Added doxy modules
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doc/coreModules.doxy
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doc/coreModules.doxy
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/**
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\defgroup core GLM Core
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\brief The core of GLM, which implements exactly and only the GLSL specification to the degree possible.
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The GLM core consists of \ref core_types "C++ types that mirror GLSL types",
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\ref core_funcs "C++ functions that mirror the GLSL functions". It also includes
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\ref core_precision "a set of precision-based types" that can be used in the appropriate
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functions. The C++ types are all based on a basic set of \ref core_template "template types".
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**/
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/**
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\defgroup core_types Core GLSL Types
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\brief The standard types defined by the GLSL specification.
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These types are all typedefs of more generalized, template types. To see the definiton
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of the equivalent template types, go to \ref core_template.
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\ingroup core
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**/
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/**
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\defgroup core_precision Core Precision Types
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\brief Non-GLSL types that are used to define precision-based types.
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The GLSL language allows the user to define the precision of a particular variable.
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In OpenGL's GLSL, these precision qualifiers have no effect; they are there for compatibility
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with OpenGL ES's precision qualifiers, where they \em do have an effect.
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C++ has no language equivalent to precision qualifiers. So GLM provides the next-best thing:
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a number of typedefs of the \ref core_template that use a particular precision.
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None of these types make any guarantees about the actual precision used.
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\ingroup core
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**/
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/**
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\defgroup core_template Core Template Types
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\brief The generic template types used as the basis for the core types.
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These types are all templates used to define the actual \ref core_types.
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\ingroup core
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**/
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/**
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\defgroup core_funcs Core GLSL Functions
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\brief The functions defined by the GLSL specification.
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\ingroup core
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**/
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doc/experimentalModules.doxy
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doc/experimentalModules.doxy
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/**
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\defgroup gtc GLM Core Extensions
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\brief Functions and types that GLSL does not provide, but are useful to have.
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Core extensions differ from \ref gtx "experimental extensions" in that core extensions
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are fairly stable. The API for experimental extensions is expected to change
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significantly between versions.
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You can bring all of the extensions, core or experimental, in by
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including <glm/ext.hpp> Otherwise, you will have to include each extension
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by including a specific file.
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**/
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/**
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\defgroup gtc_half_float Half Float Core Extension
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\ingroup gtc
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\brief Defines the half-float type, along with various typedefs for vectors and matrices.
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You must include <glm/glc/half_float.hpp> to get this functionality.
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**/
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/**
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\defgroup gtc_matrix_access Matrix Access Core Extension
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\ingroup gtc
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\brief Defines functions that allow you to access rows or columns of a matrix easily.
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You must include <glm/glc/matrix_access.hpp> to get this functionality.
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**/
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/**
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\defgroup gtc_matrix_integer Integer Matrix Core Extension
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\ingroup gtc
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\brief Defines a number of matrices with integer types.
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You must include <glm/glc/matrix_integer.hpp> to get this functionality.
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**/
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/**
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\defgroup gtc_matrix_inverse Matrix Inverse Core Extension
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\ingroup gtc
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\brief Defines additional matrix inverting functions.
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You must include <glm/glc/matrix_inverse.hpp> to get this functionality.
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**/
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/**
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\defgroup gtc_matrix_transform Matrix Transform Core Extension
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\ingroup gtc
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\brief Defines functions that generate common transformation matrices.
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The matrices generated by this extension use standard OpenGL fixed-function
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conventions. For example, the lookAt function generates a transform from world
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space into the specific eye space that the projective matrix functions (
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perspective, ortho, etc) are designed to expect. The OpenGL compatibility
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specifications defines the particular layout of this eye space.
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You must include <glm/glc/matrix_transform.hpp> to get this functionality.
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**/
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/**
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\defgroup gtc_quaternion Quaternion Core Extension
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\ingroup gtc
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\brief Defines a templated quaternion type and several quaternion operations.
