } + + char window_name[16]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); + if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip) + if (ImGuiWindow* window = FindWindowByName(window_name)) + if (window->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + window->Hidden = true; + window->HiddenFramesCanSkipItems = 1; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); + } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; + Begin(window_name, NULL, flags | extra_flags); +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); + TextV(fmt, args); + EndTooltip(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (int n = 0; n < g.OpenPopupStack.Size; n++) + if (g.OpenPopupStack[n].PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.SourceWindow = g.NavWindow; + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + { + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Close child popups if any, then flag popup for open/reopen + ClosePopupToLevel(current_stack_size, false); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1 -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindow! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + if (popup_window->RootWindow == ref_window->RootWindow) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + + // Trim open popup stack + ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + g.OpenPopupStack.resize(remaining); + + if (restore_focus_to_window_under_popup) + { + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == ImGuiNavLayer_Main && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags which BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + flags |= ImGuiWindowFlags_Popup; + bool is_open = Begin(name, NULL, flags); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy. + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + IM_ASSERT(g.WithinEndChild == false); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChild = true; + End(); + g.WithinEndChild = false; +} + +// Open a popup if mouse button is released over the item +bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + return true; + } + return false; +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - You can pass a NULL str_id to use the identifier of the last item. +// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// - This is essentially the same as calling OpenPopupContextItem() + BeginPopup() but written to avoid +// computing the ID twice because BeginPopupContextXXX functions are called very frequently. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Default popup policy + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + if (avail_w < size.x || avail_h < size.y) + continue; + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + *last_dir = dir; + return pos; + } + + // Fallback, try to keep within display + *last_dir = ImGuiDir_None; + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +{ + IM_UNUSED(window); + ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding; + ImRect r_screen = GetViewportRect(); + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetWindowAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + IM_ASSERT(g.CurrentWindow == window); + ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2]; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse) + float sc = g.Style.MouseCursorScale; + ImVec2 ref_pos = NavCalcPreferredRefPos(); + ImRect r_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + if (window->AutoPosLastDirection == ImGuiDir_None) + pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + return pos; + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, +// and needs some explanation or serious refactoring. +void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow); + IM_ASSERT(nav_layer == 0 || nav_layer == 1); + g.NavId = id; + g.NavFocusScopeId = focus_scope_id; + g.NavWindow->NavLastIds[nav_layer] = id; +} + +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + SetNavID(id, nav_layer, focus_scope_id); + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + g.NavMousePosDirty = true; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + if (g.NavWindow != window) + g.NavInitRequest = false; + g.NavWindow = window; + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + window->NavLastIds[nav_layer] = id; + if (window->DC.LastItemId == id) + window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; +} + +ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +{ + if (a1 < b0) + return a1 - b0; + if (b1 < a0) + return a0 - b1; + return 0.0f; +} + +static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) +{ + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + { + r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); + r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); + } + else + { + r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); + r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); + } +} + +// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + // For example, this ensure that items in one column are not reached when moving vertically from items in another column. + NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + +#if IMGUI_DEBUG_NAV_SCORING + char buf[128]; + if (IsMouseHoveringRect(cand.Min, cand.Max)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + } + else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + { + if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (quadrant == g.NavMoveDir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } +#endif + + // Is it in the quadrant we're interesting in moving to? + bool new_best = false; + if (quadrant == g.NavMoveDir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) +{ + ImGuiContext& g = *GImGui; + //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. + // return; + + const ImGuiItemFlags item_flags = window->DC.ItemFlags; + const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + { + g.NavInitResultId = id; + g.NavInitResultRectRel = nav_bb_rel; + } + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) + if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + { + ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; +#if IMGUI_DEBUG_NAV_SCORING + // [DEBUG] Score all items in NavWindow at all times + if (!g.NavMoveRequest) + g.NavMoveDir = g.NavMoveDirLast; + bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; +#else + bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); +#endif + if (new_best) + { + result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; + result->RectRel = nav_bb_rel; + } + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) + { + result = &g.NavMoveResultLocalVisibleSet; + result->Window = window; + result->ID = id; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; + result->RectRel = nav_bb_rel; + } + } + + // Update window-relative bounding box of navigated item + if (g.NavId == id) + { + g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + g.NavIdIsAlive = true; + g.NavIdTabCounter = window->DC.FocusCounterTabStop; + window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); + NavMoveRequestCancel(); + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + g.NavMoveRequestFlags = move_flags; + g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; +} + +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + + // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire + // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. + g.NavWrapRequestWindow = window; + g.NavWrapRequestFlags = move_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + return window; +} + +static void NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + g.NavLayer = layer; + if (layer == 0) + g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + ImGuiWindow* window = g.NavWindow; + if (layer == 0 && window->NavLastIds[0] != 0) + ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]); + else + ImGui::NavInitWindow(window, true); +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + bool init_for_nav = false; + if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) + if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + //IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, 0); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + g.NavFocusScopeId = 0; + } +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + if (IsMousePosValid(&g.IO.MousePos)) + return g.IO.MousePos; + return g.LastValidMousePos; + } + else + { + // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. + const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; + ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImRect visible_rect = GetViewportRect(); + return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +{ + ImGuiContext& g = *GImGui; + if (mode == ImGuiInputReadMode_Down) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + + const float t = g.IO.NavInputsDownDuration[n]; + if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); + if (t < 0.0f) + return 0.0f; + if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. + return (t == 0.0f) ? 1.0f : 0.0f; + if (mode == ImGuiInputReadMode_Repeat) + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); + if (mode == ImGuiInputReadMode_RepeatSlow) + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); + if (mode == ImGuiInputReadMode_RepeatFast) + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); + return 0.0f; +} + +ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) +{ + ImVec2 delta(0.0f, 0.0f); + if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); + if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta *= slow_factor; + if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= fast_factor; + return delta; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + g.IO.WantSetMousePos = false; + g.NavWrapRequestWindow = NULL; + g.NavWrapRequestFlags = ImGuiNavMoveFlags_None; +#if 0 + if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); +#endif + + // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) + // (do it before we map Keyboard input!) + bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active) + if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) + g.NavInputSource = ImGuiInputSource_NavGamepad; + + // Update Keyboard->Nav inputs mapping + if (nav_keyboard_active) + { + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) + NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); + NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); + NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); + NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); + NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); + NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); + NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + if (g.IO.KeyCtrl) + g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (g.IO.KeyShift) + g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + #undef NAV_MAP_KEY + } + memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) + g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Process navigation init request (select first/default focus) + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) + { + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + //IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + if (g.NavInitRequestFromMove) + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + else + SetNavID(g.NavInitResultId, g.NavLayer, 0); + g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + } + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; + + // Process navigation move request + if (g.NavMoveRequest) + NavUpdateMoveResult(); + + // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame + if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) + { + IM_ASSERT(g.NavMoveRequest); + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + g.NavDisableHighlight = false; + g.NavMoveRequestForward = ImGuiNavForward_None; + } + + // Apply application mouse position movement, after we had a chance to process move request result. + if (g.NavMousePosDirty && g.NavIdIsAlive) + { + // Set mouse position given our knowledge of the navigated item position from last frame + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + { + g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); + g.IO.WantSetMousePos = true; + } + } + g.NavMousePosDirty = false; + } + g.NavIdIsAlive = false; + g.NavJustTabbedId = 0; + IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + + // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + { + if (g.ActiveId != 0) + { + if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) + ClearActiveID(); + } + else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, 0, 0); + // Reassigning with same value, we're being explicit here. + g.NavIdIsAlive = false; // -V1048 + if (g.NavDisableMouseHover) + g.NavMousePosDirty = true; + } + else if (g.OpenPopupStack.Size > 0) + { + // Close open popup/menu + if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = g.NavFocusScopeId = 0; + } + } + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + if (g.ActiveId == 0 && activate_pressed) + g.NavActivateId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + g.NavInputId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + g.NavMoveRequest = false; + + // Process programmatic activation request + if (g.NavNextActivateId != 0) + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + g.NavNextActivateId = 0; + + // Initiate directional inputs request + if (g.NavMoveRequestForward == ImGuiNavForward_None) + { + g.NavMoveDir = ImGuiDir_None; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; + if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + } + else + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued); + g.NavMoveRequestForward = ImGuiNavForward_ForwardActive; + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float nav_scoring_rect_offset_y = 0.0f; + if (nav_keyboard_active) + nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(); + + // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match + if (g.NavMoveDir != ImGuiDir_None) + { + g.NavMoveRequest = true; + g.NavMoveRequestKeyMods = g.IO.KeyMods; + g.NavMoveDirLast = g.NavMoveDir; + } + if (g.NavMoveRequest && g.NavId == 0) + { + //IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + // Reassigning with same value, we're being explicit here. + g.NavInitResultId = 0; // -V1048 + g.NavDisableHighlight = false; + } + NavUpdateAnyRequestFlag(); + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * g.IO.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + { + if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) + SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) + SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with NavScrollXXX keys + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); + if (scroll_dir.x != 0.0f && window->ScrollbarX) + { + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + if (scroll_dir.y != 0.0f) + { + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + } + + // Reset search results + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisibleSet.Clear(); + g.NavMoveResultOther.Clear(); + + // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items + if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == ImGuiNavLayer_Main) + { + ImGuiWindow* window = g.NavWindow; + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); + if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + float pad = window->CalcFontSize() * 0.5f; + window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item + window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); + g.NavId = g.NavFocusScopeId = 0; + } + g.NavMoveFromClampedRefRect = false; + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); + g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); + g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); + g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; + IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] + g.NavScoringCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +// Apply result from previous frame navigation directional move request +static void ImGui::NavUpdateMoveResult() +{ + ImGuiContext& g = *GImGui; + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + { + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (g.NavId != 0) + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + } + return; + } + + // Select which result to use + ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) + result = &g.NavMoveResultLocalVisibleSet; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + ImVec2 delta_scroll; + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + { + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + delta_scroll.y = result->Window->Scroll.y - scroll_target; + SetScrollY(result->Window, scroll_target); + } + else + { + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + } + + // Offset our result position so mouse position can be applied immediately after in NavUpdate() + result->RectRel.TranslateX(-delta_scroll.x); + result->RectRel.TranslateY(-delta_scroll.y); + } + + ClearActiveID(); + g.NavWindow = result->Window; + if (g.NavId != result->ID) + { + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; + } + SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + g.NavMoveFromClampedRefRect = false; +} + +// Handle PageUp/PageDown/Home/End keys +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) + return 0.0f; + if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main) + return 0.0f; + + ImGuiWindow* window = g.NavWindow; + const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); + if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed + { + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + return nav_scoring_rect_offset_y; + } + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + ImGuiWindow* window = g.NavWrapRequestWindow; + ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags; + if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main) + { + IM_ASSERT(move_flags != 0); // No points calling this with no wrapping + ImRect bb_rel = window->NavRectRel[0]; + + ImGuiDir clip_dir = g.NavMoveDir; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = + ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); + clip_dir = ImGuiDir_Up; + } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); + clip_dir = ImGuiDir_Down; + } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = + ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); + clip_dir = ImGuiDir_Left; + } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); + clip_dir = ImGuiDir_Right; + } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + } +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) + if (g.WindowsFocusOrder[i] == window) + return i; + return -1; +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window != NULL) + { + g.NavWindowingTarget = NULL; + return; + } + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL-TAB or Square+L/R window selection + bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + } + + // Gamepad update + g.NavWindowingTimer += g.IO.