///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
/// 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.
///
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/// 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.
///
/// @ref gtx_simd_vec4
/// @file glm/gtx/simd_vec4.hpp
/// @date 2009-05-07 / 2011-06-07
/// @author Christophe Riccio
///
/// @see core (dependence)
///
/// @defgroup gtx_simd_vec4 GLM_GTX_simd_vec4: SIMD vec4 type and functions
/// @ingroup gtx
///
/// @brief SIMD implementation of vec4 type.
///
/// <glm/gtx/simd_vec4.hpp> need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////

#ifndef GLM_GTX_simd_vec4
#define GLM_GTX_simd_vec4 GLM_VERSION

// Dependency:
#include "../glm.hpp"

#if (GLM_ARCH != GLM_ARCH_PURE)

#if (GLM_ARCH & GLM_ARCH_SSE2)
#include "../core/intrinsic_common.hpp"
#include "../core/intrinsic_geometric.hpp"
#else
#error "GLM: GLM_GTX_simd_vec4 requires compiler support of SSE2 through intrinsics"
#endif

#if (defined(GLM_MESSAGES) && !defined(glm_ext))
#pragma message("GLM: GLM_GTX_simd_vec4 extension included")
#endif

namespace glm {
namespace detail {
/// 4-dimensional vector implemented using SIMD SEE intrinsics.
/// \ingroup gtx_simd_vec4
GLM_ALIGNED_STRUCT(16)
fvec4SIMD
{
    enum ctor
    {
        null
    };
    typedef __m128 value_type;
    typedef std::size_t size_type;
    static size_type value_size();

    typedef fvec4SIMD type;
    typedef tvec4<bool> bool_type;

    __m128 Data;

    //////////////////////////////////////
    // Implicit basic constructors

    fvec4SIMD();
    fvec4SIMD(__m128 const & Data);
    fvec4SIMD(fvec4SIMD const & v);

    //////////////////////////////////////
    // Explicit basic constructors

    explicit fvec4SIMD(
      ctor);
    explicit fvec4SIMD(
      float const & s);
    explicit fvec4SIMD(
      float const & x,
      float const & y,
      float const & z,
      float const & w);
    explicit fvec4SIMD(
      tvec4<float> const & v);

    ////////////////////////////////////////
    //// Convertion vector constructors

    fvec4SIMD(vec2 const & v, float const & s1, float const & s2);
    fvec4SIMD(float const & s1, vec2 const & v, float const & s2);
    fvec4SIMD(float const & s1, float const & s2, vec2 const & v);
    fvec4SIMD(vec3 const & v, float const & s);
    fvec4SIMD(float const & s, vec3 const & v);
    fvec4SIMD(vec2 const & v1, vec2 const & v2);
    //fvec4SIMD(ivec4SIMD const & v);

    //////////////////////////////////////
    // Unary arithmetic operators

    fvec4SIMD & operator=(fvec4SIMD const & v);
    fvec4SIMD & operator+=(fvec4SIMD const & v);
    fvec4SIMD & operator-=(fvec4SIMD const & v);
    fvec4SIMD & operator*=(fvec4SIMD const & v);
    fvec4SIMD & operator/=(fvec4SIMD const & v);

    fvec4SIMD & operator+=(float const & s);
    fvec4SIMD & operator-=(float const & s);
    fvec4SIMD & operator*=(float const & s);
    fvec4SIMD & operator/=(float const & s);

    fvec4SIMD & operator++();
    fvec4SIMD & operator--();

    //////////////////////////////////////
    // Swizzle operators

    template<comp X, comp Y, comp Z, comp W>
    fvec4SIMD & swizzle();
    template<comp X, comp Y, comp Z, comp W>
    fvec4SIMD swizzle() const;
    template<comp X, comp Y, comp Z>
    fvec4SIMD swizzle() const;
    template<comp X, comp Y>
    fvec4SIMD swizzle() const;
    template<comp X>
    fvec4SIMD swizzle() const;
};
} //namespace detail

typedef glm::detail::fvec4SIMD simdVec4;

/// @addtogroup gtx_simd_vec4
/// @{

//! Convert a simdVec4 to a vec4.
//! (From GLM_GTX_simd_vec4 extension)
detail::tvec4<float> vec4_cast(
  detail::fvec4SIMD const & x);

//! Returns x if x >= 0; otherwise, it returns -x.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD abs(detail::fvec4SIMD const & x);