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You must include <glm/glc/quaternion.hpp> to get this functionality.
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**/
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/**
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\defgroup gtc_type_precision Type Precision Core Extension
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\ingroup gtc
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\brief Defines specific C++-based precision types.
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\ref core_precision defines types based on GLSL's precision qualifiers. This
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extension defines types based on explicitly-sized C++ data types.
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You must include the file <glm/glc/type_precision.hpp> to get this functionality.
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**/
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/**
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\defgroup gtc_type_ptr Pointer Access Core Extension
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\ingroup gtc
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\brief Used to get a pointer to the memory layout of a basic type.
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This extension defines an overloaded function, glm::value_ptr, which
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takes any of the \ref core_template "core template types". It returns
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a pointer to the memory layout of the object. Matrix types store their values
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in row-major order.
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This is useful for uploading data to matrices or copying data to buffer objects.
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Example:
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\code
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#include <glm/glm.hpp>
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#include <glm/glc/type_ptr.hpp>
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glm::vec3 aVector(3);
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glm::mat4 someMatrix(1.0);
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glUniform3fv(uniformLoc, 1, glm::value_ptr(aVector));
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glUniformMatrix4fv(uniformMatrixLoc, 1, GL_FALSE, glm::value_ptr(someMatrix));
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\endcode
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You must include the file <glm/glc/type_ptr.hpp> to get this functionality.
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**/
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doc/gtcModules.doxy
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doc/gtcModules.doxy
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/**
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\defgroup gtx GLM Experimental Extensions
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\brief Functions and types that GLSL does not provide, but are useful to have.
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Experimental extensions are useful functions and types, but the development of
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their API and functionality is not necessarily stable. They can change substantially
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between versions. Backwards compatibility is not much of an issue for them.
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You can bring all of the extensions, core or experimental, in by
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including <glm/ext.hpp> Otherwise, you will have to include each extension
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by including a specific file.
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**/
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/**
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\defgroup gtx_associated_min_max Associated Min/Max Experimental Extension
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\ingroup gtx
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\brief Min and max functions that return associated values not the compared onces.
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You must include the file <glm/glx/associated_min_max.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_bit Bitwise Operations Experimental Extension
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\ingroup gtx
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\brief Allow to perform bit operations on integer values
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You must include the file <glm/glx/bit.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_closest_point Find Closest Point Experimental Extension
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\ingroup gtx
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\brief Find the point on a straight line which is the closet of a point.
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You must include the file <glm/glx/closest_point.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_color_cast Color Conversion Experimental Extension
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\ingroup gtx
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\brief Conversion between two color types.
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You must include the file <glm/glx/color_cast.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_color_space RGB to HSV Conversion Experimental Extension
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\ingroup gtx
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\brief Related to RGB to HSV conversions and operations.
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You must include the file <glm/glx/color_space.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_color_space_YCoCg RGB to YCoCg Conversion Experimental Extension
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\ingroup gtx
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\brief RGB to YCoCg conversions and operations
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You must include the file <glm/glx/color_space_YCoCg.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_compatibility Cg and HLSL Compatibility Experimental Extension
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\ingroup gtx
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\brief Provide functions to increase the compatibility with Cg and HLSL languages
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You must include the file <glm/glx/compatibility.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_component_wise Component Wise Experimental Extension
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\ingroup gtx
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\brief Operations between components of a type
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You must include the file <glm/glx/component_wise.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_epsilon Epsilon Comparison Experimental Extension
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\ingroup gtx
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\brief Comparison functions for a user defined epsilon values.
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You must include the file <glm/glx/epsilon.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_euler_angles Matrix From Euler Angles Experimental Extension
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\ingroup gtx
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\brief Build matrices from Euler angles.
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You must include the file <glm/glx/euler_angles.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_extend Position Extending Experimental Extension
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\ingroup gtx
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\brief Extend a position from a source to a position at a defined length.