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsNavInputDown(ImGuiNavInput_Menu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if (IsKeyPressedMap(ImGuiKey_Tab, true)) + NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); + if (!g.IO.KeyCtrl) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB + if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + g.NavWindowingToggleLayer = true; + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) + apply_toggle_layer = true; + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 move_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); + if (move_delta.x != 0.0f || move_delta.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well + SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always); + g.NavDisableMouseHover = true; + MarkIniSettingsDirty(g.NavWindowingTarget); + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + ClearActiveID(); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window); + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window only has a menu layer, select it directly + if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + + // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + NavRestoreLayer(new_nav_layer); + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return "(Popup)"; + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return "(Main menu bar)"; + return "(Untitled)"; +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +// Call when current ID is active. +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + if (!(flags & ImGuiDragDropFlags_SourceExtern)) + { + source_id = window->DC.LastItemId; + if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case + return false; + if (g.IO.MouseDown[mouse_button] == false) + return false; + + if (source_id == 0) + { + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Early out + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); + bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + else + { + g.ActiveIdAllowOverlap = false; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + g.ActiveIdUsingNavDirMask = ~(ImU32)0; + g.ActiveIdUsingNavInputMask = ~(ImU32)0; + g.ActiveIdUsingKeyInputMask = ~(ImU64)0; + } + else + { + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + BeginTooltip(); + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + { + ImGuiWindow* tooltip_window = g.CurrentWindow; + tooltip_window->SkipItems = true; + tooltip_window->HiddenFramesCanSkipItems = 1; + } + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + return false; + + const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; + ImGuiID id = window->DC.LastItemId; + if (id == 0) + id = window->GetIDFromRectangle(display_rect); + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface < g.DragDropAcceptIdCurrRectSurface) + { + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + } + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + { + // FIXME-DRAG: Settle on a proper default visuals for drop target. + r.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(r); + if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1)); + window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); + if (push_clip_rect) window->DrawList->PopClipRect(); + } + + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + return &payload; +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive ? &g.DragDropPayload : NULL; +} + +// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } + va_end(args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + g.LogLineFirstItem = true; + + const char* text_remaining = text; + if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. + // We don't add a trailing \n to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_first_line = (line_start == text); + const bool is_last_line = (line_end == text_end); + if (!is_last_line || (line_start != line_end)) + { + const int char_count = (int)(line_end - line_start); + if (log_new_line || !is_first_line) + LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); + else if (g.LogLineFirstItem) + LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); + else + LogText(" %.*s", char_count, line_start); + g.LogLineFirstItem = false; + } + else if (log_new_line) + { + // An empty "" string at a different Y position should output a carriage return. + LogText(IM_NEWLINE); + break; + } + + if (is_last_line) + break; + text_remaining = line_end + 1; + } +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogType_TTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogType) + { + case ImGuiLogType_TTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogType_File: + ImFileClose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; + } + + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushAllowKeyboardFocus(false); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopAllowKeyboardFocus(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettings() [Internal] +// - FindOrCreateWindowSettings() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + +#if !IMGUI_DEBUG_INI_SETTINGS + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; +#endif + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) +{ + if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) + return settings; + return CreateNewWindowSettings(name); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].TypeHash == type_hash) + return &g.SettingsHandlers[handler_n]; + return NULL; +} + +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ClearAllFn) + g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ReadInitFn) + g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ApplyAllFn) + g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + { + ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; + handler->WriteAllFn(&g, handler, &g.SettingsIniData); + } + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + g.Windows[i]->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name); + ImGuiID id = settings->ID; + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y); + settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y); + settings->Collapsed = window->Collapsed; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + buf->append("\n"); + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + ImGuiContext& g = *GImGui; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) +{ + // Notify OS Input Method Editor of text input position + ImGuiIO& io = ImGui::GetIO(); + if (HWND hwnd = (HWND)io.ImeWindowHandle) + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM cf; + cf.ptCurrentPos.x = x; + cf.ptCurrentPos.y = y; + cf.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &cf); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} + +#endif + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUG WINDOW +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_METRICS_WINDOW +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + if (!ImGui::Begin("Dear ImGui Metrics", p_open)) + { + ImGui::End(); + return; + } + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" }; + + // State + static bool show_windows_rects = false; + static int show_windows_rect_type = WRT_WorkRect; + static bool show_windows_begin_order = false; + static bool show_tables_rects = false; + static int show_tables_rect_type = TRT_WorkRect; + static bool show_drawcmd_mesh = true; + static bool show_drawcmd_aabb = true; + + // Basic info + ImGuiContext& g = *GImGui; + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); + ImGui::Text("%d active allocations", io.MetricsActiveAllocations); + ImGui::Separator(); + + // Helper functions to display common structures: + // - NodeDrawList() + // - NodeColumns() + // - NodeWindow() + // - NodeWindows() + // - NodeTabBar() + // - NodeStorage() + struct Funcs + { + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + + static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb) + { + IM_ASSERT(show_mesh || show_aabb); + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++) + { + ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; + triangle[n] = p; + vtxs_rect.Add(p); + } + if (show_mesh) + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + fg_draw_list->Flags = backup_flags; + } + + static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) + { + bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); + if (draw_list == ImGui::GetWindowDrawList()) + { + ImGui::SameLine(); + ImGui::TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) ImGui::TreePop(); + return; + } + + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + if (window && IsItemHovered()) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + unsigned int elem_offset = 0; + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) + { + if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0) + continue; + if (pcmd->UserCallback) + { + ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, + pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list) + NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + float total_area = 0.0f; + for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++) + triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + ImGui::Selectable(buf); + if (ImGui::IsItemHovered() && fg_draw_list) + NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + ImGui::Selectable(buf, false); + if (fg_draw_list && ImGui::IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255,255,0,255), true, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + static void NodeColumns(const ImGuiColumns* columns) + { + if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (int column_n = 0; column_n < columns->Columns.Size; column_n++) + ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + ImGui::TreePop(); + } + + static void NodeWindows(ImVector& windows, const char* label) + { + if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) + return; + for (int i = 0; i < windows.Size; i++) + { + ImGui::PushID(windows[i]); + Funcs::NodeWindow(windows[i], "Window"); + ImGui::PopID(); + } + ImGui::TreePop(); + } + + static void NodeWindow(ImGuiWindow* window, const char* label) + { + if (window == NULL) + { + ImGui::BulletText("%s: NULL", label); + return; + } + bool open = ImGui::TreeNode(label, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window); + if (ImGui::IsItemHovered() && window->WasActive) + ImGui::GetForegroundDrawList()->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (!window->WasActive) + ImGui::TextDisabled("Note: window is not currently visible."); + if (window->MemoryCompacted) + ImGui::TextDisabled("Note: some memory buffers have been compacted/freed."); + + ImGuiWindowFlags flags = window->Flags; + NodeDrawList(window, window->DrawList, "DrawList"); + ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); + ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); + ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (!window->NavRectRel[0].IsInverted()) + ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); + else + ImGui::BulletText("NavRectRel[0]: "); + if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); + if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow"); + if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); + if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (int n = 0; n < window->ColumnsStorage.Size; n++) + NodeColumns(&window->ColumnsStorage[n]); + ImGui::TreePop(); + } + NodeStorage(&window->StateStorage, "Storage"); + ImGui::TreePop(); + } + + static void NodeWindowSettings(ImGuiWindowSettings* settings) + { + ImGui::Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + } + + static void NodeTabBar(ImGuiTabBar* tab_bar) + { + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + IM_UNUSED(p); + if (ImGui::TreeNode(tab_bar, "%s", buf)) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + ImGui::PushID(tab); + if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : ""); + ImGui::PopID(); + } + ImGui::TreePop(); + } + } + + static void NodeStorage(ImGuiStorage* storage, const char* label) + { + if (!ImGui::TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (int n = 0; n < storage->Data.Size; n++) + { + const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; + ImGui::BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + } + ImGui::TreePop(); + } + }; + + // Tools + if (ImGui::TreeNode("Tools")) + { + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (ImGui::Button("Item Picker..")) + ImGui::DebugStartItemPicker(); + ImGui::SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + + ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); + ImGui::Checkbox("Show windows rectangles", &show_windows_rects); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); + show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count); + if (show_windows_rects && g.NavWindow) + { + ImGui::BulletText("'%s':", g.NavWindow->Name); + ImGui::Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + ImGui::Unindent(); + } + ImGui::Checkbox("Show mesh when hovering ImDrawCmd", &show_drawcmd_mesh); + ImGui::Checkbox("Show bounding boxes when hovering ImDrawCmd", &show_drawcmd_aabb); + ImGui::TreePop(); + } + + // Contents + Funcs::NodeWindows(g.Windows, "Windows"); + //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder"); + if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) + { + for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) + Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); + ImGui::TreePop(); + } + + // Details for Popups + if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (int i = 0; i < g.OpenPopupStack.Size; i++) + { + ImGuiWindow* window = g.OpenPopupStack[i].Window; + ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + } + ImGui::TreePop(); + } + + // Details for TabBars + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) + { + for (int n = 0; n < g.TabBars.GetSize(); n++) + Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); + ImGui::TreePop(); + } + + // Details for Tables + IM_UNUSED(trt_rects_names); + IM_UNUSED(show_tables_rects); + IM_UNUSED(show_tables_rect_type); +#ifdef IMGUI_HAS_TABLE + if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) + { + for (int n = 0; n < g.Tables.GetSize(); n++) + Funcs::NodeTable(g.Tables.GetByIndex(n)); + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_TABLE + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (ImGui::TreeNode("Dock nodes")) + { + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (ImGui::TreeNode("Settings")) + { + if (ImGui::SmallButton("Clear")) + ImGui::ClearIniSettings(); + ImGui::SameLine(); + if (ImGui::SmallButton("Save to memory")) + ImGui::SaveIniSettingsToMemory(); + ImGui::SameLine(); + if (ImGui::SmallButton("Save to disk")) + ImGui::SaveIniSettingsToDisk(g.IO.IniFilename); + ImGui::SameLine(); + if (g.IO.IniFilename) + ImGui::Text("\"%s\"", g.IO.IniFilename); + else + ImGui::TextUnformatted(""); + ImGui::Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (int n = 0; n < g.SettingsHandlers.Size; n++) + ImGui::BulletText("%s", g.SettingsHandlers[n].TypeName); + ImGui::TreePop(); + } + if (ImGui::TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + Funcs::NodeWindowSettings(settings); + ImGui::TreePop(); + } + +#ifdef IMGUI_HAS_TABLE + if (ImGui::TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + Funcs::NodeTableSettings(settings); + ImGui::TreePop(); + } +#endif // #ifdef IMGUI_HAS_TABLE + +#ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK + + if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + char* buf = (char*)(void*)(g.SettingsIniData.Buf.Data ? g.SettingsIniData.Buf.Data : ""); + ImGui::InputTextMultiline("##Ini", buf, g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Misc Details + if (ImGui::TreeNode("Internal state")) + { + const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); + ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + ImGui::TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (show_windows_rects || show_windows_begin_order) + { + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (show_windows_rects) + { + ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = ImGui::GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + +#ifdef IMGUI_HAS_TABLE + // Overlay: Display Tables Rectangles + if (show_tables_rects) + { + for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + { + ImGuiTable* table = g.Tables.GetByIndex(table_n); + } + } +#endif // #ifdef IMGUI_HAS_TABLE + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (show_docking_nodes && g.IO.KeyCtrl) + { + } +#endif // #ifdef IMGUI_HAS_DOCK + + ImGui::End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) { } + +#endif + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/src/imgui_demo.cpp b/vendor/src/imgui_demo.cpp new file mode 100644 index 0000000..77a7d87 --- /dev/null +++ b/vendor/src/imgui_demo.cpp @@ -0,0 +1,5432 @@ +// dear imgui, v1.78 +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for more details, documentation and comments. +// Get latest version at https://github.com/ocornut/imgui + +// Message to the person tempted to delete this file when integrating Dear ImGui into their code base: +// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other +// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available +// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone +// in your team, likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: +// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, +// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to +// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller +// in size. It also happens to be a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code, +// but most of the real data you would be editing is likely going to be stored outside your functions. + +// The Demo code in this file is designed to be easy to copy-and-paste in into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +/* + +Index of this file: + +// [SECTION] Forward Declarations, Helpers +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations, Helpers +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleMenuFile(); + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// Helper to display basic user controls. +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::BulletText("CTRL+Tab to select a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- +// - ShowDemoWindowWidgets() +// - ShowDemoWindowLayout() +// - ShowDemoWindowPopups() +// - ShowDemoWindowColumns() +// - ShowDemoWindowMisc() +//----------------------------------------------------------------------------- + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions