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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
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.
*/
namespace Magnum {
/** @page types Type system
@brief Type aliases, naming and compatibility with OpenGL and GLSL types.
@tableofcontents
@m_footernavigation
The root @ref Magnum namespace defines a few aliases for essential types. See
its documentation for more information about usage with CMake.
@section types-builtin Builtin types
Magnum provides typedefs for builtin integral and floating-point arithmetic
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types to ensure portability (e.g. @ref Int is *always* 32bit), maintain
consistency and reduce confusion (e.g. @ref std::int32_t, @cpp int @ce and
@cpp GLint @ce all refer to the same type).
| Magnum type | Size | Equivalent GLSL type |
| ------------------ | -------------- | ----------------------- |
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| @ref UnsignedByte | 8bit unsigned | (*none*) |
| @ref Byte | 8bit signed | (*none*) |
| @ref UnsignedShort | 16bit unsigned | (*none*) |
| @ref Short | 16bit signed | (*none*) |
| @ref UnsignedInt | 32bit unsigned | @glsl uint @ce <b></b> |
| @ref Int | 32bit signed | @glsl int @ce <b></b> |
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| @ref UnsignedLong | 64bit unsigned | (*none*) |
| @ref Long | 64bit signed | (*none*) |
| @ref Half | 16bit | (*none*) |
| @ref Float | 32bit | @glsl float @ce <b></b> |
| @ref Double | 64bit | @glsl double @ce <b></b> |
Types not meant to be used in arithmetic (such as @cpp bool @ce or
@cpp std::size_t @ce) or types which cannot be directly passed to GLSL shaders
(such as @cpp long double @ce) have no typedefs.
Types from the above table are then used to define other types. All following
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types are aliases of corresponding types in @ref Math namespace. No suffix
after type name means @ref Float underlying type, `ui` means @ref UnsignedInt
underlying type, `i` is @ref Int underlying type and `d` is for @ref Double
underlying type.
@section types-matrix Matrix/vector types
| Magnum vector type | Equivalent GLSL type |
| ---------------------------------------------- | ------------------------- |
| @ref Math::BoolVector "Math::BoolVector<2>", @ref Math::BoolVector "Math::BoolVector<3>", @ref Math::BoolVector "Math::BoolVector<4>" | @glsl bvec2 @ce, @glsl bvec3 @ce, @glsl bvec4 @ce |
| @ref Vector2, @ref Vector3, @ref Color3, @ref Vector4, @ref Color4 | @glsl vec2 @ce, @glsl vec3 @ce, @glsl vec4 @ce |
| @ref Vector2ui, @ref Vector3ui, @ref Vector4ui | @glsl uvec2 @ce, @glsl uvec3 @ce, @glsl uvec4 @ce |
| @ref Vector2i, @ref Vector3i, @ref Vector4i | @glsl ivec2 @ce, @glsl ivec3 @ce, @glsl ivec4 @ce |
| @ref Vector2d, @ref Vector3d, @ref Vector4d | @glsl dvec2 @ce, @glsl dvec3 @ce, @glsl dvec4 @ce |
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| @ref Color3ub, @ref Color4ub | (*none*) |
| Magnum matrix type | Equivalent GLSL type |
| ---------------------------------------------------------------- | ------------------------------------- |
| @ref Matrix2x2 or @ref Matrix2x2d | @glsl mat2 @ce / @glsl mat2x2 @ce or @glsl dmat2 @ce / @glsl dmat2x2 @ce |
| @ref Matrix3 / @ref Matrix3x3 or @ref Matrix3d / @ref Matrix3x3d | @glsl mat3 @ce / @glsl mat3x3 @ce or @glsl dmat3 @ce / @glsl dmat3x3 @ce |
| @ref Matrix4 / @ref Matrix4x4 or @ref Matrix4d / @ref Matrix4x4d | @glsl mat4 @ce / @glsl mat4x4 @ce or @glsl dmat4 @ce / @glsl dmat4x4 @ce |
| @ref Matrix2x3 or @ref Matrix2x3d | @glsl mat2x3 @ce or @glsl dmat2x3 @ce |
| @ref Matrix3x2 or @ref Matrix3x2d | @glsl mat3x2 @ce or @glsl dmat3x2 @ce |
| @ref Matrix2x4 or @ref Matrix2x4d | @glsl mat2x4 @ce or @glsl dmat2x4 @ce |
| @ref Matrix4x2 or @ref Matrix4x2d | @glsl mat4x2 @ce or @glsl dmat4x2 @ce |
| @ref Matrix3x4 or @ref Matrix3x4d | @glsl mat3x4 @ce or @glsl dmat3x4 @ce |
| @ref Matrix4x3 or @ref Matrix4x3d | @glsl mat4x3 @ce or @glsl dmat4x3 @ce |
Any super- or sub-class of the same size and underlying type can be used
equivalently (e.g. @ref Math::Vector "Math::Vector<Float>" or @ref Color3
instead of @ref Vector3).