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You must include the file <glm/glx/extend.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_extented_min_max Extended Min Max Experimental Extension
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\ingroup gtx
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\brief Min and max functions for 3 to 4 parameters.
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You must include the file <glm/glx/extented_min_max.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_fast_exponential Fast Exponentiation Experimental Extension
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\ingroup gtx
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\brief Fast but less accurate implementations of exponential based functions.
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You must include the file <glm/glx/fast_exponential.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_fast_square_root Fast Square Root Experimental Extension
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\ingroup gtx
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\brief Fast but less accurate implementations of square root based functions.
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You must include the file <glm/glx/fast_square_root.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_fast_trigonometry Fast Trig Experimental Extension
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\ingroup gtx
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\brief Fast but less accurate implementations of trigonometric functions.
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You must include the file <glm/glx/fast_trigonometry.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_handed_coordinate_space Space Handedness Experimental Extension
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\ingroup gtx
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\brief To know if a set of three basis vectors defines a right or left-handed coordinate system.
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You must include the file <glm/glx/handed_coordinate_system.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_inertia Intertial Matrix Experimental Extension
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\ingroup gtx
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\brief Create inertia matrices
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You must include the file <glm/glx/inertia.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_int_10_10_10_2 Packed Integer Experimental Extension
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\ingroup gtx
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\brief Add support for integer for core functions
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You must include the file <glm/glx/int_10_10_10_2.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_integer Integer Function Experimental Extension
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\ingroup gtx
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\brief Add support for integer for core functions
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You must include the file <glm/glx/integer.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_intersect Intersection Test Experimental Extension
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\ingroup gtx
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\brief Add intersection functions
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You must include the file <glm/glx/intersect.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_log_base Log With Base Experimental Extension
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\ingroup gtx
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\brief Logarithm for any base. base can be a vector or a scalar.
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You must include the file <glm/glx/log_base.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_matrix_cross_product Cross Product Matrices Experimental Extension
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\ingroup gtx
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\brief Build cross product matrices
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You must include the file <glm/glx/matrix_cross_product.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_matrix_major_storage Build Matrix Experimental Extension
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\ingroup gtx
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\brief Build matrices with specific matrix order, row or column
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You must include the file <glm/glx/matrix_major_storage.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_matrix_operation Diagonal Matrix Experimental Extension
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\ingroup gtx
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\brief Build diagonal matrices from vectors.
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You must include the file <glm/glx/matrix_operation.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_matrix_query Query Matrix Properties Experimental Extension
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\ingroup gtx
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\brief Query to evaluate matrix properties
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You must include the file <glm/glx/matrix_query.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_mixed_product Mixed Product Experimental Extension
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\ingroup gtx
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\brief Mixed product of 3 vectors.
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You must include the file <glm/glx/mixed_product.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_multiple Multiples Experimental Extension
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\ingroup gtx
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\brief Find the closest number of a number multiple of other number.
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You must include the file <glm/glx/multiple.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_norm Vector Norm Experimental Extension
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\ingroup gtx
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\brief Various way to compute vector norms.
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You must include the file <glm/glx/norm.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_normal Compute Normal Experimental Extension
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\ingroup gtx
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\brief Compute the normal of a triangle.
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You must include the file <glm/glx/normal.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_normalize_dot Normalize Dot Product Experimental Extension
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\ingroup gtx
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\brief Dot product of vectors that need to be normalize with a single square root.
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You must include the file <glm/glx/normalized_dot.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_number_precision Number Precision Experimental Extension
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\ingroup gtx
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\brief Defined size types.
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You must include the file <glm/glx/number_precision.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_ocl_type OpenCL Types Experimental Extension
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\ingroup gtx
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\brief OpenCL types.
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You must include the file <glm/glx/ocl_type.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_optimum_pow Optimum Pow Experimental Extension
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\ingroup gtx
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\brief Integer exponentiation of power functions.