grow non-linearly) +static void ShowDemoWindowWidgets(); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowMisc(); + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most ImGui functions would normally just crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); + + // Examples Apps (accessible from the "Examples" menu) + static bool show_app_main_menu_bar = false; + static bool show_app_documents = false; + static bool show_app_console = false; + static bool show_app_log = false; + static bool show_app_layout = false; + static bool show_app_property_editor = false; + static bool show_app_long_text = false; + static bool show_app_auto_resize = false; + static bool show_app_constrained_resize = false; + static bool show_app_simple_overlay = false; + static bool show_app_window_titles = false; + static bool show_app_custom_rendering = false; + + if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); + if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); + + if (show_app_console) ShowExampleAppConsole(&show_app_console); + if (show_app_log) ShowExampleAppLog(&show_app_log); + if (show_app_layout) ShowExampleAppLayout(&show_app_layout); + if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); + if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); + if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); + if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); + if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); + if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); + + // Dear ImGui Apps (accessible from the "Tools" menu) + static bool show_app_metrics = false; + static bool show_app_style_editor = false; + static bool show_app_about = false; + + if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } + if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } + if (show_app_style_editor) + { + ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + + // e.g. Use 2/3 of the space for widgets and 1/3 for labels (default) + //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); + + // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + + // Menu Bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); + ImGui::MenuItem("Console", NULL, &show_app_console); + ImGui::MenuItem("Log", NULL, &show_app_log); + ImGui::MenuItem("Simple layout", NULL, &show_app_layout); + ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); + ImGui::MenuItem("Long text display", NULL, &show_app_long_text); + ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); + ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); + ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); + ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); + ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); + ImGui::MenuItem("Documents", NULL, &show_app_documents); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Tools")) + { + ImGui::MenuItem("Metrics", NULL, &show_app_metrics); + ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); + ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); + ImGui::Spacing(); + + if (ImGui::CollapsingHeader("Help")) + { + ImGui::Text("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics (general purpose Dear ImGui debugging tool)."); + ImGui::Separator(); + + ImGui::Text("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + ImGui::Separator(); + + ImGui::Text("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); + ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NoMouse); + + // The "NoMouse" option above can get us stuck with a disable mouse! Provide an alternative way to fix it: + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space))) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + ImGui::Text("Also see Style->Rendering for rendering options."); + ImGui::TreePop(); + ImGui::Separator(); + } + + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose then as read-only fields to avoid breaking interactions with your back-end."); + + // Make a local copy to avoid modifying actual back-end flags. + ImGuiBackendFlags backend_flags = io.BackendFlags; + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int*)&backend_flags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int*)&backend_flags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int*)&backend_flags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int*)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::TreePop(); + ImGui::Separator(); + } + + if (ImGui::TreeNode("Style")) + { + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::ShowStyleEditor(); + ImGui::TreePop(); + ImGui::Separator(); + } + + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + if (ImGui::CollapsingHeader("Window options")) + { + ImGui::Checkbox("No titlebar", &no_titlebar); ImGui::SameLine(150); + ImGui::Checkbox("No scrollbar", &no_scrollbar); ImGui::SameLine(300); + ImGui::Checkbox("No menu", &no_menu); + ImGui::Checkbox("No move", &no_move); ImGui::SameLine(150); + ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300); + ImGui::Checkbox("No collapse", &no_collapse); + ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150); + ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300); + ImGui::Checkbox("No background", &no_background); + ImGui::Checkbox("No bring to front", &no_bring_to_front); + } + + // All demo contents + ShowDemoWindowWidgets(); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowColumns(); + ShowDemoWindowMisc(); + + // End of ShowDemoWindow() + ImGui::End(); +} + +static void ShowDemoWindowWidgets() +{ + if (!ImGui::CollapsingHeader("Widgets")) + return; + + if (ImGui::TreeNode("Basic")) + { + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushButtonRepeat(true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopButtonRepeat(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Text("Hover over me"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip"); + + ImGui::SameLine(); + ImGui::Text("- or me"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::EndTooltip(); + } + + ImGui::Separator(); + + ImGui::LabelText("label", "Value"); + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more complete BeginCombo()/EndCombo() api. + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n"); + } + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or double-click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + static int i0 = 123; + ImGui::InputInt("input int", &i0); + ImGui::SameLine(); HelpMarker( + "You can apply arithmetic operators +,*,/ on numerical values.\n" + " e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\n" + "Use +- to subtract."); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + { + static int i1 = 50, i2 = 42; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%"); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + } + + { + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + { + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the colored square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the colored square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // List box + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox\n(single select)", &item_current, items, IM_ARRAYSIZE(items), 4); + + //static int listbox_item_current2 = 2; + //ImGui::SetNextItemWidth(-1); + //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + } + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + if (ImGui::TreeNode("Trees")) + { + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Text")) + { + if (ImGui::TreeNode("Colored Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + if (n == 1) + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. " + "Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering back-end via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering back-end, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + ImGui::PushID(i); + int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32 / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) + pressed_count += 1; + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Combo")) + { + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview)) + flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here our selection data is an index. + const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically could be anything)( + if (ImGui::BeginCombo("combo 1", combo_label, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Simplified one-liner Combo() API, using values packed in a single constant string + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } }; + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Text("3. I am not selectable"); + ImGui::Selectable("4. I am selectable", &selection[3]); + if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[4] = !selection[4]; + ImGui::TreePop(); + } + if (ImGui::TreeNode("Selection State: Single Selection")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Selection State: Multiple Selection")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; + } + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Rendering more text into the same line")) + { + // Using the Selectable() override that takes "bool* p_selected" parameter, + // this function toggle your bool value automatically. + static bool selected[3] = { false, false, false }; + ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); + ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::TreePop(); + } + if (ImGui::TreeNode("In columns")) + { + ImGui::Columns(3, NULL, false); + static bool selected[16] = {}; + for (int i = 0; i < 16; i++) + { + char label[32]; sprintf(label, "Item %d", i); + if (ImGui::Selectable(label, &selected[i])) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::TreePop(); + } + if (ImGui::TreeNode("Grid")) + { + static int selected[4 * 4] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; + for (int i = 0; i < 4 * 4; i++) + { + ImGui::PushID(i); + if (ImGui::Selectable("Sailor", selected[i] != 0, 0, ImVec2(50, 50))) + { + // Toggle + selected[i] = !selected[i]; + + // Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer. + // The second part of each test is unnecessary. + int x = i % 4; + int y = i / 4; + if (x > 0) { selected[i - 1] ^= 1; } + if (x < 3 && i < 15) { selected[i + 1] ^= 1; } + if (y > 0 && i > 3) { selected[i - 4] ^= 1; } + if (y < 3 && i < 12) { selected[i + 4] ^= 1; } + } + if ((i % 4) < 3) ImGui::SameLine(); + ImGui::PopID(); + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + if (ImGui::TreeNode("Text Input")) + { + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i' + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); + static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); + static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); + static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); + + ImGui::Text("Password input"); + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Plot/Graph widgets are currently fairly limited. + // Consider writing your own plotting widget, or using a third-party one + // (for third-party Plot widgets, see 'Wiki->Useful Widgets' or https://github.com/ocornut/imgui/labels/plot%2Fgraph) + if (ImGui::TreeNode("Plots Widgets")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + + // Use functions to generate output + // FIXME: This is rather awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::Separator(); + ImGui::SetNextItemWidth(100); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + if (animate) + { + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the colored square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + ImGui::Text("Color picker:"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); + ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", (unsigned int*)&flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", (unsigned int*)&flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", (unsigned int*)&flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", (unsigned int*)&flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%.3f", flags); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_ClampOnInput); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + ImGui::Text("Drags:"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + ImGui::Text("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d"); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d"); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d"); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + static bool inputs_step = true; + ImGui::Text("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag and Drop")) + { + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the colored squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputFloat", + "InputFloat3", "ColorEdit4", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "ListBox" + }; + static int item_type = 1; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions."); + + // Submit selected item item so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlapped) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true); + + // Testing IsWindowFocused() function with its various flags. + // Note that the ImGuiFocusedFlags_XXX flags can be combined. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); + + ImGui::BeginChild("child", ImVec2(0, 50), true); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above."; + ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } +} + +static void ShowDemoWindowLayout() +{ + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + if (ImGui::TreeNode("Child windows")) + { + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Columns(2); + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + ImGui::Separator(); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Active/Focused/Hovered etc.)' for details. + { + static int offset_x = 0; + ImGui::SetNextItemWidth(100); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::PopStyleColor(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Widgets Width")) + { + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + static float f = 0.0f; + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("float##1", &f); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetWindowWidth() * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of window width."); + ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f); + ImGui::DragFloat("float##2", &f); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3", &f); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::SetNextItemWidth(-100); + ImGui::DragFloat("float##4", &f); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-1); + ImGui::DragFloat("##float5a", &f); + ImGui::DragFloat("##float5b", &f); + ImGui::DragFloat("##float5c", &f); + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + ImGui::Text("Manually wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tabs")) + { + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + if (n > 0) { ImGui::SameLine(); } + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::ListBoxHeader("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::ListBoxFooter(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + ImGui::SameLine(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), true); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + ImGui::PushID(n); + ImGui::BeginGroup(); // Lock X position + + ImGui::InvisibleButton("##empty", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + switch (n) + { + case 0: + HelpMarker( + "Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)"); + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + HelpMarker( + "Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)"); + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + HelpMarker( + "Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)"); + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + ImGui::EndGroup(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } +} + +static void ShowDemoWindowPopups() +{ + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::Text("Aquarium"); + ImGui::Separator(); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("File Menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup")) + { + ShowExampleMenuFile(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Context menus")) + { + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For more advanced uses you may want to replicate and customize this code. + // See details in BeginPopupContextItem(). + static float value = 0.5f; + ImGui::Text("Value = %.3f (<-- right-click here)", value); + if (ImGui::BeginPopupContextItem("item context menu")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-1); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupContextItem() which is the same as BeginPopupContextItem() but without the + // Begin() call. So here we will make it that clicking on the text field with the right mouse button (1) + // will toggle the visibility of the popup above. + ImGui::Text("(You can also right-click me to open the same popup as above.)"); + ImGui::OpenPopupContextItem("item context menu", 1); + + // When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem(). + // BeginPopupContextItem() will use the last item ID as the popup ID. + // In addition here, we want to include your editable label inside the button label. + // We use the ### operator to override the ID (read FAQ about ID for details) + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center(ImGui::GetIO().DisplaySize.x * 0.5f, ImGui::GetIO().DisplaySize.y * 0.5f); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the + // parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block + // to make them two different menusets. If we don't, opening any popup above and hovering our menu here would + // open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, + // which is the desired behavior for regular menus. + ImGui::PushID("foo"); + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::PopID(); + ImGui::Separator(); + ImGui::TreePop(); + } +} + +static void ShowDemoWindowColumns() +{ + if (!ImGui::CollapsingHeader("Columns")) + return; + + ImGui::PushID("Columns"); + + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo columns can use the full window width."); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // Basic columns + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Scrolling columns + /* + if (ImGui::TreeNode("Vertical Scrolling")) + { + ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y)); + ImGui::Columns(3); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::EndChild(); + ImGui::BeginChild("##scrollingregion", ImVec2(0, 60)); + ImGui::Columns(3); + for (int i = 0; i < 