Merge pull request #425 from arkana-fts/master

dummy.cpp CRLF->LF #425
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Christophe R. 2015-10-07 00:31:27 +02:00
commit 5ddeedc02c

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@ -1,232 +1,232 @@
/////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net) /// OpenGL Mathematics (glm.g-truc.net)
/// ///
/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net) /// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy /// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal /// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights /// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is /// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions: /// furnished to do so, subject to the following conditions:
/// ///
/// The above copyright notice and this permission notice shall be included in /// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software. /// all copies or substantial portions of the Software.
/// ///
/// Restrictions: /// Restrictions:
/// By making use of the Software for military purposes, you choose to make /// By making use of the Software for military purposes, you choose to make
/// a Bunny unhappy. /// a Bunny unhappy.
/// ///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// 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 /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE. /// THE SOFTWARE.
/// ///
/// @ref core /// @ref core
/// @file glm/core/dummy.cpp /// @file glm/core/dummy.cpp
/// @date 2011-01-19 / 2011-06-15 /// @date 2011-01-19 / 2011-06-15
/// @author Christophe Riccio /// @author Christophe Riccio
/// ///
/// GLM is a header only library. There is nothing to compile. /// GLM is a header only library. There is nothing to compile.
/// dummy.cpp exist only a wordaround for CMake file. /// dummy.cpp exist only a wordaround for CMake file.
/////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////
#define GLM_MESSAGES #define GLM_MESSAGES
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/ext.hpp> #include <glm/ext.hpp>
#include <limits> #include <limits>
struct material struct material
{ {
glm::vec4 emission; // Ecm glm::vec4 emission; // Ecm
glm::vec4 ambient; // Acm glm::vec4 ambient; // Acm
glm::vec4 diffuse; // Dcm glm::vec4 diffuse; // Dcm
glm::vec4 specular; // Scm glm::vec4 specular; // Scm
float shininess; // Srm float shininess; // Srm
}; };
struct light struct light
{ {
glm::vec4 ambient; // Acli glm::vec4 ambient; // Acli
glm::vec4 diffuse; // Dcli glm::vec4 diffuse; // Dcli
glm::vec4 specular; // Scli glm::vec4 specular; // Scli
glm::vec4 position; // Ppli glm::vec4 position; // Ppli
glm::vec4 halfVector; // Derived: Hi glm::vec4 halfVector; // Derived: Hi
glm::vec3 spotDirection; // Sdli glm::vec3 spotDirection; // Sdli
float spotExponent; // Srli float spotExponent; // Srli
float spotCutoff; // Crli float spotCutoff; // Crli
// (range: [0.0,90.0], 180.0) // (range: [0.0,90.0], 180.0)
float spotCosCutoff; // Derived: cos(Crli) float spotCosCutoff; // Derived: cos(Crli)
// (range: [1.0,0.0],-1.0) // (range: [1.0,0.0],-1.0)
float constantAttenuation; // K0 float constantAttenuation; // K0
float linearAttenuation; // K1 float linearAttenuation; // K1
float quadraticAttenuation;// K2 float quadraticAttenuation;// K2
}; };
// Sample 1 // Sample 1
#include <glm/vec3.hpp>// glm::vec3 #include <glm/vec3.hpp>// glm::vec3
#include <glm/geometric.hpp>// glm::cross, glm::normalize #include <glm/geometric.hpp>// glm::cross, glm::normalize
glm::vec3 computeNormal glm::vec3 computeNormal
( (
glm::vec3 const & a, glm::vec3 const & a,
glm::vec3 const & b, glm::vec3 const & b,
glm::vec3 const & c glm::vec3 const & c
) )
{ {
return glm::normalize(glm::cross(c - a, b - a)); return glm::normalize(glm::cross(c - a, b - a));
} }
typedef unsigned int GLuint; typedef unsigned int GLuint;
#define GL_FALSE 0 #define GL_FALSE 0
void glUniformMatrix4fv(GLuint, int, int, float*){} void glUniformMatrix4fv(GLuint, int, int, float*){}
// Sample 2 // Sample 2
#include <glm/vec3.hpp> // glm::vec3 #include <glm/vec3.hpp> // glm::vec3
#include <glm/vec4.hpp> // glm::vec4, glm::ivec4 #include <glm/vec4.hpp> // glm::vec4, glm::ivec4
#include <glm/mat4x4.hpp> // glm::mat4 #include <glm/mat4x4.hpp> // glm::mat4
#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective #include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
#include <glm/gtc/type_ptr.hpp> // glm::value_ptr #include <glm/gtc/type_ptr.hpp> // glm::value_ptr
