/// @ref core
/// @file glm/detail/func_common.hpp
/// 
/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
///
/// @defgroup core_func_common Common functions
/// @ingroup core
/// 
/// These all operate component-wise. The description is per component.
#pragma once
#include "setup.hpp"
#include "precision.hpp"
#include "type_int.hpp"
#include "_fixes.hpp"
namespace glm
{
	/// @addtogroup core_func_common
	/// @{
	/// Returns x if x >= 0; otherwise, it returns -x.
	/// 
	/// @tparam genType floating-point or signed integer; scalar or vector types.
	/// 
	/// @see GLSL abs man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType abs(genType x);
	template  class vecType>
	GLM_FUNC_DECL vecType abs(vecType const & x);
	/// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0. 
	/// 
	/// @tparam genType Floating-point or signed integer; scalar or vector types.
	/// 
	/// @see GLSL sign man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType>
	GLM_FUNC_DECL vecType sign(vecType const & x);
	/// Returns a value equal to the nearest integer that is less then or equal to x. 
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	/// 
	/// @see GLSL floor man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType>
	GLM_FUNC_DECL vecType floor(vecType const & x);
	/// Returns a value equal to the nearest integer to x
	/// whose absolute value is not larger than the absolute value of x.
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	/// 
	/// @see GLSL trunc man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType>
	GLM_FUNC_DECL vecType trunc(vecType const & x);
	/// Returns a value equal to the nearest integer to x.
	/// The fraction 0.5 will round in a direction chosen by the
	/// implementation, presumably the direction that is fastest.
	/// This includes the possibility that round(x) returns the
	/// same value as roundEven(x) for all values of x.
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	/// 
	/// @see GLSL round man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType>
	GLM_FUNC_DECL vecType round(vecType const & x);
	/// Returns a value equal to the nearest integer to x.
	/// A fractional part of 0.5 will round toward the nearest even
	/// integer. (Both 3.5 and 4.5 for x will return 4.0.)
	///
	/// @tparam genType Floating-point scalar or vector types.
	/// 
	/// @see GLSL roundEven man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	/// @see New round to even technique
	template  class vecType>
	GLM_FUNC_DECL vecType roundEven(vecType const & x);
	/// Returns a value equal to the nearest integer
	/// that is greater than or equal to x.
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	///
	/// @see GLSL ceil man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType>
	GLM_FUNC_DECL vecType ceil(vecType const & x);
	/// Return x - floor(x).
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	///
	/// @see GLSL fract man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType fract(genType x);
	template  class vecType>
	GLM_FUNC_DECL vecType fract(vecType const & x);
	/// Modulus. Returns x - y * floor(x / y)
	/// for each component in x using the floating point value y.
	///
	/// @tparam genType Floating-point scalar or vector types.
	///
	/// @see GLSL mod man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType mod(genType x, genType y);
	template  class vecType>
	GLM_FUNC_DECL vecType mod(vecType const & x, T y);
	template  class vecType>
	GLM_FUNC_DECL vecType mod(vecType const & x, vecType const & y);
	/// Returns the fractional part of x and sets i to the integer
	/// part (as a whole number floating point value). Both the
	/// return value and the output parameter will have the same
	/// sign as x.
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	///
	/// @see GLSL modf man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType modf(genType x, genType & i);
	/// Returns y if y < x; otherwise, it returns x.
	///
	/// @tparam genType Floating-point or integer; scalar or vector types.
	/// 
	/// @see GLSL min man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType min(genType x, genType y);
	template  class vecType>
	GLM_FUNC_DECL vecType min(vecType const & x, T y);
	template  class vecType>
	GLM_FUNC_DECL vecType min(vecType const & x, vecType const & y);
	/// Returns y if x < y; otherwise, it returns x.
	/// 
	/// @tparam genType Floating-point or integer; scalar or vector types.
	/// 
	/// @see GLSL max man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType max(genType x, genType y);
	template  class vecType>
	GLM_FUNC_DECL vecType max(vecType const & x, T y);
	template  class vecType>
	GLM_FUNC_DECL vecType max(vecType const & x, vecType const & y);
	/// Returns min(max(x, minVal), maxVal) for each component in x 
	/// using the floating-point values minVal and maxVal.