10; i++) + { + ImGui::Text("%04d", i); ImGui::NextColumn(); + ImGui::Text("Foobar"); ImGui::NextColumn(); + ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + */ + + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + if (disable_indent) + ImGui::PopStyleVar(); + ImGui::PopID(); +} + +static void ShowDemoWindowMisc() +{ + if (ImGui::CollapsingHeader("Filtering")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + } + + if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display ImGuiIO output flags + ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("WantTextInput: %d", io.WantTextInput); + ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); + + // Display Keyboard/Mouse state + if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + + ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } + ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } + ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } + ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); } + + ImGui::Button("Hovering me sets the\nkeyboard capture flag"); + if (ImGui::IsItemHovered()) + ImGui::CaptureKeyboardFromApp(true); + ImGui::SameLine(); + ImGui::Button("Holding me clears the\nthe keyboard capture flag"); + if (ImGui::IsItemActive()) + ImGui::CaptureKeyboardFromApp(false); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushAllowKeyboardFocus(false); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + //ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool) to disable tabbing through certain widgets."); + ImGui::PopAllowKeyboardFocus(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushAllowKeyboardFocus(false); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::PopAllowKeyboardFocus(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Mouse cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered() || ImGui::IsItemFocused()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); + ImGui::Separator(); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); + if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigWindowsMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChildFrame(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowStyleSelector() +// - ShowFontSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Classic\0Dark\0Light\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsClassic(); break; + case 1: ImGui::StyleColorsDark(); break; + case 2: ImGui::StyleColorsLight(); break; + } + return true; + } + return false; +} + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (int n = 0; n < io.Fonts->Fonts.Size; n++) + { + ImFont* font = io.Fonts->Fonts[n]; + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// [Internal] Display details for a single font, called by ShowStyleEditor(). +static void NodeFont(ImFont* font) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + bool font_details_opened = ImGui::TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; } + if (!font_details_opened) + return; + + ImGui::PushFont(font); + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::PopFont(); + ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font + ImGui::SameLine(); HelpMarker( + "Note than the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); + ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); + ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar); + const int surface_sqrt = (int)sqrtf((float)font->MetricsTotalSurface); + ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); + if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + // Display all glyphs of the fonts in separate pages of 256 characters + const ImU32 glyph_col = ImGui::GetColorU32(ImGuiCol_Text); + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + float cell_size = font->FontSize * 1; + float cell_spacing = style.ItemSpacing.y; + ImVec2 base_pos = ImGui::GetCursorScreenPos(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (glyph) + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2)) + { + ImGui::BeginTooltip(); + ImGui::Text("Codepoint: U+%04X", base + n); + ImGui::Separator(); + ImGui::Text("Visible: %d", glyph->Visible); + ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX); + ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + ImGui::EndTooltip(); + } + } + ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::TreePop(); +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::Text("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + ImGui::Text("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::Text("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::Text("Alignment"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = window_menu_button_position - 1; + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::Text("Safe Area Padding"); + ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on colored square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); + ImGui::PushItemWidth(-160); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::PushItemWidth(120); + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + ImGui::PushID(font); + NodeFont(font); + ImGui::PopID(); + } + if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col); + ImGui::TreePop(); + } + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_ClampOnInput)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_ClampOnInput); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); HelpMarker("Faster lines using texture data. Require back-end to render with bilinear filtering (not point/nearest filtering)."); + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(100); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f"); + if (ImGui::IsItemActive()) + { + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + ImGui::BeginTooltip(); + ImVec2 p = ImGui::GetCursorScreenPos(); + float RAD_MIN = 10.0f, RAD_MAX = 80.0f; + float off_x = 10.0f; + for (int n = 0; n < 7; n++) + { + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (7.0f - 1.0f); + ImGui::GetWindowDrawList()->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0); + off_x += 10.0f + rad * 2.0f; + } + ImGui::Dummy(ImVec2(off_x, RAD_MAX * 2.0f)); + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), true); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + free(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + free(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion and history. A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help, press TAB to use text completion."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (int i = 0; i < Items.Size; i++) + { + const char* item = Items[i]; + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + free(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar); + + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have a random access on the result on our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), true); + for (int i = 0; i < 100; i++) + { + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- + +static void ShowPlaceholderObject(const char* prefix, int uid) +{ + // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. + ImGui::PushID(uid); + ImGui::AlignTextToFramePadding(); // Text and Tree nodes are less high than framed widgets, here we add vertical spacing to make the tree lines equal high. + bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); + ImGui::NextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::Text("my sailor is rich"); + ImGui::NextColumn(); + if (node_open) + { + static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; + for (int i = 0; i < 8; i++) + { + ImGui::PushID(i); // Use field index as identifier. + if (i < 2) + { + ShowPlaceholderObject("Child", 424242); + } + else + { + // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) + ImGui::AlignTextToFramePadding(); + ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; + ImGui::TreeNodeEx("Field", flags, "Field_%d", i); + ImGui::NextColumn(); + ImGui::SetNextItemWidth(-1); + if (i >= 5) + ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); + else + ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); + ImGui::NextColumn(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + ImGui::PopID(); +} + +// Demonstrate create a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + HelpMarker( + "This example shows how you may implement a property editor using two columns.\n" + "All objects/fields data are dummies here.\n" + "Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n" + "your cursor horizontally instead of using the Columns() API."); + + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); + ImGui::Columns(2); + ImGui::Separator(); + + // Iterate placeholder objects (all the same data) + for (int obj_i = 0; obj_i < 3; obj_i++) + ShowPlaceholderObject("Object", obj_i); + + ImGui::Columns(1); + ImGui::Separator(); + ImGui::PopStyleVar(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); } + static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } + }; + + const char* test_desc[] = + { + "Resize vertical only", + "Resize horizontal only", + "Width > 100, Height > 100", + "Width 400-500", + "Height 400-500", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + static bool auto_resize = false; + static int type = 0; + static int display_lines = 10; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step + + ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) + { + if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(200); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(200); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + const float DISTANCE = 10.0f; + static int corner = 0; + ImGuiIO& io = ImGui::GetIO(); + if (corner != -1) + { + ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE); + ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (corner != -1) + window_flags |= ImGuiWindowFlags_NoMove; + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1; + if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0; + if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1; + if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; + if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate using "##" and "###" in identifiers to manipulate ID generation. +// This apply to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(100, 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(100, 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 10); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40)) + circle_segments_override = true; + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawCornerFlags corners_none = 0; + const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; + const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th); + x = p.x + 4; + y += sz + spacing; + } + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + + ImGui::Dummy(ImVec2((sz + spacing) * 8.8f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupContextItem("context"); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + const char* Name; // Document title + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + bool WantClose; // Set when the document + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + Name = name; + Open = OpenPrev = open; + Dirty = false; + WantClose = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoQueueClose() { WantClose = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } + + // Display placeholder contents for the Document + static void DisplayContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + if (ImGui::Button("Modify", ImVec2(100, 0))) + doc->Dirty = true; + ImGui::SameLine(); + if (ImGui::Button("Save", ImVec2(100, 0))) + doc->DoSave(); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + static void DisplayContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) + doc->DoQueueClose(); + ImGui::EndPopup(); + } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("A Rather Long Title", false)); + Documents.push_back(MyDocument("Some Document", false)); + } +}; + +// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. +// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, +// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for +// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has +// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively +// give the impression of a flicker for one frame. +// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. +// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. +static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) +{ + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open && doc->OpenPrev) + ImGui::SetTabItemClosed(doc->Name); + doc->OpenPrev = doc->Open; + } +} + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + open_count += app.Documents[doc_n].Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + if (ImGui::MenuItem(doc->Name)) + doc->DoOpen(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + app.Documents[doc_n].DoQueueClose(); + if (ImGui::MenuItem("Exit", "Alt+F4")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(doc); + if (ImGui::Checkbox(doc->Name, &doc->Open)) + if (!doc->Open) + doc->DoForceClose(); + ImGui::PopID(); + } + + ImGui::Separator(); + + // Submit Tab Bar and Tabs + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + NotifyOfDocumentsClosedElsewhere(app); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + doc->DoQueueClose(); + } + + MyDocument::DisplayContextMenu(doc); + if (visible) + { + MyDocument::DisplayContents(doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + + // Update closing queue + static ImVector close_queue; + if (close_queue.empty()) + { + // Close queue is locked once we started a popup + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc->WantClose) + { + doc->WantClose = false; + close_queue.push_back(doc); + } + } + } + + // Display closing confirmation UI + if (!close_queue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?")) + { + ImGui::Text("Save change to the following items?"); + ImGui::SetNextItemWidth(-1.0f); + if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6)) + { + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + ImGui::Text("%s", close_queue[n]->Name); + ImGui::ListBoxFooter(); + } + + if (ImGui::Button("Yes", ImVec2(80, 0))) + { + for (int n = 0; n < close_queue.Size; n++) + { + if (close_queue[n]->Dirty) + close_queue[n]->DoSave(); + close_queue[n]->DoForceClose(); + } + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", ImVec2(80, 0))) + { + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(80, 0))) + { + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/src/imgui_draw.cpp b/vendor/src/imgui_draw.cpp new file mode 100644 index 0000000..487cdbd --- /dev/null +++ b/vendor/src/imgui_draw.cpp @@ -0,0 +1,3799 @@ +// dear imgui, v1.78 +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // vsnprintf, sscanf, printf +#if !defined(alloca) +#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) +#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) +#elif defined(_WIN32) +#include // alloca +#if !defined(alloca) +#define alloca _alloca // for clang with MS Codegen +#endif +#else +#include // alloca +#endif +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloorStd(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.70f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + Font = NULL; + FontSize = 0.0f; + CurveTessellationTol = 0.0f; + CircleSegmentMaxError = 0.0f; + ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); + InitialFlags = ImDrawListFlags_None; + + // Lookup tables + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError() + TexUvLines = NULL; +} + +void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = i + 1.0f; + const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError); + CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255); + } +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC) + IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); + IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + if (CmdBuffer.Size == 0) + return; + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) +{ + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + curr_cmd->UserCallback = callback; + curr_cmd->UserCallbackData = callback_data; + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// Those macros expects l-values. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) +#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0) + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness) +{ + if (points_count < 2) + return; + + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > 1.0f); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = 1.0f; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + if (fractional_thickness != 0.0f) + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + } + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = 1.0f; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius == 0.0f || a_min_of_12 > a_max_of_12) + { + _Path.push_back(center); + return; + } + + // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12, + // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise. +#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1 + a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; + a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; +#endif + + _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); + for (int a = a_min_of_12; a <= a_max_of_12; a++) + { + const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)]; + _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); + } +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius == 0.0f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u*u*u; + float w2 = 3*u*u*t; + float w3 = 3*u*t*t; + float w4 = t*t*t; + return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y); +} + +// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp +static void PathBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) +{ + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); + + if (rounding <= 0.0f || rounding_corners == 0) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f; + const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f; + const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f; + const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, false, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, true, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding > 0.0f) + { + PathRect(p_min, p_max, rounding, rounding_corners); + PathFillConvex(col); + } + else + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + return; + + // Obtain segment count + if (num_segments <= 0) + { + // Automatic segment count + const int radius_idx = (int)radius - 1; + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + } + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + if (num_segments == 12) + PathArcToFast(center, radius - 0.5f, 0, 12 - 1); + else + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + return; + + // Obtain segment count + if (num_segments <= 0) + { + // Automatic segment count + const int radius_idx = (int)radius - 1; + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + } + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + if (num_segments == 12) + PathArcToFast(center, radius, 0, 12 - 1); + else + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCurveTo(p2, p3, p4, num_segments); + PathStroke(col, false, thickness); +} + +void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, rounding_corners); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + + +//----------------------------------------------------------------------------- +// ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + _Channels.resize(channels_count); + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + if (_Channels[i]._CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + ImDrawCmd_HeaderCopy(&draw_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + _Channels[i]._CmdBuffer.push_back(draw_cmd); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + + // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback. + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + FontData = NULL; + FontDataSize = 0; + FontDataOwnedByAtlas = true; + FontNo = 0; + SizePixels = 0.0f; + OversampleH = 3; // FIXME: 2 may be a better default? + OversampleV = 1; + PixelSnapH = false; + GlyphExtraSpacing = ImVec2(0.0f, 0.0f); + GlyphOffset = ImVec2(0.0f, 0.0f); + GlyphRanges = NULL; + GlyphMinAdvanceX = 0.0f; + GlyphMaxAdvanceX = FLT_MAX; + MergeMode = false; + RasterizerFlags = 0x00; + RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; + memset(Name, 0, sizeof(Name)); + DstFont = NULL; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X " + "X - X.X - X.....X - X.....X -X...X - X...X- X..X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X" + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X" + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X" + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X" + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X " + " X..X - X...X - X...X - X..X X..X - - X........X " + " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX " + "------------ - X - X -X.....................X- ------------------" + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand +}; + +ImFontAtlas::ImFontAtlas() +{ + Locked = false; + Flags = ImFontAtlasFlags_None; + TexID = (ImTextureID)NULL; + TexDesiredWidth = 0; + TexGlyphPadding = 1; + + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexWidth = TexHeight = 0; + TexUvScale = ImVec2(0.0f, 0.0f); + TexUvWhitePixel = ImVec2(0.0f, 0.0f); + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < ConfigData.Size; i++) + if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) + { + IM_FREE(ConfigData[i].FontData); + ConfigData[i].FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (int i = 0; i < Fonts.Size; i++) + if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) + { + Fonts[i]->ConfigData = NULL; + Fonts[i]->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < Fonts.Size; i++) + IM_DELETE(Fonts[i]); + Fonts.clear(); +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + { + if (ConfigData.empty()) + AddFontDefault(); + Build(); + } + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + + // Invalidate texture + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static const char* GetDefaultCompressedFontDataTTFBase85(); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + + const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); + font->DisplayOffset.y = 1.0f; + return font; +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontData = ttf_data; + font_cfg.FontDataSize = ttf_size; + font_cfg.SizePixels = size_pixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + return ImFontAtlasBuildWithStbTruetype(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride) + for (int i = 0; i < w; i++) + data[i] = table[data[i]]; +} + +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + if (src_tmp.DstIndex == -1) + return false; + + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + return false; + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); + } + } + + // Cleanup temporary (ImVector doesn't honor destructor) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + src_tmp_array[src_i].~ImFontBuildSrcData(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + font->ConfigData = font_config; + font->ConfigDataCount = 0; + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } + font->ConfigDataCount++; +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. + + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width; + pack_rects[i].h = user_rects[i].Height; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = pack_rects[i].x; + user_rects[i].Y = pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + { + // Render/copy pixels + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + // Render 4 white pixels + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + unsigned int y = n; + unsigned int line_width = n; + unsigned int pad_left = (r->Width - line_width) / 2; + unsigned int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + memset(write_ptr, 0x00, pad_left); + memset(write_ptr + pad_left, 0xFF, line_width); + memset(write_ptr + pad_left + line_width, 0x00, pad_right); + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + } + + // Build all fonts lookup tables + for (int i = 0; i < atlas->Fonts.Size; i++) + if (atlas->Fonts[i]->DirtyLookupTables) + atlas->Fonts[i]->BuildLookupTable(); + + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots. + for (int i = 0; i < atlas->Fonts.size(); i++) + { + ImFont* font = atlas->Fonts[i]; + if (font->EllipsisChar != (ImWchar)-1) + continue; + const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) + if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists + { + font->EllipsisChar = ellipsis_variants[j]; + break; + } + } +} + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas glyph ranges helpers +//------------------------------------------------------------------------- + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF // Half-width characters + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 1946 common ideograms code points for Japanese + // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering + // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18, + 5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15, + 2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1, + 2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12, + 20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9, + 4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3, + 3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23, + 8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2, + 3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14, + 15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5, + 1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12, + 12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16, + 22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2, + 5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2, + 1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7, + 1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14, + 11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25, + 15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18, + 5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5, + 3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15, + 18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1, + 27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4, + 1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41, + 1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2, + 10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159, + 179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6, + 3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1, + 3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2, + 3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16, + 4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2, + 1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65, + 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF // Half-width characters + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (ImWchar c = ranges[0]; c <= ranges[1]; c++) + AddChar(c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = (ImWchar)'?'; + EllipsisChar = (ImWchar)-1; + DisplayOffset = ImVec2(0.0f, 0.0f); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Setup fall-backs + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; +} + +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + +void ImFont::SetFallbackChar(ImWchar c) +{ + FallbackChar = c; + BuildLookupTable(); +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs.back(); + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const +{ + // Simple word-wrapping for English, not full-featured. Please submit failing cases! + // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) + + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) + break; + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + pos.x = IM_FLOOR(pos.x + DisplayOffset.x); + pos.y = IM_FLOOR(pos.y + DisplayOffset.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + pos.x = IM_FLOOR(pos.x + DisplayOffset.x); + pos.y = IM_FLOOR(pos.y + DisplayOffset.y); + float x = pos.x; + float y = pos.y; + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y && !word_wrap_enabled) + while (y + line_height < clip_rect.y && s < text_end) + { + s = (const char*)memchr(s, '\n', text_end - s); + s = s ? s + 1 : text_end; + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + x = pos.x; + y += line_height; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + x = pos.x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); + idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write += 4; + vtx_current_idx += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_current_idx; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderMouseCursor() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, false, thickness); +} + +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + if (mouse_cursor == ImGuiMouseCursor_None) + return; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + + ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; + ImVec2 offset, size, uv[4]; + if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + { + pos -= offset; + const ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +{ + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + int rounding_corners_flags_cell = 0; + if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } + rounding_corners_flags_cell &= rounding_corners_flags; + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) +// Download and more information at http://upperbounds.net +//----------------------------------------------------------------------------- +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +//----------------------------------------------------------------------------- +static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = + "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" + "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;--VsM.M0rJfLH2eTM`*oJMHRC`N" + 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b/vendor/src/imgui_impl_glfw.cpp @@ -0,0 +1,369 @@ +// dear imgui: Platform Binding for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. +// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale +#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface +#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#else +#define GLFW_HAS_NEW_CURSORS (0) +#endif + +// Data +enum GlfwClientApi +{ + GlfwClientApi_Unknown, + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan +}; +static GLFWwindow* g_Window = NULL; // Main window +static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; +static double g_Time = 0.0; +static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {}; +static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; +static bool g_InstalledCallbacks = false; + +// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. +static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; +static GLFWscrollfun g_PrevUserCallbackScroll = NULL; +static GLFWkeyfun g_PrevUserCallbackKey = NULL; +static GLFWcharfun g_PrevUserCallbackChar = NULL; + +static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + if (g_PrevUserCallbackMousebutton != NULL) + g_PrevUserCallbackMousebutton(window, button, action, mods); + + if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + if (g_PrevUserCallbackScroll != NULL) + g_PrevUserCallbackScroll(window, xoffset, yoffset); + + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (g_PrevUserCallbackKey != NULL) + g_PrevUserCallbackKey(window, key, scancode, action, mods); + + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; +#ifdef _WIN32 + io.KeySuper = false; +#else + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +#endif +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) +{ + if (g_PrevUserCallbackChar != NULL) + g_PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharacter(c); +} + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + g_Window = window; + g_Time = 0.0; + + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_glfw"; + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. + io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; + io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; + io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; + io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER; + io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; + io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; + io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; + io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; + io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; + io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; + + io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; + io.ClipboardUserData = g_Window; +#if defined(_WIN32) + io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window); +#endif + + // Create mouse cursors + // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, + // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. + // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); + g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); +#if GLFW_HAS_NEW_CURSORS + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); +#else + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); +#endif + glfwSetErrorCallback(prev_error_callback); + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + g_PrevUserCallbackMousebutton = NULL; + g_PrevUserCallbackScroll = NULL; + g_PrevUserCallbackKey = NULL; + g_PrevUserCallbackChar = NULL; + if (install_callbacks) + { + g_InstalledCallbacks = true; + g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + g_ClientApi = client_api; + return true; +} + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); +} + +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); +} + +void ImGui_ImplGlfw_Shutdown() +{ + if (g_InstalledCallbacks) + { + glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton); + glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll); + glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey); + glfwSetCharCallback(g_Window, g_PrevUserCallbackChar); + g_InstalledCallbacks = false; + } + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + { + glfwDestroyCursor(g_MouseCursors[cursor_n]); + g_MouseCursors[cursor_n] = NULL; + } + g_ClientApi = GlfwClientApi_Unknown; +} + +static void ImGui_ImplGlfw_UpdateMousePosAndButtons() +{ + // Update buttons + ImGuiIO& io = ImGui::GetIO(); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + // Update mouse position + const ImVec2 mouse_pos_backup = io.MousePos; + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); +#ifdef __EMSCRIPTEN__ + const bool focused = true; // Emscripten +#else + const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0; +#endif + if (focused) + { + if (io.WantSetMousePos) + { + glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y); + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } +} + +static void ImGui_ImplGlfw_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } +} + +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + if (axes_count > 0 && buttons_count > 0) + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; + + ImGui_ImplGlfw_UpdateMousePosAndButtons(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} diff --git a/vendor/src/imgui_impl_opengl3.cpp b/vendor/src/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..21e8852 --- /dev/null +++ b/vendor/src/imgui_impl_opengl3.cpp @@ -0,0 +1,682 @@ +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. +// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. +// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. +// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. +// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. +// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. +// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. +// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. +// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". +// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. +// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. +// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +//---------------------------------------- +// OpenGL GLSL GLSL +// version version string +//---------------------------------------- +// 2.0 110 "#version 110" +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" +// 3.2 150 "#version 150" +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" +// 4.1 410 "#version 410 core" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 +//---------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + + +// GL includes +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else +#include // Use GL ES 3 +#endif +#else +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) +#include // Needs to be initialized with gl3wInit() in user's code +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) +#include // Needs to be initialized with glewInit() in user's code. +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) +#include // Needs to be initialized with gladLoadGL() in user's code. +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) +#include // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code. +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) +#ifndef GLFW_INCLUDE_NONE +#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. +#endif +#include // Needs to be initialized with glbinding::Binding::initialize() in user's code. +#include +using namespace gl; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) +#ifndef GLFW_INCLUDE_NONE +#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. +#endif +#include // Needs to be initialized with glbinding::initialize() in user's code. +#include +using namespace gl; +#else +#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM +#endif +#endif + +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0 +#else +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1 +#endif + +// OpenGL Data +static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) +static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. +static GLuint g_FontTexture = 0; +static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location +static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location +static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; + +// Functions +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + // Query for GL version (e.g. 320 for GL 3.2) +#if !defined(IMGUI_IMPL_OPENGL_ES2) + GLint major, minor; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + g_GlVersion = (GLuint)(major * 100 + minor * 10); +#else + g_GlVersion = 200; // GLES 2 +#endif + + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_opengl3"; +#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (g_GlVersion >= 320) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. +#if defined(IMGUI_IMPL_OPENGL_ES2) + if (glsl_version == NULL) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + if (glsl_version == NULL) + glsl_version = "#version 300 es"; +#elif defined(__APPLE__) + if (glsl_version == NULL) + glsl_version = "#version 150"; +#else + if (glsl_version == NULL) + glsl_version = "#version 130"; +#endif + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); + strcpy(g_GlslVersionString, glsl_version); + strcat(g_GlslVersionString, "\n"); + + // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. + // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! + // If auto-detection fails or doesn't select the same GL loader file as used by your application, + // you are likely to get a crash below. + // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. + const char* gl_loader = "Unknown"; + IM_UNUSED(gl_loader); +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) + gl_loader = "GL3W"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) + gl_loader = "GLEW"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) + gl_loader = "GLAD"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) + gl_loader = "GLAD2"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) + gl_loader = "glbinding2"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) + gl_loader = "glbinding3"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + gl_loader = "custom"; +#else + gl_loader = "none"; +#endif + + // Make an arbitrary GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. + // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_ShaderHandle) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) + bool clip_origin_lower_left = true; +#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); +#ifdef GL_SAMPLER_BINDING + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glEnableVertexAttribArray(g_AttribLocationVtxPos); + glEnableVertexAttribArray(g_AttribLocationVtxUV); + glEnableVertexAttribArray(g_AttribLocationVtxColor); + glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); + GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); +#ifdef GL_SAMPLER_BINDING + GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); +#endif + GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); +#endif +#ifdef GL_POLYGON_MODE + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glGenVertexArrays(1, &vertex_array_object); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + + // Upload vertex/index buffers + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec4 clip_rect; + clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; + clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; + clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; + clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; + + if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) + { + // Apply scissor/clipping rectangle + glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); + + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); +#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (g_GlVersion >= 320) + glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); + else +#endif + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); + } + } + } + } + + // Destroy the temporary VAO +#ifndef IMGUI_IMPL_OPENGL_ES2 + glDeleteVertexArrays(1, &vertex_array_object); +#endif + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); +#ifdef GL_SAMPLER_BINDING + glBindSampler(0, last_sampler); +#endif + glActiveTexture(last_active_texture); +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(last_vertex_array_object); +#endif + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); +#endif + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef GL_UNPACK_ROW_LENGTH + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); +#endif + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. +static bool CheckShader(GLuint handle, const char* desc) +{ + GLint status = 0, log_length = 0; + glGetShaderiv(handle, GL_COMPILE_STATUS, &status); + glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. +static bool CheckProgram(GLuint handle, const char* desc) +{ + GLint status = 0, log_length = 0; + glGetProgramiv(handle, GL_LINK_STATUS, &status); + glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array; + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif + + // Parse GLSL version string + int glsl_version = 130; + sscanf(g_GlslVersionString, "#version %d", &glsl_version); + + const GLchar* vertex_shader_glsl_120 = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_130 = + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_300_es = + "precision mediump float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_120 = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_130 = + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + // Select shaders matching our GLSL versions + const GLchar* vertex_shader = NULL; + const GLchar* fragment_shader = NULL; + if (glsl_version < 130) + { + vertex_shader = vertex_shader_glsl_120; + fragment_shader = fragment_shader_glsl_120; + } + else if (glsl_version >= 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if (glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else + { + vertex_shader = vertex_shader_glsl_130; + fragment_shader = fragment_shader_glsl_130; + } + + // Create shaders + const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); + glCompileShader(g_VertHandle); + CheckShader(g_VertHandle, "vertex shader"); + + const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); + glCompileShader(g_FragHandle); + CheckShader(g_FragHandle, "fragment shader"); + + g_ShaderHandle = glCreateProgram(); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + CheckProgram(g_ShaderHandle, "shader program"); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); + + // Create buffers + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(last_vertex_array); +#endif + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } + if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } + if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } + if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } + if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } + if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } + if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} diff --git a/vendor/src/imgui_widgets.cpp b/vendor/src/imgui_widgets.cpp new file mode 100644 index 0000000..1a10a2e --- /dev/null +++ b/vendor/src/imgui_widgets.cpp @@ -0,0 +1,8046 @@ +// dear imgui, v1.78 +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // toupper +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(text != NULL); + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text > 2000 && !wrap_enabled) + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0, false)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } + else + { + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y * 2) + label_size); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + const char* value_text_begin = &g.TempBuffer[0]; + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin = g.TempBuffer; + const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + if (flags & ImGuiButtonFlags_Disabled) + { + if (out_hovered) *out_hovered = false; + if (out_held) *out_held = false; + if (g.ActiveId == id) ClearActiveID(); + return false; + } + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonDefault_; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0 && window->DC.LastItemId != id) + IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id); + + // Drag source doesn't report as hovered + if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + hovered = false; + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + const float DRAG_DROP_HOLD_TIMER = 0.70f; + hovered = true; + SetHoveredID(id); + if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAG_DROP_HOLD_TIMER, 0.00f)) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + hovered = false; + + // Mouse handling + if (hovered) + { + if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + { + // Poll buttons + int mouse_button_clicked = -1; + int mouse_button_released = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } + + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked])) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + g.ActiveIdMouseButton = mouse_button_clicked; + FocusWindow(window); + } + } + if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) + { + // Repeat mode trumps on release behavior + const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; + if (!has_repeated_at_least_once) + pressed = true; + ClearActiveID(); + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) + pressed = true; + } + + if (pressed) + g.NavDisableHighlight = true; + } + + // Gamepad/Keyboard navigation + // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + if (nav_activated_by_code || nav_activated_by_inputs) + pressed = true; + if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + g.NavActivateId = id; // This is so SetActiveId assign a Nav source + SetActiveID(id, window); + if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (g.IO.MouseDown[mouse_button]) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId != id) + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + bool is_clipped = !ItemAdd(bb, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); + + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + + // Render + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImVec2 center = bb.GetCenter(); + if (hovered || held) + window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindow(window); + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiID id = GetWindowScrollbarID(window, axis); + KeepAliveID(id); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawCornerFlags rounding_corners = 0; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawCornerFlags_BotLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawCornerFlags_BotRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawCornerFlags_TopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawCornerFlags_BotRight; + } + float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ScrollbarEx(bb, id, axis, &window->Scroll[axis], size_avail, size_contents, rounding_corners); +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + float scrollbar_pos_v = bb.Min[axis]; + float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (g.ActiveIdIsJustActivated) + { + // On initial click calculate the distance between mouse and the center of the grab + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; + else + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + + // Update values for rendering + scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, rounding_corners); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + if (border_col.w > 0.0f) + bb.Max += ImVec2(2, 2); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + if (border_col.w > 0.0f) + { + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); + window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); + } + else + { + window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); + } +} + +// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) +// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// frame_padding < 0: uses FramePadding from style (default) +// frame_padding = 0: no framing +// frame_padding > 0: set framing size +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((void*)(intptr_t)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); + + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; + return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); +} + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + { + *v = !(*v); + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + RenderNavHighlight(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]"); + if (label_size.x > 0.0f) + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + bool v = ((*flags & flags_value) == flags_value); + bool pressed = Checkbox(label, &v); + if (pressed) + { + if (v) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + + return pressed; +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavHighlight(total_bb, id); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); + if (active) + { + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Render + fraction = ImSaturate(fraction); + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + char overlay_buf[32]; + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; + + ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + const bool item_visible = ItemAdd(bb, 0); + if (item_visible) + { + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + bool item_add = ItemAdd(bb, id); + window->DC.ItemFlags = item_flags_backup; + if (!item_add) + return false; + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); + + if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; + float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + if (mouse_delta < 0.0f) + IM_ASSERT(*size1 + mouse_delta >= min_size1); + if (mouse_delta > 0.0f) + IM_ASSERT(*size2 - mouse_delta >= min_size2); + *size1 += mouse_delta; + *size2 -= mouse_delta; + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImFloor(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + if (width_excess > 0.0f) + for (int n = 0; n < count; n++) + if (items[n].Index < (int)(width_excess + 0.01f)) + items[n].Width += 1.0f; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - BeginCombo() +// - EndCombo() +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + // Always consume the SetNextWindowSizeConstraint() call in our early return paths + ImGuiContext& g = *GImGui; + bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; + + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float expected_w = CalcItemWidth(); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); + bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); + RenderNavHighlight(frame_bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if ((pressed || g.NavActivateId == id) && !popup_open) + { + if (window->DC.NavLayerCurrent == 0) + window->NavLastIds[0] = id; + OpenPopupEx(id, ImGuiPopupFlags_None); + popup_open = true; + } + + if (!popup_open) + return false; + + if (has_window_size_constraint) + { + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + } + + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + + // Peak into expected window size so we can position it + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + ImVec2 size_expected = CalcWindowExpectedSize(popup_window); + if (flags & ImGuiComboFlags_PopupAlignLeft) + popup_window->AutoPosLastDirection = ImGuiDir_Left; + ImRect r_outer = GetWindowAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + + // Horizontally align ourselves with the framed text + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); +} + +// Getter for the old Combo() API: const char*[] +static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +{ + const char* const* items = (const char* const*)data; + if (out_text) + *out_text = items[idx]; + return true; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +{ + // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + if (!