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You must include the file <glm/glx/optimum_pow.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_orthonormalize Orthonormalize Experimental Extension
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\ingroup gtx
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\brief Orthonormalize matrices.
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You must include the file <glm/glx/orthonormalize.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_perpendicular Perpendicular Experimental Extension
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\ingroup gtx
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\brief Perpendicular of a vector from other one
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You must include the file <glm/glx/perpendicular.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_polar_coordinates Polar Coordinates Experimental Extension
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\ingroup gtx
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\brief Conversion from Euclidean space to polar space and revert.
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You must include the file <glm/glx/polar_coordinates.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_projection Projection Experimental Extension
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\ingroup gtx
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\brief Projection of a vector to other one
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You must include the file <glm/glx/projection.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_quaternion Quaternion Experimental Extension
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\ingroup gtx
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\brief Quaternion types and functions
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You must include the file <glm/glx/quaternion.hpp> to get this functionality.
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**/
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/**
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\defgroup gtx_random Random Experimental Extension
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\ingroup gtx
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\brief Generate random number from various distribution methods
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|
||||
You must include the file <glm/glx/random.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_raw_data Raw Data Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Projection of a vector to other one
|
||||
|
||||
You must include the file <glm/glx/raw_data.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_reciprocal Reciprocal Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Define secant, cosecant and cotangent functions.
|
||||
|
||||
You must include the file <glm/glx/reciprocal.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_rotate_vector Rotate Vector Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Function to directly rotate a vector
|
||||
|
||||
You must include the file <glm/glx/rotate_vector.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_simd_mat4 SIMD Mat4 Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief SIMD implementation of mat4 type.
|
||||
|
||||
You must include the file <glm/glx/simd_mat4.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_simd_vec4 SIMD Vec4 Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief SIMD implementation of vec4 type.
|
||||
|
||||
You must include the file <glm/glx/simd_vec4.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_spline Spline Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Spline functions
|
||||
|
||||
You must include the file <glm/glx/spline.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_string_cast String Cast Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Setup strings for GLM type values
|
||||
|
||||
You must include the file <glm/glx/transform.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_transform Transformation Matrices Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Add transformation matrices
|
||||
|
||||
You must include the file <glm/glx/transform2.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_transform2 Extra Transform Matrices Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Add extra transformation matrices
|
||||
|
||||
You must include the file <glm/glx/unsigned_int.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_unsigned_int Unsigned Int Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Add support for unsigned integer for core functions
|
||||
|
||||
You must include the file <glm/glx/unsigned_int.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_vector_access Vector Access Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Function to set values to vectors
|
||||
|
||||
You must include the file <glm/glx/vector_access.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_vector_angle Vector Angle Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Compute angle between vectors
|
||||
|
||||
You must include the file <glm/glx/vector_angle.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_vector_query Vector Query Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Query informations of vector types
|
||||
|
||||
You must include the file <glm/glx/vector_query.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_verbose_operator Verbose Operator Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Use words to replace operators
|
||||
|
||||
You must include the file <glm/glx/verbose_operator.hpp> to get this functionality.
|
||||
**/
|
||||
|
||||
/**
|
||||
\defgroup gtx_wrap Wrap Experimental Extension
|
||||
\ingroup gtx
|
||||
|
||||
\brief Wrapping mode using my texture samping.
|
||||
|
||||
You must include the file <glm/glx/wrap.hpp> to get this functionality.
|
||||
**/
|
||||
|
268
doc/pages.doxy
Normal file
268
doc/pages.doxy
Normal file
@ -0,0 +1,268 @@
|
||||
/**
|
||||
\mainpage OpenGL Mathematics
|
||||
OpenGL Mathematics (GLM) is a C++ mathematics library for 3D applications based
|
||||
on the OpenGL Shading Language (GLSL) specification.
|
||||
|
||||
GLM provides 3D programmers with math classes and functions that are similar to
|
||||
GLSL or any high level GPU programming language. The idea is to have a library
|
||||
that has identical naming conventions and functionalities than GLSL so that when
|
||||
developers know GLSL, they know how to use GLM.
