///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
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/// 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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/// By making use of the Software for military purposes, you choose to make
/// a Bunny unhappy.
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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
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///
/// @ref core
/// @file glm/core/dummy.cpp
/// @date 2011-01-19 / 2011-06-15
/// @author Christophe Riccio
///
/// GLM is a header only library. There is nothing to compile.
/// dummy.cpp exist only a wordaround for CMake file.
///////////////////////////////////////////////////////////////////////////////////
#define GLM_MESSAGES struct material struct light // Sample 1 glm::vec3 computeNormal typedef unsigned int GLuint; // Sample 2 // Sample 3 struct intersection /* if(!shadow(Intersection.position, Light.position, LightVertor)) template #define GLM_TEMPLATE_GENTYPE typename T, glm::precision P, template template template int main() glm::quat q; glm::mat4 m(1); float a0 = normalizeDotA(a, a); return 0;
#include
#include
#include
{
glm::vec4 emission; // Ecm
glm::vec4 ambient; // Acm
glm::vec4 diffuse; // Dcm
glm::vec4 specular; // Scm
float shininess; // Srm
};
{
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
};
#include
#include
(
glm::vec3 const & a,
glm::vec3 const & b,
glm::vec3 const & c
)
{
return glm::normalize(glm::cross(c – a, b – a));
}
#define GL_FALSE 0
void glUniformMatrix4fv(GLuint, int, int, float*){}
#include
#include
#include
#include
#include
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));
}
#include
#include
#include
#include
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)
};
{
glm::vec4 position;
glm::vec3 normal;
};
// Sample 4
#include
#include
#include
#include
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));
{
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;
}
*/
T normalizeDotA(vecType
{
return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
}
T normalizeDotB(vecType
{
return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
}
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));
}
{
glm::vec1 o(1);
glm::vec2 a(1);
glm::vec3 b(1);
glm::vec4 c(1);
glm::dualquat p;
float b0 = normalizeDotB(b, b);
float c0 = normalizeDotC(c, c);
}