| /// @ref core | |
| /// @file glm/core/dummy.cpp | |
| /// | |
| /// GLM is a header only library. There is nothing to compile. | |
| /// dummy.cpp exist only a wordaround for CMake file. | |
| /* | |
| #define GLM_MESSAGES | |
| #include <glm/glm.hpp> | |
| #include <glm/ext.hpp> | |
| #include <limits> | |
| struct material | |
| { | |
| glm::vec4 emission; // Ecm | |
| glm::vec4 ambient; // Acm | |
| glm::vec4 diffuse; // Dcm | |
| glm::vec4 specular; // Scm | |
| float shininess; // Srm | |
| }; | |
| struct light | |
| { | |
| glm::vec4 ambient; // Acli | |
| glm::vec4 diffuse; // Dcli | |
| glm::vec4 specular; // Scli | |
| glm::vec4 position; // Ppli | |
| glm::vec4 halfVector; // Derived: Hi | |
| glm::vec3 spotDirection; // Sdli | |
| float spotExponent; // Srli | |
| float spotCutoff; // Crli | |
| // (range: [0.0,90.0], 180.0) | |
| float spotCosCutoff; // Derived: cos(Crli) | |
| // (range: [1.0,0.0],-1.0) | |
| float constantAttenuation; // K0 | |
| float linearAttenuation; // K1 | |
| float quadraticAttenuation;// K2 | |
| }; | |
| // Sample 1 | |
| #include <glm/vec3.hpp>// glm::vec3 | |
| #include <glm/geometric.hpp>// glm::cross, glm::normalize | |
| glm::vec3 computeNormal | |
| ( | |
| glm::vec3 const & a, | |
| glm::vec3 const & b, | |
| glm::vec3 const & c | |
| ) | |
| { | |
| return glm::normalize(glm::cross(c - a, b - a)); | |
| } | |
| typedef unsigned int GLuint; | |
| #define GL_FALSE 0 | |
| void glUniformMatrix4fv(GLuint, int, int, float*){} | |
| // Sample 2 | |
| #include <glm/vec3.hpp> // glm::vec3 | |
| #include <glm/vec4.hpp> // glm::vec4, glm::ivec4 | |
| #include <glm/mat4x4.hpp> // glm::mat4 | |
| #include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective | |
| #include <glm/gtc/type_ptr.hpp> // glm::value_ptr | |
| void func(GLuint LocationMVP, float Translate, glm::vec2 const & Rotate) | |
| { | |
| glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f); | |
| glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate)); | |
| glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f)); | |
| glm::mat4 View = glm::rotate(ViewRotateX, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f)); | |
| glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f)); | |
| glm::mat4 MVP = Projection * View * Model; | |
| glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP)); | |
| } | |
| // Sample 3 | |
| #include <glm/vec2.hpp>// glm::vec2 | |
| #include <glm/packing.hpp>// glm::packUnorm2x16 | |
| #include <glm/integer.hpp>// glm::uint | |
| #include <glm/gtc/type_precision.hpp>// glm::i8vec2, glm::i32vec2 | |
| std::size_t const VertexCount = 4; | |
| // Float quad geometry | |
| std::size_t const PositionSizeF32 = VertexCount * sizeof(glm::vec2); | |
| glm::vec2 const PositionDataF32[VertexCount] = | |
| { | |
| glm::vec2(-1.0f,-1.0f), | |
| glm::vec2( 1.0f,-1.0f), | |
| glm::vec2( 1.0f, 1.0f), | |
| glm::vec2(-1.0f, 1.0f) | |
| }; | |
| // Half-float quad geometry | |
| std::size_t const PositionSizeF16 = VertexCount * sizeof(glm::uint); | |
| glm::uint const PositionDataF16[VertexCount] = | |
| { | |
| glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, -1.0f))), | |
| glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, -1.0f))), | |
| glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, 1.0f))), | |
| glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, 1.0f))) | |
| }; | |
| // 8 bits signed integer quad geometry | |
| std::size_t const PositionSizeI8 = VertexCount * sizeof(glm::i8vec2); | |
| glm::i8vec2 const PositionDataI8[VertexCount] = | |
| { | |
| glm::i8vec2(-1,-1), | |
| glm::i8vec2( 1,-1), | |
| glm::i8vec2( 1, 1), | |
| glm::i8vec2(-1, 1) | |
| }; | |
| // 32 bits signed integer quad geometry | |
| std::size_t const PositionSizeI32 = VertexCount * sizeof(glm::i32vec2); | |
| glm::i32vec2 const PositionDataI32[VertexCount] = | |
| { | |
| glm::i32vec2 (-1,-1), | |
| glm::i32vec2 ( 1,-1), | |
| glm::i32vec2 ( 1, 1), | |
| glm::i32vec2 (-1, 1) | |
| }; | |
| struct intersection | |
| { | |
| glm::vec4 position; | |
| glm::vec3 normal; | |
| }; | |
| */ | |
| /* | |
| // Sample 4 | |
| #include <glm/vec3.hpp>// glm::vec3 | |
| #include <glm/geometric.hpp>// glm::normalize, glm::dot, glm::reflect | |
| #include <glm/exponential.hpp>// glm::pow | |
| #include <glm/gtc/random.hpp>// glm::vecRand3 | |
| glm::vec3 lighting | |
| ( | |
| intersection const & Intersection, | |
| material const & Material, | |
| light const & Light, | |
| glm::vec3 const & View | |
| ) | |
| { | |
| glm::vec3 Color(0.0f); | |
| glm::vec3 LightVertor(glm::normalize( | |
| Light.position - Intersection.position + | |
| glm::vecRand3(0.0f, Light.inaccuracy)); | |
| if(!shadow(Intersection.position, Light.position, LightVertor)) | |
| { | |
| float Diffuse = glm::dot(Intersection.normal, LightVector); | |
| if(Diffuse <= 0.0f) | |
| return Color; | |
| if(Material.isDiffuse()) | |
| Color += Light.color() * Material.diffuse * Diffuse; | |
| if(Material.isSpecular()) | |
| { | |
| glm::vec3 Reflect(glm::reflect( | |
| glm::normalize(-LightVector), | |
| glm::normalize(Intersection.normal))); | |
| float Dot = glm::dot(Reflect, View); | |
| float Base = Dot > 0.0f ? Dot : 0.0f; | |
| float Specular = glm::pow(Base, Material.exponent); | |
| Color += Material.specular * Specular; | |
| } | |
| } | |
| return Color; | |
| } | |
| */ | |
| /* | |
| template <typename T, glm::precision P, template<typename, glm::precision> class vecType> | |
| T normalizeDotA(vecType<T, P> const & x, vecType<T, P> const & y) | |
| { | |
| return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y)); | |
| } | |
| #define GLM_TEMPLATE_GENTYPE typename T, glm::precision P, template<typename, glm::precision> class | |
| template <GLM_TEMPLATE_GENTYPE vecType> | |
| T normalizeDotB(vecType<T, P> const & x, vecType<T, P> const & y) | |
| { | |
| return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y)); | |
| } | |
| template <typename vecType> | |
| typename vecType::value_type normalizeDotC(vecType const & a, vecType const & b) | |
| { | |
| return glm::dot(a, b) * glm::inversesqrt(glm::dot(a, a) * glm::dot(b, b)); | |
| } | |
| */ | |
| int main() | |
| { | |
| /* | |
| glm::vec1 o(1); | |
| glm::vec2 a(1); | |
| glm::vec3 b(1); | |
| glm::vec4 c(1); | |
| glm::quat q; | |
| glm::dualquat p; | |
| glm::mat4 m(1); | |
| float a0 = normalizeDotA(a, a); | |
| float b0 = normalizeDotB(b, b); | |
| float c0 = normalizeDotC(c, c); | |
| */ | |
| return 0; | |
| } |