*p) + return false; + if (out_text) + *out_text = p; + return true; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_value); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID((void*)(intptr_t)i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyOpFromText() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "%u", "%u" }, + { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "%u", "%u" }, + { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%I64u","%I64u" }, +#else + { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%llu", "%llu" }, +#endif + { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". +// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. +// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! +static const char* PatchFormatStringFloatToInt(const char* fmt) +{ + if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. + return "%d"; + const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) + const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). + if (fmt_end > fmt_start && fmt_end[-1] == 'f') + { +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (fmt_start == fmt && fmt_end[0] == 0) + return "%d"; + ImGuiContext& g = *GImGui; + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. + return g.TempBuffer; +#else + IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" +#endif + } + return fmt; +} + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) +{ + while (ImCharIsBlankA(*buf)) + buf++; + + // We don't support '-' op because it would conflict with inputing negative value. + // Instead you can use +-100 to subtract from an existing value + char op = buf[0]; + if (op == '+' || op == '*' || op == '/') + { + buf++; + while (ImCharIsBlankA(*buf)) + buf++; + } + else + { + op = 0; + } + if (!buf[0]) + return false; + + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + if (format == NULL) + format = type_info->ScanFmt; + + // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. + int arg1i = 0; + if (data_type == ImGuiDataType_S32) + { + int* v = (int*)p_data; + int arg0i = *v; + float arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0i) < 1) + return false; + // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision + if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) + else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply + else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide + else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant + } + else if (data_type == ImGuiDataType_Float) + { + // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in + format = "%f"; + float* v = (float*)p_data; + float arg0f = *v, arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_Double) + { + format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis + double* v = (double*)p_data; + double arg0f = *v, arg1f = 0.0; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + { + // All other types assign constant + // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. + sscanf(buf, format, p_data); + } + else + { + // Small types need a 32-bit buffer to receive the result from scanf() + int v32; + sscanf(buf, format, &v32); + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static bool ClampBehaviorT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return ClampBehaviorT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return ClampBehaviorT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return ClampBehaviorT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return ClampBehaviorT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return ClampBehaviorT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return ClampBehaviorT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return ClampBehaviorT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return ClampBehaviorT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return ClampBehaviorT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return ClampBehaviorT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + v = (TYPE)ImAtof(p); + else + ImAtoi(p, (SIGNEDTYPE*)&v); + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool is_clamped = (v_min < v_max); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + + // Default tweak speed + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + bool is_just_activated = g.ActiveIdIsJustActivated; + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + // Clamp values (+ handle overflow/wrap-around for integer types) + if (*v != v_cur && is_clamped) + { + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) + v_cur = v_max; + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Drag turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); + if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) + { + temp_input_is_active = true; + FocusableItemUnregister(window); + } + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampInput is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_ClampOnInput when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_ClampOnInput when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds + drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags); +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds + drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags); +} + +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + + // Linear slider + return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return (TYPE)0.0f; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + TYPE result; + if (is_logarithmic) + { + // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value + if (t <= 0.0f) + result = v_min; + else if (t >= 1.0f) + result = v_max; + else + { + bool flipped = v_max < v_min; // Check if range is "backwards" + + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + } + else + { + // Linear slider + if (is_decimal) + { + result = ImLerp(v_min, v_max, t); + } + else + { + // For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + FLOATTYPE v_new_off_f = (v_max - v_min) * t; + TYPE v_new_off_floor = (TYPE)(v_new_off_f); + TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); + if (v_new_off_floor < v_new_off_round) + result = v_min + v_new_off_round; + else + result = v_min + v_new_off_floor; + } + } + + return result; +} + +// FIXME: Move more of the code into SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + + const float grab_padding = 2.0f; + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); + if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; + if (input_delta != 0.0f) + { + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + input_delta /= 10.0f; + } + else + { + if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (IsNavInputDown(ImGuiNavInput_TweakFast)) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) + { + temp_input_is_active = true; + FocusableItemUnregister(window); + } + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampInput is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_ClampOnInput) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + const bool hovered = ItemHoverable(frame_bb, id); + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags); +} + +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags); +} + +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return fmt +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return fmt; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the +// ImGuiSliderFlags_ClampOnInput / ImGuiSliderFlags_ClampOnInput flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + ImGuiContext& g = *GImGui; + + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = DataTypeGetInfo(data_type)->Size; + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + if (p_clamp_min || p_clamp_max) + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + + // Only mark as edited if new value is different + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + char buf[64]; + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + bool value_changed = false; + if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= ImGuiInputTextFlags_CharsDecimal; + flags |= ImGuiInputTextFlags_AutoSelectAll; + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + + if (p_step != NULL) + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + if (flags & ImGuiInputTextFlags_ReadOnly) + button_flags |= ImGuiButtonFlags_Disabled; + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + else + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + } + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +// Prefer using "const char* format" directly, which is more flexible and consistent with other API. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputFloat(label, v, step, step_fast, format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextEx() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + if (c == '\n') + line_count++; + s--; + if (s[0] != '\n' && s[0] != '\r') + line_count++; + *out_text_end = s; + return line_count; +} + +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +namespace ImStb +{ + +static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } +static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +{ + const ImWchar* text = obj->TextW.Data; + const ImWchar* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } +static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +#ifdef __APPLE__ // FIXME: Move setting to IO structure +static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +#else +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +#endif +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +{ + ImWchar* dst = obj->TextW.Data + pos; + + // We maintain our buffer length in both UTF-8 and wchar formats + obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); + obj->CurLenW -= n; + + // Offset remaining text (FIXME-OPT: Use memmove) + const ImWchar* src = obj->TextW.Data + pos + n; + while (ImWchar c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +{ + const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenW; + IM_ASSERT(pos <= text_len); + + const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); + if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextW.Size) + { + if (!is_resizable) + return false; + IM_ASSERT(text_len < obj->TextW.Size); + obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + } + + ImWchar* text = obj->TextW.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); + memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + + obj->CurLenW += new_text_len; + obj->CurLenA += new_text_len_utf8; + obj->TextW[obj->CurLenW] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define STB_TEXTEDIT_IMPLEMENTATION +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, &Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text +// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; + + if (CursorPos + bytes_count >= pos) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) + ImGuiContext& g = *GImGui; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + if (!pass) + return false; + } + + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + + // Filter Unicode ranges we are not handling in this build. + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) + { + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + *p_char = (c += (unsigned int)('A' - 'a')); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + if (is_multiline) + { + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + EndGroup(); + return false; + } + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding); + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular); + const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + + bool clear_active_id = false; + bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. + const bool recycle_state = (state->ID == id); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + if (!is_multiline && focus_requested_by_code) + select_all = true; + } + if (flags & ImGuiInputTextFlags_AlwaysInsertMode) + state->Stb.insert_mode = 1; + if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + select_all = true; + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + + // Declare our inputs + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + if (is_multiline) + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead. + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool enter_pressed = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->DisplayOffset = g.Font->DisplayOffset; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize * 0.5f)); + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && is_osx && io.MouseDoubleClicked[0]) + { + // Double-click select a word only, OS X style (by simulating keystrokes) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. + // Win32 and GLFW naturally do it but not SDL. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + if (!io.InputQueueCharacters.contains('\t')) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool cancel_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here. + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); + const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); + const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); + + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; + + if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) + { + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + enter_pressed = clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + } + else if (IsKeyPressedMap(ImGuiKey_Escape)) + { + clear_active_id = cancel_edit = true; + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (cancel_edit) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + { + // Push records into the undo stack so we can CTRL+Z the revert operation itself + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + ImVector w_text; + if (apply_new_text_length > 0) + { + w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); + ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); + } + stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_COUNT; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + event_flag = ImGuiInputTextFlags_CallbackAlways; + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + callback_data.EventKey = event_key; + callback_data.Buf = state->TextA.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.BufDirty) + { + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + if (callback_data.BufTextLen > backup_current_text_length && is_resizable) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + } + } + + // Copy result to user buffer + if (apply_new_text) + { + // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + // without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Clear temporary user storage + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - inner_size.x >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + float scroll_y = draw_window->Scroll.y; + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - inner_size.y >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y; + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_multiline) + { + Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line + EndChild(); + EndGroup(); + } + + if (is_password && !is_displaying_hint) + PopFont(); + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + LogRenderedText(&draw_pos, buf_display, buf_display_end); + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return enter_pressed; + else + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; + const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__DisplayMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); + if (!(flags & ImGuiColorEditFlags__DataTypeMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + { + if (f[1] == 0) + f[0] = g.ColorEditLastHue; + if (f[2] == 0) + f[1] = g.ColorEditLastSat; + } + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + + const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupContextItem("context"); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = i[3] = 0; + if (alpha) + sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupContextItem("context"); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupContextItem("context"); + + if (BeginPopup("picker")) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditLastHue = f[0]; + g.ColorEditLastSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + window->DC.LastItemId = g.ActiveId; + + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + PushID(label); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + { + if (S == 0) + H = g.ColorEditLastHue; + if (V == 0) + S = g.ColorEditLastSat; + } + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive()) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupContextItem("context"); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive()) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupContextItem("context"); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + g.ColorEditLastHue = H; + g.ColorEditLastSat = S; + memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. + { + if (S == 0) + H = g.ColorEditLastHue; + if (V == 0) + S = g.ColorEditLastSat; + } + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, false, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(6, 6); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, hue_color32); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->PrimVtx(tra, uv_white, 0); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, 0); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + PopID(); + + return value_changed; +} + +// A little colored square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + float default_size = GetFrameHeight(); + if (size.x == 0.0f) + size.x = default_size; + if (size.y == 0.0f) + size.y = default_size; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + } + RenderNavHighlight(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; + if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; + if ((flags & ImGuiColorEditFlags__PickerMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; + if ((flags & ImGuiColorEditFlags__InputMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + return TreeNodeBehavior(window->GetID(label), 0, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) + frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); + } + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; + + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + bool is_open = TreeNodeBehaviorIsOpen(id, flags); + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + + bool item_add = ItemAdd(interact_bb, id); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + window->DC.LastItemDisplayRect = frame_bb; + + if (!item_add) + { + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModifiers; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default) + // - Single-click on arrow = Toggle on MouseUp (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // This makes _OpenOnArrow have a subtle effect on _OpenOnDoubleClick: arrow click reacts on Down rather than Up. + // It is rather standard that arrow click react on Down rather than Up and we'd be tempted to make it the default + // (by removing the _OpenOnArrow test below), however this would have a perhaps surprising effect on CollapsingHeader()? + // So right now we are making this optional. May evolve later. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow && (flags & ImGuiTreeNodeFlags_OpenOnArrow)) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) + toggled = true; + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) + toggled = true; + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + } + + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(id, is_open); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + { + // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. + const char log_prefix[] = "\n##"; + const char log_suffix[] = "##"; + LogRenderedText(&text_pos, log_prefix, log_prefix + 3); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + LogRenderedText(&text_pos, log_suffix, log_suffix + 2); + } + else + { + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + } + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + } + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogRenderedText(&text_pos, ">"); + RenderText(text_pos, label, label_end, false); + } + + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id ? str_id : "#TreePush"); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + window->IDStack.push_back(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) + { + SetNavID(window->IDStack.back(), g.NavLayer, 0); + NavMoveRequestCancel(); + } + window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_open && !*p_open) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_open) + flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_open != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemDataBackup last_item_backup; + float button_size = g.FontSize; + float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = window->DC.LastItemRect.Min.y; + if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) + *p_open = false; + last_item_backup.Restore(); + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. + PushColumnsBackground(); + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + const float min_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + ImRect bb_enlarged(min_x, pos.y, text_max.x, text_max.y); + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + bb_enlarged.Min.x -= spacing_L; + bb_enlarged.Min.y -= spacing_U; + bb_enlarged.Max.x += (spacing_x - spacing_L); + bb_enlarged.Max.y += (spacing_y - spacing_U); + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb_align.Min, bb_align.Max, IM_COL32(255, 0, 0, 255)); } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb_enlarged.Min, bb_enlarged.Max, IM_COL32(0, 255, 0, 255)); } + + bool item_add; + if (flags & ImGuiSelectableFlags_Disabled) + { + ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; + item_add = ItemAdd(bb_enlarged, id); + window->DC.ItemFlags = backup_item_flags; + } + else + { + item_add = ItemAdd(bb_enlarged, id); + } + if (!item_add) + { + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + PopColumnsBackground(); + return false; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } + + if (flags & ImGuiSelectableFlags_Disabled) + selected = false; + + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb_enlarged, id, &hovered, &held, button_flags); + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + g.NavDisableHighlight = true; + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent); + } + } + if (pressed) + MarkItemEdited(id); + + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) + hovered = true; + if (hovered || selected) + { + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb_enlarged.Min, bb_enlarged.Max, col, false, 0.0f); + RenderNavHighlight(bb_enlarged, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + } + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + PopColumnsBackground(); + + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb_enlarged); + if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return pressed; +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - ListBox() +// - ListBoxHeader() +// - ListBoxFooter() +//------------------------------------------------------------------------- +// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox +// and promote using them over existing ListBox() functions, similarly to change with combo boxes. +//------------------------------------------------------------------------- + +// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. +// Helper to calculate the size of a listbox and display a label on the right. +// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" +bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + return false; + } + + BeginGroup(); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + BeginChildFrame(id, frame_bb.GetSize()); + return true; +} + +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) +{ + // Size default to hold ~7.25 items. + // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. + // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. + // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + const ImGuiStyle& style = GetStyle(); + float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); + + // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + ImVec2 size; + size.x = 0.0f; + size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); + return ListBoxHeader(label, size); +} + +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +void ImGui::ListBoxFooter() +{ + ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; + const ImRect bb = parent_window->DC.LastItemRect; + const ImGuiStyle& style = GetStyle(); + + EndChildFrame(); + + // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) + // We call SameLine() to restore DC.CurrentLine* data + SameLine(); + parent_window->DC.CursorPos = bb.Min; + ItemSize(bb, style.FramePadding.y); + EndGroup(); +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +{ + if (!ListBoxHeader(label, items_count, height_in_items)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. + ImGuiContext& g = *GImGui; + bool value_changed = false; + ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + + PushID(i); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + ListBoxFooter(); + if (value_changed) + MarkItemEdited(g.CurrentWindow->DC.LastItemId); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + if (frame_size.x == 0.0f) + frame_size.x = CalcItemWidth(); + if (frame_size.y == 0.0f) + frame_size.y = label_size.y + (style.FramePadding.y * 2); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0, &frame_bb)) + return -1; + const bool hovered = ItemHoverable(frame_bb, id); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +ImGuiMenuColumns::ImGuiMenuColumns() +{ + Spacing = Width = NextWidth = 0.0f; + memset(Pos, 0, sizeof(Pos)); + memset(NextWidths, 0, sizeof(NextWidths)); +} + +void ImGuiMenuColumns::Update(int count, float spacing, bool clear) +{ + IM_ASSERT(count == IM_ARRAYSIZE(Pos)); + IM_UNUSED(count); + Width = NextWidth = 0.0f; + Spacing = spacing; + if (clear) + memset(NextWidths, 0, sizeof(NextWidths)); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + { + if (i > 0 && NextWidths[i] > 0.0f) + Width += Spacing; + Pos[i] = IM_FLOOR(Width); + Width += NextWidths[i]; + NextWidths[i] = 0.0f; + } +} + +float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +{ + NextWidth = 0.0f; + NextWidths[0] = ImMax(NextWidths[0], w0); + NextWidths[1] = ImMax(NextWidths[1], w1); + NextWidths[2] = ImMax(NextWidths[2], w2); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); + return ImMax(Width, NextWidth); +} + +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const +{ + return ImMax(0.0f, avail_w - Width); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check + FocusWindow(window); + SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + g.NavLayer = layer; + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + NavMoveRequestCancel(); + } + } + + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + window->DC.GroupStack.back().EmitItem = false; + EndGroup(); // Restore position on layer 0 + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.MenuBarAppending = false; +} + +// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + SetNextWindowPos(ImVec2(0.0f, 0.0f)); + SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; //-V1020 +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) + flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. a ImGuiStorager mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + bool pressed; + bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + float w = label_size.x; + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + PopStyleVar(); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f)); + ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); + RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); + } + + const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); + if (menuset_is_open) + g.NavWindow = backed_nav_window; + + bool want_open = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_other_child_menu = false; + + ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) + { + // FIXME-DPI: Values should be derived from a master "scale" factor. + ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; + ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); + moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + want_close = true; + + if (!menu_is_open && hovered && pressed) // Click to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + want_open = true; + + if (g.NavActivateId == id) + { + want_close = menu_is_open; + want_open = !menu_is_open; + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + + if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. + OpenPopup(label); + return false; + } + + menu_is_open |= want_open; + if (want_open) + OpenPopup(label); + + if (menu_is_open) + { + SetNextWindowPos(popup_pos, ImGuiCond_Always); + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). + // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. + // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + bool pressed; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation we render neither the shortcut neither the selected tick mark + float w = label_size.x; + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); + PopStyleVar(); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f; + float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable(label, false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); + } + + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp()v +// - TabBarScrollToTab() [Internal] +// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + ID = 0; + SelectedTabId = NextSelectedTabId = VisibleTabId = 0; + CurrFrameVisible = PrevFrameVisible = -1; + LastTabContentHeight = 0.0f; + OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f; + ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; + Flags = ImGuiTabBarFlags_None; + ReorderRequestTabId = 0; + ReorderRequestDir = 0; + WantLayout = VisibleTabWasSubmitted = false; + LastTabItemIdx = -1; +} + +static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->Offset - b->Offset); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); + IM_ASSERT(0); + return true; + } + + // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. + // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. + if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->FramePadding = g.Style.FramePadding; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y; + + // Draw separator + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + const float y = tab_bar->BarRect.Max.y - 1.0f; + { + const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + if (tab_bar->WantLayout) // Fallback in case no TabItem have been submitted + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + else + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; + + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + int tab_dst_n = 0; + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + // Setup next selected tab + ImGuiID scroll_track_selected_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_track_selected_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId)) + { + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size) + { + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + ImGuiTabItem item_tmp = *tab1; + *tab1 = *tab2; + *tab2 = item_tmp; + if (tab2->ID == tab_bar->SelectedTabId) + scroll_track_selected_tab_id = tab2->ID; + tab1 = tab2 = NULL; + } + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + } + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Compute ideal widths + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + float width_total_contents = 0.0f; + ImGuiTabItem* most_recently_selected_tab = NULL; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = tab_bar->GetTabName(tab); + const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; + tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; + + width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->ContentWidth; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + g.ShrinkWidthBuffer[tab_n].Index = tab_n; + g.ShrinkWidthBuffer[tab_n].Width = tab->ContentWidth; + } + + // Compute width + const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; + const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); + float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; + if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) + { + // If we don't have enough room, resize down the largest tabs first + ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + } + else + { + const float tab_max_width = TabBarCalcMaxTabWidth(); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Width = ImMin(tab->ContentWidth, tab_max_width); + IM_ASSERT(tab->Width > 0.0f); + } + } + + // Layout all active tabs + float offset_x = initial_offset_x; + float offset_x_ideal = offset_x; + tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Offset = offset_x; + if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_track_selected_tab_id = tab->ID; + offset_x += tab->Width + g.Style.ItemInnerSpacing.x; + offset_x_ideal += tab->ContentWidth + g.Style.ItemInnerSpacing.x; + } + tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); + tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f); + + // Horizontal scrolling buttons + const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); + if (scrolling_buttons) + if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // Update scrolling + if (scroll_track_selected_tab_id) + if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) + TabBarScrollToTab(tab_bar, scroll_track_selected_tab); + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + + // Clear name buffers + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + tab_bar->TabsNames.Buf.resize(0); + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); +} + +// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +{ + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + ImGuiID id = ImHashStr(label); + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // Actually select before expecting closure + tab_bar->NextSelectedTabId = tab->ID; + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = tab_bar->GetTabOrder(tab); + float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); + float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth())) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth()) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + } +} + +void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +{ + IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestDir = (ImS8)dir; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + const ImRect avail_bar_rect = tab_bar->BarRect; + bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f))); + if (want_clip_rect) + PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true); + + ImGuiTabItem* tab_to_select = NULL; + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = -1; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = +1; + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + if (want_clip_rect) + PopClipRect(); + + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = tab_bar->GetTabOrder(tab_item); + int target_order = selected_order + select_dir; + tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_select; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + const char* tab_name = tab_bar->GetTabName(tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + bool ret = TabItemEx(tab_bar, label, p_open, flags); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + window->IDStack.pop_back(); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + // Layout whole tab bar if not already done + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + if (p_open && !*p_open) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return false; + } + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, p_open != NULL); + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab->Width = size.x; + tab_is_new = true; + } + tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); + tab->ContentWidth = size.x; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + + // Append name with zero-terminator + tab->NameOffset = (ImS16)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + + // If we are not reorderable, always reset offset based on submission order. + // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!) + if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + tab->Offset = tab_bar->OffsetNextTab; + tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; + } + + // Update selected tab + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + tab_bar->NextSelectedTabId = id; + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + size.x = tab->Width; + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed) + tab_bar->NextSelectedTabId = id; + hovered |= (g.HoveredId == id); + + // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) + if (!held) + SetItemAllowOverlap(); + + // Drag and drop: re-order tabs + if (held && !tab_appearing && IsMouseDragging(0)) + { + if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, -1); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, +1); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + RenderNavHighlight(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) + tab_bar->NextSelectedTabId = id; + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0; + bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) + // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) + if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - 1.0f; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + if (bb.GetWidth() <= 1.0f) + return false; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + const char* TAB_UNSAVED_MARKER = "*"; + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + if (flags & ImGuiTabItemFlags_UnsavedDocument) + { + text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f)); + RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); + } + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Close Button + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForUnselectedCloseButton) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id) + close_button_visible = true; + if (close_button_visible) + { + ImGuiLastItemDataBackup last_item_backup; + const float close_button_sz = g.FontSize; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) + close_button_pressed = true; + PopStyleVar(); + last_item_backup.Restore(); + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + + text_pixel_clip_bb.Max.x -= close_button_sz; + } + + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + return close_button_pressed; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. +// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiColumns()); + ImGuiColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiColumnsFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + KeepAliveID(column_id); + if (IsClippedEx(column_hit_rect, column_id, false)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_FLOOR(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); + //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/vendor/src/stb_img.c b/vendor/src/stb_img.c new file mode 100644 index 0000000..badb3ef --- /dev/null +++ b/vendor/src/stb_img.c @@ -0,0 +1,2 @@ +#define STB_IMAGE_IMPLEMENTATION +#include "stb_image.h" \ No newline at end of file