|
||||
|
||||
GLM is not limited strictly to GLSL features.
|
||||
|
||||
However, this project isn't limited by GLSL features. An extension system, based
|
||||
on the GLSL extension conventions, allows extended capabilities.
|
||||
|
||||
This library can be used with OpenGL but also for software rendering (Raytracing
|
||||
/ Rasterisation), image processing and as much contexts as a simple math library
|
||||
could be used for.
|
||||
|
||||
GLM is written as a platform independent library. The following compilers are
|
||||
officially supported:
|
||||
\li GNU GCC 3.4 and higher
|
||||
\li Microsoft Visual Studio 8.0 and higher
|
||||
|
||||
The source code is under the
|
||||
<a href="http://www.opensource.org/licenses/mit-license.php">MIT licence</a>.
|
||||
|
||||
Any feedback is welcome and can be sent to glm@g-truc.net.
|
||||
|
||||
\li \subpage started
|
||||
\li \subpage faq
|
||||
\li \subpage issues
|
||||
\li \subpage reference
|
||||
**/
|
||||
|
||||
/**
|
||||
\page started Getting Started
|
||||
|
||||
\section started_compiler Compiler Setup
|
||||
|
||||
GLM is a header library. Therefore, it doesn't require to be built separately. All that
|
||||
is necessary to use GLM is to add the GLM install path to your compiler's include
|
||||
search paths. (-I option with GCC) Alternatively, you can copy the GLM files directly into your
|
||||
project's source directory.
|
||||
|
||||
GLM makes heavy use of C++ templates. This may significantly increase the compile
|
||||
time for files that use GLM. If this is a problem for your needs, precompiled headers
|
||||
are a good solution for avoiding this issue.
|
||||
|
||||
\section started_core Core Features
|
||||
|
||||
After initial compiler setup, all core features of GLM (core GLSL features) can be accessed
|
||||
by including the glm.hpp header. The line: #include <glm/glm.hpp> is used for a typical
|
||||
compiler setup.
|
||||
|
||||
Note that by default there are no dependencies on external headers like gl.h, gl3.h, glu.h or
|
||||
windows.h.
|
||||
|
||||
\section started_swizzle Setup of Swizzle Operators
|
||||
|
||||
A common feature of shader languages like GLSL is components swizzling. This involves
|
||||
being able to select which components of a vector are used and in what order. For
|
||||
example, "variable.x", "variable.xxy", "variable.zxyy" are examples of swizzling.
|
||||
|
||||
However in GLM, swizzling operators are disabled by default. To enable swizzling the
|
||||
define GLM_SWIZZLE must be defined to one of GLM_SWIZZLE_XYZW, GLM_SWIZZLE_RGBA,
|
||||
GLM_SWIZZLE_STQP or GLM_SWIZZLE_FULL depending on what swizzle syntax is required.
|
||||
|
||||
To enable swizzling, it is suggested that setup.hpp be included first, then custom
|
||||
settings and finally glm.hpp. For
|
||||
example:
|
||||
|
||||
\code
|
||||
#include <glm/setup.hpp>
|
||||
#define GLM_SWIZZLE GLM_SWIZZLE_FULL
|
||||
#include <glm/glm.hpp>
|
||||
\endcode
|
||||
|
||||
These custom setup lines can then be placed in a common project header or precompiled
|
||||
header.
|
||||
|
||||
\section started_sample Basic Use of GLM Core
|
||||
|
||||
\code
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
int foo()
|
||||
{
|
||||
glm::vec4 Position = glm::vec4(glm::vec3(0.0), 1.0);
|
||||
glm::mat4 Model = glm::mat4(1.0);
|
||||
Model[4] = glm::vec4(1.0, 1.0, 0.0, 1.0);
|
||||
glm::vec4 Transformed = Model * Position;
|
||||
return 0;
|
||||
}
|
||||
\endcode
|
||||
|
||||
\section started_extensions GLM Extensions
|
||||
|
||||
GLM extends the core GLSL feature set with extensions. These extensions include:
|
||||
quaternion, transformation, spline, matrix inverse, color spaces, etc.
