1 #ifndef BLOBS_MATH_GLM_HPP_
2 #define BLOBS_MATH_GLM_HPP_
4 #ifndef GLM_FORCE_RADIANS
5 # define GLM_FORCE_RADIANS 1
10 #include <glm/glm.hpp>
11 #include <glm/gtx/norm.hpp>
12 #include <glm/gtx/component_wise.hpp>
14 // GLM moved tvec[1234] from glm::detail to glm in 0.9.6
19 template<class T, precision P = defaultp>
20 using tvec1 = detail::tvec1<T, P>;
21 template<class T, precision P = defaultp>
22 using tvec2 = detail::tvec2<T, P>;
23 template<class T, precision P = defaultp>
24 using tvec3 = detail::tvec3<T, P>;
25 template<class T, precision P = defaultp>
26 using tvec4 = detail::tvec4<T, P>;
32 inline bool allzero(const T &v) noexcept {
33 return glm::length2(v) <
34 std::numeric_limits<typename T::value_type>::epsilon()
35 * std::numeric_limits<typename T::value_type>::epsilon();
39 inline bool anynan(const T &v) noexcept {
40 return glm::any(glm::isnan(v));
44 inline Vec limit(const Vec &v, typename Vec::value_type max) noexcept {
45 typename Vec::value_type len2 = glm::length2(v);
46 typename Vec::value_type max2 = max * max;
48 return glm::normalize(v) * max;
55 inline T rgb2hsl(const T &rgb) {
56 using Vec4 = glm::tvec4<typename T::value_type>;
57 const Vec4 K(0.0, -1.0/3.0, 2.0/3.0, -1.0);
58 const Vec4 p(glm::mix(Vec4(rgb.z, rgb.y, K.w, K.z), Vec4(rgb.y, rgb.z, K.x, K.y), rgb.y < rgb.z ? 0.0 : 1.0));
59 const Vec4 q(glm::mix(Vec4(p.x, p.y, p.w, rgb.x), Vec4(rgb.x, p.y, p.z, p.x), rgb.x < p.x ? 0.0 : 1.0));
60 const typename T::value_type d = q.x - std::min(q.w, q.y);
61 const typename T::value_type e = 1.0e-10;
63 hsl.x = std::abs(q.z + (q.w - q.y) / (6.0 * d + e));
64 hsl.y = d / (q.x + e);
70 inline T hsl2rgb(const T &hsl) {
71 using Vec3 = glm::tvec3<typename T::value_type>;
72 using Vec4 = glm::tvec4<typename T::value_type>;
73 const Vec4 K(1.0, 2.0/3.0, 1.0/3.0, 3.0);
74 const Vec3 p(glm::abs(glm::fract(Vec3(hsl.x) + Vec3(K)) * 6.0 - Vec3(K.w)));
75 T rgb = hsl.z * glm::mix(Vec3(K.x), glm::clamp(p - Vec3(K.x), 0.0, 1.0), hsl.y);