Move OpenGL type aliases to separate module

This commit is contained in:
Brendan Zabarauskas 2012-11-16 16:21:44 +10:00
parent d85c968620
commit b8498b827b
4 changed files with 62 additions and 57 deletions

62
src/gl.rs Normal file
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@ -0,0 +1,62 @@
pub use mat::{Mat2, Mat3, Mat4};
pub use vec::{Vec2, Vec3, Vec4};
pub use quat::Quat;
// Vector aliases
pub type vec2 = Vec2<f32>; /// a two-component single-precision floating-point vector
pub type vec3 = Vec3<f32>; /// a three-component single-precision floating-point vector
pub type vec4 = Vec4<f32>; /// a four-component single-precision floating-point vector
pub type dvec2 = Vec2<f64>; /// a two-component double-precision floating-point vector
pub type dvec3 = Vec3<f64>; /// a three-component double-precision floating-point vector
pub type dvec4 = Vec4<f64>; /// a four-component double-precision floating-point vector
pub type bvec2 = Vec2<bool>; /// a two-component Boolean vector
pub type bvec3 = Vec3<bool>; /// a three-component Boolean vector
pub type bvec4 = Vec4<bool>; /// a four-component Boolean vector
pub type ivec2 = Vec2<i32>; /// a two-component signed integer vector
pub type ivec3 = Vec3<i32>; /// a three-component signed integer vector
pub type ivec4 = Vec4<i32>; /// a four-component signed integer vector
pub type uvec2 = Vec2<u32>; /// a two-component unsigned integer vector
pub type uvec3 = Vec3<u32>; /// a three-component unsigned integer vector
pub type uvec4 = Vec4<u32>; /// a four-component unsigned integer vector
// Matrix aliases
pub type mat2 = Mat2<f32>; /// a 2×2 single-precision floating-point matrix
pub type mat3 = Mat3<f32>; /// a 3×3 single-precision floating-point matrix
pub type mat4 = Mat4<f32>; /// a 4×4 single-precision floating-point matrix
pub type mat2x2 = Mat2<f32>; /// same as a `mat2`
// pub type mat2x3 = /// a single-precision floating-point matrix with 2 columns and 3 rows
// pub type mat2x4 = /// a single-precision floating-point matrix with 2 columns and 4 rows
// pub type mat3x2 = /// a single-precision floating-point matrix with 3 columns and 2 rows
pub type mat3x3 = Mat3<f32>; /// same as a `mat3`
// pub type mat3x4 = /// a single-precision floating-point matrix with 3 columns and 4 rows
// pub type mat4x2 = /// a single-precision floating-point matrix with 4 columns and 2 rows
// pub type mat4x3 = /// a single-precision floating-point matrix with 4 columns and 3 rows
pub type mat4x4 = Mat4<f32>; /// same as a `mat4`
pub type dmat2 = Mat2<f64>; /// a 2×2 double-precision floating-point matrix
pub type dmat3 = Mat3<f64>; /// a 3×3 double-precision floating-point matrix
pub type dmat4 = Mat4<f64>; /// a 4×4 double-precision floating-point matrix
pub type dmat2x2 = Mat2<f64>; /// same as a `dmat2`
// pub type dmat2x3 = /// a double-precision floating-point matrix with 2 columns and 3 rows
// pub type dmat2x4 = /// a double-precision floating-point matrix with 2 columns and 4 rows
// pub type dmat3x2 = /// a double-precision floating-point matrix with 3 columns and 2 rows
pub type dmat3x3 = Mat3<f64>; /// same as a `dmat3`
// pub type dmat3x4 = /// a double-precision floating-point matrix with 3 columns and 4 rows
// pub type dmat4x2 = /// a double-precision floating-point matrix with 4 columns and 2 rows
// pub type dmat4x3 = /// a double-precision floating-point matrix with 4 columns and 3 rows
pub type dmat4x4 = Mat4<f64>; /// same as a `dmat4`
// These quaternion type aliases are not actually specified in the GLSL spec
// but they follow the same nomenclature
pub type quat4 = Quat<f32>; /// a single-precision floating-point quaternion
pub type dquat4 = Quat<f64>; /// a double-precision floating-point quaternion

