| /// @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; |
| } |