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 using tvec1 = detail::tvec1;
20 using tvec2 = detail::tvec2;
21 using tvec3 = detail::tvec3;
22 using tvec4 = detail::tvec4;
28 inline bool allzero(const T &v) noexcept {
29 return glm::length2(v) <
30 std::numeric_limits<typename T::value_type>::epsilon()
31 * std::numeric_limits<typename T::value_type>::epsilon();
35 inline bool anynan(const T &v) noexcept {
36 return glm::any(glm::isnan(v));
40 inline Vec limit(const Vec &v, typename Vec::value_type max) noexcept {
41 typename Vec::value_type len2 = glm::length2(v);
42 typename Vec::value_type max2 = max * max;
44 return glm::normalize(v) * max;
51 inline T rgb2hsl(const T &rgb) {
52 using Vec4 = glm::tvec4<typename T::value_type>;
53 const Vec4 K(0.0, -1.0/3.0, 2.0/3.0, -1.0);
54 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));
55 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));
56 const typename T::value_type d = q.x - std::min(q.w, q.y);
57 const typename T::value_type e = 1.0e-10;
59 hsl.x = std::abs(q.z + (q.w - q.y) / (6.0 * d + e));
60 hsl.y = d / (q.x + e);
66 inline T hsl2rgb(const T &hsl) {
67 using Vec3 = glm::tvec3<typename T::value_type>;
68 using Vec4 = glm::tvec4<typename T::value_type>;
69 const Vec4 K(1.0, 2.0/3.0, 1.0/3.0, 3.0);
70 const Vec3 p(glm::abs(glm::fract(Vec3(hsl.x) + Vec3(K)) * 6.0 - Vec3(K.w)));
71 T rgb = hsl.z * glm::mix(Vec3(K.x), glm::clamp(p - Vec3(K.x), 0.0, 1.0), hsl.y);