#pragma once #include "glad/gl.h" #include using Distance = float; // deprecate using RelativeDistance = float; using GlobalDistance = int32_t; using CalcDistance = int64_t; using Angle = float; template using Position = glm::vec; // deprecate template using RelativePosition = glm::vec; template using GlobalPosition = glm::vec; template using CalcPosition = glm::vec; template using Size = glm::vec; template using Scale = glm::vec; template using Direction = glm::vec; template using Normal = Direction; template using Rotation = glm::vec; template using Colour = glm::vec; using Position3D = Position<3>; // deprecate using BaryPosition = glm::vec<2, float>; using RelativePosition2D = RelativePosition<2>; using RelativePosition3D = RelativePosition<3>; using RelativePosition4D = RelativePosition<4>; using GlobalPosition2D = GlobalPosition<2>; using GlobalPosition3D = GlobalPosition<3>; using GlobalPosition4D = GlobalPosition<4>; using CalcPosition2D = CalcPosition<2>; using CalcPosition3D = CalcPosition<3>; using CalcPosition4D = CalcPosition<4>; using Size2D = Size<2>; using Size3D = Size<3>; using Scale2D = Scale<2>; using Scale3D = Scale<3>; using Direction2D = Direction<2>; using Direction3D = Direction<3>; using Normal2D = Normal<2>; using Normal3D = Normal<3>; using Rotation2D = Rotation<2>; using Rotation3D = Rotation<3>; using TextureRelCoord = glm::vec<2, float>; using TextureDimensions = glm::vec<3, GLsizei>; using TextureRelRegion = glm::vec<4, float>; using TextureAbsCoord = glm::vec<2, GLsizei>; using TextureAbsRegion = glm::vec<4, GLsizei>; using RGB = Colour<3>; using RGBA = Colour<4>; using ScreenRelCoord = glm::vec<2, float>; using ScreenAbsCoord = glm::vec<2, uint16_t>; using ViewPort = glm::vec<4, GLsizei>;