	///
	/// @tparam genType Floating-point or integer; scalar or vector types.
	///
	/// @see GLSL clamp man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType clamp(genType x, genType minVal, genType maxVal);
	template  class vecType>
	GLM_FUNC_DECL vecType clamp(vecType const & x, T minVal, T maxVal);
	template  class vecType>
	GLM_FUNC_DECL vecType clamp(vecType const & x, vecType const & minVal, vecType const & maxVal);
	/// If genTypeU is a floating scalar or vector:
	/// Returns x * (1.0 - a) + y * a, i.e., the linear blend of
	/// x and y using the floating-point value a.
	/// The value for a is not restricted to the range [0, 1].
	/// 
	/// If genTypeU is a boolean scalar or vector:
	/// Selects which vector each returned component comes
	/// from. For a component of  that is false, the
	/// corresponding component of x is returned. For a
	/// component of a that is true, the corresponding
	/// component of y is returned. Components of x and y that
	/// are not selected are allowed to be invalid floating point
	/// values and will have no effect on the results. Thus, this
	/// provides different functionality than
	/// genType mix(genType x, genType y, genType(a))
	/// where a is a Boolean vector.
	/// 
	/// @see GLSL mix man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	/// 
	/// @param[in]  x Value to interpolate.
	/// @param[in]  y Value to interpolate.
	/// @param[in]  a Interpolant.
	/// 
	/// @tparam	genTypeT Floating point scalar or vector.
	/// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT.
	/// 
	/// @code
	/// #include 
	/// ...
	/// float a;
	/// bool b;
	/// glm::dvec3 e;
	/// glm::dvec3 f;
	/// glm::vec4 g;
	/// glm::vec4 h;
	/// ...
	/// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors. 
	/// glm::vec4 s = glm::mix(g, h, b); // Teturns g or h;
	/// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.
	/// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.
	/// @endcode
	template  class vecType>
	GLM_FUNC_DECL vecType mix(vecType const & x, vecType const & y, vecType const & a);
	template  class vecType>
	GLM_FUNC_DECL vecType mix(vecType const & x, vecType const & y, U a);
	template 
	GLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a);
	/// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType.
	/// 
	/// @see GLSL step man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType step(genType edge, genType x);
	/// Returns 0.0 if x < edge, otherwise it returns 1.0.
	/// 
	/// @see GLSL step man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType, typename T, precision P>
	GLM_FUNC_DECL vecType step(T edge, vecType const & x);
	/// Returns 0.0 if x < edge, otherwise it returns 1.0.
	/// 
	/// @see GLSL step man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType, typename T, precision P>
	GLM_FUNC_DECL vecType step(vecType const & edge, vecType const & x);
	/// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
	/// performs smooth Hermite interpolation between 0 and 1
	/// when edge0 < x < edge1. This is useful in cases where
	/// you would want a threshold function with a smooth
	/// transition. This is equivalent to:
	/// genType t;
	/// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);
	/// return t * t * (3 - 2 * t);
	/// Results are undefined if edge0 >= edge1.
	///
	/// @tparam genType Floating-point scalar or vector types.
	/// 
	/// @see GLSL smoothstep man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);
	template  class vecType>
	GLM_FUNC_DECL vecType smoothstep(T edge0, T edge1, vecType const & x);
	template  class vecType>
	GLM_FUNC_DECL vecType smoothstep(vecType const & edge0, vecType const & edge1, vecType const & x);
	/// Returns true if x holds a NaN (not a number)
	/// representation in the underlying implementation's set of
	/// floating point representations. Returns false otherwise,
	/// including for implementations with no NaN
	/// representations.
	/// 
	/// /!\ When using compiler fast math, this function may fail.
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	///
	/// @see GLSL isnan man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType>
	GLM_FUNC_DECL vecType isnan(vecType const & x);
	/// Returns true if x holds a positive infinity or negative
	/// infinity representation in the underlying implementation's
	/// set of floating point representations. Returns false
	/// otherwise, including for implementations with no infinity
	/// representations.
