/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// copies of the Software, and to permit persons to whom the Software is /// 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. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN /// THE SOFTWARE. /// /// @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_FORCE_RADIANS #define GLM_MESSAGES #include "../glm.hpp" #include 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 #include // 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 #include // glm::vec4, glm::ivec4 #include // glm::mat4 #include // glm::translate, glm::rotate, glm::scale, glm::perspective #include // 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 #include // glm::packUnorm2x16 #include // glm::uint #include // 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 #include // glm::normalize, glm::dot, glm::reflect #include // glm::pow #include // 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; } */ int main() { return 0; }