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							| @@ -0,0 +1,207 @@ | ||||
| /// @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; | ||||
| } | ||||
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