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	/// 
	/// @see GLSL isinf man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType>
	GLM_FUNC_DECL vecType isinf(vecType const & x);
	/// Returns a signed integer value representing
	/// the encoding of a floating-point value. The floating-point
	/// value's bit-level representation is preserved.
	/// 
	/// @see GLSL floatBitsToInt man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	GLM_FUNC_DECL int floatBitsToInt(float const & v);
	/// Returns a signed integer value representing
	/// the encoding of a floating-point value. The floatingpoint
	/// value's bit-level representation is preserved.
	/// 
	/// @see GLSL floatBitsToInt man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType, precision P>
	GLM_FUNC_DECL vecType floatBitsToInt(vecType const & v);
	/// Returns a unsigned integer value representing
	/// the encoding of a floating-point value. The floatingpoint
	/// value's bit-level representation is preserved.
	/// 
	/// @see GLSL floatBitsToUint man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	GLM_FUNC_DECL uint floatBitsToUint(float const & v);
	/// Returns a unsigned integer value representing
	/// the encoding of a floating-point value. The floatingpoint
	/// value's bit-level representation is preserved.
	/// 
	/// @see GLSL floatBitsToUint man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType, precision P>
	GLM_FUNC_DECL vecType floatBitsToUint(vecType const & v);
	/// Returns a floating-point value corresponding to a signed
	/// integer encoding of a floating-point value.
	/// If an inf or NaN is passed in, it will not signal, and the
	/// resulting floating point value is unspecified. Otherwise,
	/// the bit-level representation is preserved.
	/// 
	/// @see GLSL intBitsToFloat man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	GLM_FUNC_DECL float intBitsToFloat(int const & v);
	/// Returns a floating-point value corresponding to a signed
	/// integer encoding of a floating-point value.
	/// If an inf or NaN is passed in, it will not signal, and the
	/// resulting floating point value is unspecified. Otherwise,
	/// the bit-level representation is preserved.
	/// 
	/// @see GLSL intBitsToFloat man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType, precision P>
	GLM_FUNC_DECL vecType intBitsToFloat(vecType const & v);
	/// Returns a floating-point value corresponding to a
	/// unsigned integer encoding of a floating-point value.
	/// If an inf or NaN is passed in, it will not signal, and the
	/// resulting floating point value is unspecified. Otherwise,
	/// the bit-level representation is preserved.
	/// 
	/// @see GLSL uintBitsToFloat man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	GLM_FUNC_DECL float uintBitsToFloat(uint const & v);
	/// Returns a floating-point value corresponding to a
	/// unsigned integer encoding of a floating-point value.
	/// If an inf or NaN is passed in, it will not signal, and the
	/// resulting floating point value is unspecified. Otherwise,
	/// the bit-level representation is preserved.
	/// 
	/// @see GLSL uintBitsToFloat man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template  class vecType, precision P>
	GLM_FUNC_DECL vecType uintBitsToFloat(vecType const & v);
	/// Computes and returns a * b + c.
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	/// 
	/// @see GLSL fma man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType fma(genType const & a, genType const & b, genType const & c);
	/// Splits x into a floating-point significand in the range
	/// [0.5, 1.0) and an integral exponent of two, such that:
	/// x = significand * exp(2, exponent)
	/// 
	/// The significand is returned by the function and the
	/// exponent is returned in the parameter exp. For a
	/// floating-point value of zero, the significant and exponent
	/// are both zero. For a floating-point value that is an
	/// infinity or is not a number, the results are undefined.
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	/// 
	/// @see GLSL frexp man page
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType frexp(genType const & x, genIType & exp);
	/// Builds a floating-point number from x and the
	/// corresponding integral exponent of two in exp, returning:
	/// significand * exp(2, exponent)
	/// 
	/// If this product is too large to be represented in the
	/// floating-point type, the result is undefined.
	/// 
	/// @tparam genType Floating-point scalar or vector types.
	///  
	/// @see GLSL ldexp man page; 
	/// @see GLSL 4.20.8 specification, section 8.3 Common Functions
	template 
	GLM_FUNC_DECL genType ldexp(genType const & x, genIType const & exp);
	/// @}
}//namespace glm
#include "func_common.inl"