|
||||
Note that some extensions are incompatible with other extension as and may result in C++
|
||||
name collisions when used together.
|
||||
|
||||
To use a particular extension, simply include the extension header file. All
|
||||
extension features are added to the glm namespace.
|
||||
|
||||
\code
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
int foo()
|
||||
{
|
||||
glm::vec4 Position = glm::vec4(glm::vec3(0.0f), 1.0f);
|
||||
glm::mat4 Model = glm::translate(1.0f, 1.0f, 1.0f);
|
||||
glm::vec4 Transformed = Model * Position;
|
||||
return 0;
|
||||
}
|
||||
\endcode
|
||||
|
||||
\section started_depend Dependencies
|
||||
|
||||
When <glm/glm.hpp> is included, GLM provides all the GLSL features it implements in C++.
|
||||
|
||||
By including <glm/ext.hpp> all the features of all extensions of GLM are included.
|
||||
|
||||
When you include a specific extension, all the dependent extensions will be included as well.
|
||||
All the extensions depend on GLM core. (<glm/glm.hpp>)
|
||||
|
||||
GLM has no dependencies on external libraries. However, if <boost/static_assert.hpp> is
|
||||
included before the GLM headers, boost::static_assert will be used all over GLM code.
|
||||
**/
|
||||
|
||||
/**
|
||||
\page faq FAQ
|
||||
|
||||
\section faq1 Why GLM follows GLSL specification and conventions?
|
||||
|
||||
Following GLSL conventions is a really strict policy of GLM. GLM has been designed following
|
||||
the idea that everyone does its own math library with his own conventions. The idea is that
|
||||
brilliant developers (the OpenGL ARB) worked together and agreed to make GLSL. Following
|
||||
GLSL conventions is a way to find consensus. Moreover, basically when a developer knows
|
||||
GLSL, he knows GLM.
|
||||
|
||||
\section faq2 Would it be possible to add my feature?
|
||||
|
||||
YES. Every feature request could be added by submitting it here:
|
||||
https://sourceforge.net/apps/trac/ogl-math/newticket
|
||||
|
||||
These requests would mainly take the form of extensions and if you provide an
|
||||
implementation, the feature will be added automatically in the next GLM release.
|
||||
|
||||
A SourceForge.net account is required to create a ticket.
|
||||
|
||||
\section faq3 Does GLM run GLSL program?
|
||||
|
||||
No, GLM is a C++ implementation of a subset of GLSL.
|
||||
|
||||
\section faq4 Does a GLSL compiler build GLM codes?
|
||||
|
||||
Not directly but it can be easy to port. However, the difference between a shader and C++
|
||||
program at software design level will probably make this idea unlikely or impossible.
|
||||
|
||||
\section faq5 Should I use GTX extensions?
|
||||
|
||||
GTX extensions are qualified to be experimental extensions. In GLM this means that these
|
||||
extensions might change from version to version without restriction. In practice, it doesn't
|
||||
really change except time to time. GTC extensions are stabled, tested and perfectly reliable
|
||||
in time. Many GTX extensions extend GTC extensions and provide a way to explore features
|
||||
and implementations before becoming stable by a promotion as GTC extensions. This is
|
||||
fairly the way OpenGL features are developed through extensions.
|
||||
|
||||
\section faq6 Would it be possible to change GLM to do glVertex3fv(glm::vec3(0))?
|
||||
|
||||
It's possible to implement such thing in C++ with the implementation of the appropriate cast
|
||||
operator. In this example it's likely because it would result as a transparent cast, however,
|
||||
most of the time it's really unlikely resulting of build with no error and programs running
|
||||
with unexpected behaviors.