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For easier entering of (s)RGB colors in hexadecimal format there are
@link Math::Literals::operator""_srgb() _srgb @endlink /
@link Math::Literals::operator""_srgbf() _srgbf @endlink,
@link Math::Literals::operator""_srgba() _srgba @endlink /
@link Math::Literals::operator""_srgbaf() _srgbaf @endlink,
@link Math::Literals::operator""_rgb() _rgb @endlink /
@link Math::Literals::operator""_rgbf() _rgbf @endlink and
@link Math::Literals::operator""_rgba() _rgba @endlink /
@link Math::Literals::operator""_rgbaf() _rgbaf @endlink literals in
@ref Math::Literals namespace. See their documentation for more information
about the differences.
@snippet MagnumMath.cpp types-literals-colors
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@section types-binary Binary representation
Scalar types with GLSL equivalent are verified to be exactly the same as
corresponding `GL*` types. Matrix and vector classes have the same binary
representation as corresponding array of numeric values without any additional
data or padding (e.g. @cpp sizeof(Vector3i) == sizeof(Int[3]) @ce), all
matrices are stored in column-major order.
This means that all scalar, matrix and vector types can be used directly for
filling GPU buffers and textures without any need for data extraction or
conversion. For convenience all vector and matrix classes provide
@ref Math::RectangularMatrix::data() "data()" function, which returns pointer
to the internal data array.
@section types-special Special types
Magnum has special type for strongly-typed representation of angles, namely
the @ref Deg and @ref Rad classes (or @ref Degd and @ref Radd with @ref Double
as underlying type). Their only purpose is to avoid common degree-vs-radian
bugs (i.e. entering degree value where radians should be) and make the
conversion between these two representations easier. They are just a tiny
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@cpp constexpr @ce wrapper around the native type and they support all
meaningful numeric operations, so using them won't have any performance or
usability impact in practice.
These classes are *not* implicitly constructible or convertible from/to
@ref Float or @ref Double, you have to either construct/convert them explicitly
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or use custom @link Math::Literals::operator""_degf() _degf @endlink /
@link Math::Literals::operator""_deg() _deg @endlink and @link Math::Literals::operator""_radf() _radf @endlink
/ @link Math::Literals::operator""_rad() _rad @endlink literals that are
provided in the @ref Math::Literals namespace:
@snippet MagnumMath.cpp types-literals-angles
They can be implicitly converted to each other, but conversion to different
underlying type is *explicit* to avoid precision loss (or, on the other hand,
unnecessarily high precision) during computations:
@snippet MagnumMath.cpp types-literals-angle-conversion
These classes are used exclusively in all functions taking and returning angles
--- trigonometry, angle computation, rotating transformation etc. Thanks to
implicit conversion you can seamlessly use either radians or degrees without
any need to care about what input the function expects:
@snippet MagnumMath.cpp types-literals-usage
There is also a @ref Half type for handling half-precision floating point
values. By design it doesn't support any arithmetic operations as they would be
done faster on single-precision, it's sole purpose is to make working with
half-float values easier. It provides either explicit constructors and
conversion operators from/to @ref Float and @ref UnsignedShort and you can also
use the @link Math::Literals::operator""_h() _h @endlink literal that is
provided in the @ref Math::Literals namespace:
@snippet MagnumMath.cpp types-literals-half
@section types-other Other types
Other types, which don't have their GLSL equivalent, are:
- @ref QuadraticBezier2D or @ref QuadraticBezier2Dd, @ref QuadraticBezier3D
or @ref QuadraticBezier3Dd
- @ref CubicBezier2D or @ref CubicBezier2Dd, @ref CubicBezier3D
or @ref CubicBezier3Dd
- @ref CubicHermite1D or @ref CubicHermite1Dd, @ref CubicHermite2D or
@ref CubicHermite2Dd, @ref CubicHermite3D or @ref CubicHermite3Dd
- @ref Complex or @ref Complexd, @ref DualComplex or @ref DualComplexd
- @ref Frustum or @ref Frustumd
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- @ref Quaternion or @ref Quaterniond, @ref DualQuaternion or
@ref DualQuaterniond
- @ref CubicHermiteComplex or @ref CubicHermiteComplexd
- @ref CubicHermiteQuaternion or @ref CubicHermiteQuaterniond
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- @ref Range1D / @ref Range2D / @ref Range3D, @ref Range1Di / @ref Range2Di /
@ref Range3Di or @ref Range1Dd / @ref Range2Dd / @ref Range3Dd
These types can be used in GLSL either by extracting values from their
underlying structure or converting them to types supported by GLSL (e.g.
quaternion to matrix).
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For your convenience, there is also alias for class with often used constants
--- @ref Constants or @ref Constantsd.
@section types-initialization Initialization
Vectors, general matrices and range types are by default zero-initialized,
transformation types (square matrices, (dual) complex numbers and quaternions)
are set to identity transformation. It is possible to initialize the instances
differently using so-called *tags* or use the *tag* to make the choice appear
explicit:
- @ref Math::ZeroInit zero-initializes the contents (works for all types).
- @ref Math::IdentityInit initializes the contents to identity transformation
(works only for transformation types, where it is also the default).
- @ref Math::NoInit leaves the contents uninitialized (useful if you will
overwrite the contents anyway, works for all types).
Example:
@snippet MagnumMath.cpp types-literals-init
*/
}