voxel-engine/lib/glm/ext/vector_ulp.inl

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namespace glm
{
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x)
{
vec<L, T, Q> Result;
for(length_t i = 0, n = Result.length(); i < n; ++i)
Result[i] = nextFloat(x[i]);
return Result;
}
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, int ULPs)
{
vec<L, T, Q> Result;
for(length_t i = 0, n = Result.length(); i < n; ++i)
Result[i] = nextFloat(x[i], ULPs);
return Result;
}
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> nextFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)
{
vec<L, T, Q> Result;
for(length_t i = 0, n = Result.length(); i < n; ++i)
Result[i] = nextFloat(x[i], ULPs[i]);
return Result;
}
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x)
{
vec<L, T, Q> Result;
for(length_t i = 0, n = Result.length(); i < n; ++i)
Result[i] = prevFloat(x[i]);
return Result;
}
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, int ULPs)
{
vec<L, T, Q> Result;
for(length_t i = 0, n = Result.length(); i < n; ++i)
Result[i] = prevFloat(x[i], ULPs);
return Result;
}
template<length_t L, typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, T, Q> prevFloat(vec<L, T, Q> const& x, vec<L, int, Q> const& ULPs)
{
vec<L, T, Q> Result;
for(length_t i = 0, n = Result.length(); i < n; ++i)
Result[i] = prevFloat(x[i], ULPs[i]);
return Result;
}
template<length_t L, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, int, Q> floatDistance(vec<L, float, Q> const& x, vec<L, float, Q> const& y)
{
vec<L, int, Q> Result;
for(length_t i = 0, n = Result.length(); i < n; ++i)
Result[i] = floatDistance(x[i], y[i]);
return Result;
}
template<length_t L, qualifier Q>
GLM_FUNC_QUALIFIER vec<L, int64, Q> floatDistance(vec<L, double, Q> const& x, vec<L, double, Q> const& y)
{
vec<L, int64, Q> Result;
for(length_t i = 0, n = Result.length(); i < n; ++i)
Result[i] = floatDistance(x[i], y[i]);
return Result;
}
}//namespace glm