|
||||
|
||||
GLM_GTC_type_ptr extension provide a safe solution:
|
||||
|
||||
\code
|
||||
glm::vec4 v(0);
|
||||
glm::mat4 m(0);
|
||||
|
||||
glVertex3fv(glm::value_ptr(v))
|
||||
glLoadMatrixfv(glm::value_ptr(m));
|
||||
\endcode
|
||||
|
||||
Another solution inspired by STL:
|
||||
|
||||
\code
|
||||
glVertex3fv(&v[0]);
|
||||
glLoadMatrixfv(&m[0][0]);
|
||||
\endcode
|
||||
|
||||
\section faq7 Where can I ask my questions?
|
||||
|
||||
A good place is the OpenGL Toolkits forum on OpenGL.org:
|
||||
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&Board=10&page=1
|
||||
|
||||
\section faq8 Where can I report a bug?
|
||||
|
||||
Just like feature requests:
|
||||
https://sourceforge.net/apps/trac/ogl-math/newticket
|
||||
|
||||
A SourceForge account is required to create a ticket.
|
||||
|
||||
\section faq8 Where can I find the documentation of extensions?
|
||||
|
||||
The Doxygen generated documentation includes a complete list of all extensions available.
|
||||
Explore this documentation to get a complete view of all GLM capabilities!
|
||||
http://glm.g-truc.net/html/index.html
|
||||
|
||||
\section faq9 Should I use 'using namespace glm;'?
|
||||
|
||||
NO! Chances are that if 'using namespace glm;' is called, name collisions will happen
|
||||
because GLM is based on GLSL and GLSL is also a consensus on tokens so these tokens are
|
||||
probably used quite often.
|
||||
**/
|
||||
|
||||
/**
|
||||
\page issues Known Issues
|
||||
|
||||
\section issue1 Swizzle Operators
|
||||
|
||||
Enabling the swizzle operator can result in name collisions with the Win32 API.
|
||||
Consequently swizzle operators are disable by default. A safer way to do swizzling is to use
|
||||
the member function 'swizzle'. Future version of GLM should remove this limitation.
|
||||
|
||||
\section issue2 not Function
|
||||
|
||||
The GLSL keyword not is also a keyword in C++. To prevent name collisions, the GLSL not
|
||||
function has been implemented with the name not_.
|
||||
|
||||
\section issue3 Half Based Types
|
||||
GLM supports half float number types through the extension GLM_GTC_half_float. This
|
||||
extension provides the types half, hvec*, hmat*x* and hquat*.
|
||||
|
||||
Unfortunately, C++ norm doesn't support anonymous unions which limit hvec* vector
|
||||
components access to x, y, z and w.
|
||||
|
||||
However, Visual C++ does support anonymous unions. When
|
||||
GLM_USE_ANONYMOUS_UNION is define, it enables the support of all component names
|
||||
(x,y,z,w ; r,g,b,a ; s,t,p,q). With GCC it will result in a build error.
|
||||
**/
|
||||
|
||||
/**
|
||||
\page reference References
|
||||
|
||||
OpenGL 4.1 core specification:
|
||||
http://www.opengl.org/registry/doc/glspec41.core.20100725.pdf
|
||||
|
||||
GLSL 4.10 specification:
|
||||
http://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf
|
||||
|
||||
GLM HEAD snapshot:
|
||||
http://ogl-math.git.sourceforge.net/git/gitweb.cgi?p=ogl-math/ogl-math;a=snapshot;h=HEAD;sf=tgz
|
||||
|
||||
GLM Trac, for bug report and feature request:
|
||||
https://sourceforge.net/apps/trac/ogl-math
|
||||
|
||||
GLM website:
|
||||
http://glm.g-truc.net
|
||||
|
||||
G-Truc Creation page:
|
||||
http://www.g-truc.net/project-0016.html
|
||||
**/
|
||||
|
Loading…
Reference in New Issue
Block a user