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@ -14,35 +14,6 @@ use quat::{Quat, ToQuat};
use vec::{Vec2, Vec3, Vec4};
// GLSL equivalent type aliases
pub type mat2 = Mat2<f32>; /// a 2×2 single-precision floating-point matrix
pub type mat3 = Mat3<f32>; /// a 3×3 single-precision floating-point matrix
pub type mat4 = Mat4<f32>; /// a 4×4 single-precision floating-point matrix
pub type mat2x2 = Mat2<f32>; /// same as a `mat2`
// pub type mat2x3 = /// a single-precision floating-point matrix with 2 columns and 3 rows
// pub type mat2x4 = /// a single-precision floating-point matrix with 2 columns and 4 rows
// pub type mat3x2 = /// a single-precision floating-point matrix with 3 columns and 2 rows
pub type mat3x3 = Mat3<f32>; /// same as a `mat3`
// pub type mat3x4 = /// a single-precision floating-point matrix with 3 columns and 4 rows
// pub type mat4x2 = /// a single-precision floating-point matrix with 4 columns and 2 rows
// pub type mat4x3 = /// a single-precision floating-point matrix with 4 columns and 3 rows
pub type mat4x4 = Mat4<f32>; /// same as a `mat4`
pub type dmat2 = Mat2<f64>; /// a 2×2 double-precision floating-point matrix
pub type dmat3 = Mat3<f64>; /// a 3×3 double-precision floating-point matrix
pub type dmat4 = Mat4<f64>; /// a 4×4 double-precision floating-point matrix
pub type dmat2x2 = Mat2<f64>; /// same as a `dmat2`
// pub type dmat2x3 = /// a double-precision floating-point matrix with 2 columns and 3 rows
// pub type dmat2x4 = /// a double-precision floating-point matrix with 2 columns and 4 rows
// pub type dmat3x2 = /// a double-precision floating-point matrix with 3 columns and 2 rows
pub type dmat3x3 = Mat3<f64>; /// same as a `dmat3`
// pub type dmat3x4 = /// a double-precision floating-point matrix with 3 columns and 4 rows
// pub type dmat4x2 = /// a double-precision floating-point matrix with 4 columns and 2 rows
// pub type dmat4x3 = /// a double-precision floating-point matrix with 4 columns and 3 rows
pub type dmat4x4 = Mat4<f64>; /// same as a `dmat4`
pub trait Matrix<T, Col, Row>: Dimensional<T>, Eq {
pure fn rows() -> uint;
pure fn cols() -> uint;

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@ -15,12 +15,6 @@ use num::cast::*;
use vec::Vec3;
// These quaternion type aliases are not actually specified in the GLSL spec
// but they follow the same nomenclature
pub type quat4 = Quat<f32>; /// a single-precision floating-point quaternion
pub type dquat4 = Quat<f64>; /// a double-precision floating-point quaternion
//
// Quaternion
//

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@ -10,28 +10,6 @@ use funs::exp::Exp;
use math::*;
use num::cast::*;
// GLSL equivalent type aliases
pub type vec2 = Vec2<f32>; /// a two-component single-precision floating-point vector
pub type vec3 = Vec3<f32>; /// a three-component single-precision floating-point vector
pub type vec4 = Vec4<f32>; /// a four-component single-precision floating-point vector
pub type dvec2 = Vec2<f64>; /// a two-component double-precision floating-point vector
pub type dvec3 = Vec3<f64>; /// a three-component double-precision floating-point vector
pub type dvec4 = Vec4<f64>; /// a four-component double-precision floating-point vector
pub type bvec2 = Vec2<bool>; /// a two-component Boolean vector
pub type bvec3 = Vec3<bool>; /// a three-component Boolean vector
pub type bvec4 = Vec4<bool>; /// a four-component Boolean vector
pub type ivec2 = Vec2<i32>; /// a two-component signed integer vector
pub type ivec3 = Vec3<i32>; /// a three-component signed integer vector
pub type ivec4 = Vec4<i32>; /// a four-component signed integer vector
pub type uvec2 = Vec2<u32>; /// a two-component unsigned integer vector
pub type uvec3 = Vec3<u32>; /// a three-component unsigned integer vector
pub type uvec4 = Vec4<u32>; /// a four-component unsigned integer vector
pub trait Vector<T>: Dimensional<T>, Eq {}