//! Returns 1.0 if x > 0, 0.0 if x = 0, or -1.0 if x < 0.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD sign(detail::fvec4SIMD const & x);

//! Returns a value equal to the nearest integer that is less then or equal to x.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD floor(detail::fvec4SIMD const & x);

//! Returns a value equal to the nearest integer to x
//! whose absolute value is not larger than the absolute value of x.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD trunc(detail::fvec4SIMD 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.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD round(detail::fvec4SIMD 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.)
//! (From GLM_GTX_simd_vec4 extension, common function)
//detail::fvec4SIMD roundEven(detail::fvec4SIMD const & x);

//! Returns a value equal to the nearest integer
//! that is greater than or equal to x.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD ceil(detail::fvec4SIMD const & x);

//! Return x - floor(x).
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD fract(detail::fvec4SIMD const & x);

//! Modulus. Returns x - y * floor(x / y)
//! for each component in x using the floating point value y.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD mod(
  detail::fvec4SIMD const & x,
  detail::fvec4SIMD const & y);

//! Modulus. Returns x - y * floor(x / y)
//! for each component in x using the floating point value y.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD mod(
  detail::fvec4SIMD const & x,
  float 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.
//! (From GLM_GTX_simd_vec4 extension, common function)
//detail::fvec4SIMD modf(
//	detail::fvec4SIMD const & x,
//	detail::fvec4SIMD & i);

//! Returns y if y < x; otherwise, it returns x.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD min(
  detail::fvec4SIMD const & x,
  detail::fvec4SIMD const & y);

detail::fvec4SIMD min(
  detail::fvec4SIMD const & x,
  float const & y);

//! Returns y if x < y; otherwise, it returns x.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD max(
  detail::fvec4SIMD const & x,
  detail::fvec4SIMD const & y);

detail::fvec4SIMD max(
  detail::fvec4SIMD const & x,
  float const & y);

//! Returns min(max(x, minVal), maxVal) for each component in x
//! using the floating-point values minVal and maxVal.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD clamp(
  detail::fvec4SIMD const & x,
  detail::fvec4SIMD const & minVal,
  detail::fvec4SIMD const & maxVal);

detail::fvec4SIMD clamp(
  detail::fvec4SIMD const & x,
  float const & minVal,
  float const & maxVal);

//! \return 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].
//!
//! \return If genTypeU is a boolean scalar or vector:
//! Selects which vector each returned component comes
//! from. For a component of a 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.
//!
//! From GLSL 1.30.08 specification, section 8.3
//!
//! \param[in]  x Floating point scalar or vector.
//! \param[in]  y Floating point scalar or vector.
//! \param[in]  a Floating point or boolean scalar or vector.
//!
// \todo Test when 'a' is a boolean.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD mix(
  detail::fvec4SIMD const & x,
  detail::fvec4SIMD const & y,
  detail::fvec4SIMD const & a);

//! Returns 0.0 if x < edge, otherwise it returns 1.0.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD step(
  detail::fvec4SIMD const & edge,
  detail::fvec4SIMD const & x);

detail::fvec4SIMD step(
  float const & edge,
  detail::fvec4SIMD 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.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD smoothstep(
  detail::fvec4SIMD const & edge0,
  detail::fvec4SIMD const & edge1,
  detail::fvec4SIMD const & x);

detail::fvec4SIMD smoothstep(
  float const & edge0,
  float const & edge1,
  detail::fvec4SIMD 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.
//! (From GLM_GTX_simd_vec4 extension, common function)
//bvec4 isnan(detail::fvec4SIMD 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.
//! (From GLM_GTX_simd_vec4 extension, common function)
//bvec4 isinf(detail::fvec4SIMD const & x);

//! Returns a signed or unsigned integer value representing
//! the encoding of a floating-point value. The floatingpoint
//! value's bit-level representation is preserved.
//! (From GLM_GTX_simd_vec4 extension, common function)
//detail::ivec4SIMD floatBitsToInt(detail::fvec4SIMD const & value);

//! Returns a floating-point value corresponding to a signed
//! or 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.
//! (From GLM_GTX_simd_vec4 extension, common function)
//detail::fvec4SIMD intBitsToFloat(detail::ivec4SIMD const & value);

//! Computes and returns a * b + c.
//! (From GLM_GTX_simd_vec4 extension, common function)
detail::fvec4SIMD fma(
  detail::fvec4SIMD const & a,
  detail::fvec4SIMD const & b,
  detail::fvec4SIMD 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.
//! (From GLM_GTX_simd_vec4 extension, common function)
//detail::fvec4SIMD frexp(detail::fvec4SIMD const & x, detail::ivec4SIMD & 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.
//! (From GLM_GTX_simd_vec4 extension, common function)
//detail::fvec4SIMD ldexp(detail::fvec4SIMD const & x, detail::ivec4SIMD const & exp);

//! Returns the length of x, i.e., sqrt(x * x).
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
float length(
  detail::fvec4SIMD const & x);

//! Returns the length of x, i.e., sqrt(x * x).
//! Less accurate but much faster than simdLength.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
float fastLength(
  detail::fvec4SIMD const & x);

//! Returns the length of x, i.e., sqrt(x * x).
//! Slightly more accurate but much slower than simdLength.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
float niceLength(
  detail::fvec4SIMD const & x);

//! Returns the length of x, i.e., sqrt(x * x).
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD length4(
  detail::fvec4SIMD const & x);

//! Returns the length of x, i.e., sqrt(x * x).
//! Less accurate but much faster than simdLength4.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD fastLength4(
  detail::fvec4SIMD const & x);

//! Returns the length of x, i.e., sqrt(x * x).
//! Slightly more accurate but much slower than simdLength4.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD niceLength4(
  detail::fvec4SIMD const & x);

//! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
float distance(
  detail::fvec4SIMD const & p0,
  detail::fvec4SIMD const & p1);

//! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD distance4(
  detail::fvec4SIMD const & p0,
  detail::fvec4SIMD const & p1);

//! Returns the dot product of x and y, i.e., result = x * y.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
float simdDot(
  detail::fvec4SIMD const & x,
  detail::fvec4SIMD const & y);

//! Returns the dot product of x and y, i.e., result = x * y.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD dot4(
  detail::fvec4SIMD const & x,
  detail::fvec4SIMD const & y);

//! Returns the cross product of x and y.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD cross(
  detail::fvec4SIMD const & x,
  detail::fvec4SIMD const & y);

//! Returns a vector in the same direction as x but with length of 1.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD normalize(
  detail::fvec4SIMD const & x);

//! Returns a vector in the same direction as x but with length of 1.
//! Less accurate but much faster than simdNormalize.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD fastNormalize(
  detail::fvec4SIMD const & x);

//! If dot(Nref, I) < 0.0, return N, otherwise, return -N.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD simdFaceforward(
  detail::fvec4SIMD const & N,
  detail::fvec4SIMD const & I,
  detail::fvec4SIMD const & Nref);

//! For the incident vector I and surface orientation N,
//! returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD reflect(
  detail::fvec4SIMD const & I,
  detail::fvec4SIMD const & N);

//! For the incident vector I and surface normal N,
//! and the ratio of indices of refraction eta,
//! return the refraction vector.
//! (From GLM_GTX_simd_vec4 extension, geometry functions)
detail::fvec4SIMD refract(
  detail::fvec4SIMD const & I,
  detail::fvec4SIMD const & N,
  float const & eta);

//! Returns the positive square root of x.
//! (From GLM_GTX_simd_vec4 extension, exponential function)
detail::fvec4SIMD sqrt(
  detail::fvec4SIMD const & x);

//! Returns the positive square root of x with the nicest quality but very slow.
//! Slightly more accurate but much slower than simdSqrt.
//! (From GLM_GTX_simd_vec4 extension, exponential function)
detail::fvec4SIMD niceSqrt(
  detail::fvec4SIMD const & x);

//! Returns the positive square root of x
//! Less accurate but much faster than sqrt.
//! (From GLM_GTX_simd_vec4 extension, exponential function)
detail::fvec4SIMD fastSqrt(
  detail::fvec4SIMD const & x);

//! Returns the reciprocal of the positive square root of x.
//! (From GLM_GTX_simd_vec4 extension, exponential function)
detail::fvec4SIMD inversesqrt(
  detail::fvec4SIMD const & x);

//! Returns the reciprocal of the positive square root of x.
//! Faster than inversesqrt but less accurate.
//! (From GLM_GTX_simd_vec4 extension, exponential function)
detail::fvec4SIMD fastInversesqrt(
  detail::fvec4SIMD const & x);

/// @}
} //namespace glm

#include "simd_vec4.inl"

#endif //(GLM_ARCH != GLM_ARCH_PURE)

#endif //GLM_GTX_simd_vec4