void func(GLuint LocationMVP, float Translate, glm::vec2 const & Rotate) 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 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 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 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 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 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
glm::mat4 MVP = Projection * View * Model; glm::mat4 MVP = Projection * View * Model;
glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP)); glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
} }
// Sample 3 // Sample 3
#include <glm/vec2.hpp>// glm::vec2 #include <glm/vec2.hpp>// glm::vec2
#include <glm/packing.hpp>// glm::packUnorm2x16 #include <glm/packing.hpp>// glm::packUnorm2x16
#include <glm/integer.hpp>// glm::uint #include <glm/integer.hpp>// glm::uint
#include <glm/gtc/type_precision.hpp>// glm::i8vec2, glm::i32vec2 #include <glm/gtc/type_precision.hpp>// glm::i8vec2, glm::i32vec2
std::size_t const VertexCount = 4; std::size_t const VertexCount = 4;
// Float quad geometry // Float quad geometry
std::size_t const PositionSizeF32 = VertexCount * sizeof(glm::vec2); std::size_t const PositionSizeF32 = VertexCount * sizeof(glm::vec2);
glm::vec2 const PositionDataF32[VertexCount] = 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),
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 // Half-float quad geometry
std::size_t const PositionSizeF16 = VertexCount * sizeof(glm::uint); std::size_t const PositionSizeF16 = VertexCount * sizeof(glm::uint);
glm::uint const PositionDataF16[VertexCount] = 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))),
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 // 8 bits signed integer quad geometry
std::size_t const PositionSizeI8 = VertexCount * sizeof(glm::i8vec2); std::size_t const PositionSizeI8 = VertexCount * sizeof(glm::i8vec2);
glm::i8vec2 const PositionDataI8[VertexCount] = glm::i8vec2 const PositionDataI8[VertexCount] =
{ {
glm::i8vec2(-1,-1), glm::i8vec2(-1,-1),
glm::i8vec2( 1,-1), glm::i8vec2( 1,-1),
glm::i8vec2( 1, 1), glm::i8vec2( 1, 1),
glm::i8vec2(-1, 1) glm::i8vec2(-1, 1)
}; };
// 32 bits signed integer quad geometry // 32 bits signed integer quad geometry
std::size_t const PositionSizeI32 = VertexCount * sizeof(glm::i32vec2); std::size_t const PositionSizeI32 = VertexCount * sizeof(glm::i32vec2);
glm::i32vec2 const PositionDataI32[VertexCount] = glm::i32vec2 const PositionDataI32[VertexCount] =
{ {
glm::i32vec2 (-1,-1), glm::i32vec2 (-1,-1),
glm::i32vec2 ( 1,-1), glm::i32vec2 ( 1,-1),
glm::i32vec2 ( 1, 1), glm::i32vec2 ( 1, 1),
glm::i32vec2 (-1, 1) glm::i32vec2 (-1, 1)
}; };
struct intersection struct intersection
{ {
glm::vec4 position; glm::vec4 position;
glm::vec3 normal; glm::vec3 normal;
}; };
/* /*
// Sample 4 // Sample 4
#include <glm/vec3.hpp>// glm::vec3 #include <glm/vec3.hpp>// glm::vec3
#include <glm/geometric.hpp>// glm::normalize, glm::dot, glm::reflect #include <glm/geometric.hpp>// glm::normalize, glm::dot, glm::reflect
#include <glm/exponential.hpp>// glm::pow #include <glm/exponential.hpp>// glm::pow
#include <glm/gtc/random.hpp>// glm::vecRand3 #include <glm/gtc/random.hpp>// glm::vecRand3
glm::vec3 lighting glm::vec3 lighting
( (
intersection const & Intersection, intersection const & Intersection,
material const & Material, material const & Material,
light const & Light, light const & Light,
glm::vec3 const & View glm::vec3 const & View
) )
{ {
glm::vec3 Color(0.0f); glm::vec3 Color(0.0f);
glm::vec3 LightVertor(glm::normalize( glm::vec3 LightVertor(glm::normalize(
Light.position - Intersection.position + Light.position - Intersection.position +
glm::vecRand3(0.0f, Light.inaccuracy)); glm::vecRand3(0.0f, Light.inaccuracy));
if(!shadow(Intersection.position, Light.position, LightVertor)) if(!shadow(Intersection.position, Light.position, LightVertor))
{ {
float Diffuse = glm::dot(Intersection.normal, LightVector); float Diffuse = glm::dot(Intersection.normal, LightVector);
if(Diffuse <= 0.0f) if(Diffuse <= 0.0f)
return Color; return Color;
if(Material.isDiffuse()) if(Material.isDiffuse())
Color += Light.color() * Material.diffuse * Diffuse; Color += Light.color() * Material.diffuse * Diffuse;
if(Material.isSpecular()) if(Material.isSpecular())
{ {
glm::vec3 Reflect(glm::reflect( glm::vec3 Reflect(glm::reflect(
glm::normalize(-LightVector), glm::normalize(-LightVector),
glm::normalize(Intersection.normal))); glm::normalize(Intersection.normal)));
float Dot = glm::dot(Reflect, View); float Dot = glm::dot(Reflect, View);
float Base = Dot > 0.0f ? Dot : 0.0f; float Base = Dot > 0.0f ? Dot : 0.0f;
float Specular = glm::pow(Base, Material.exponent); float Specular = glm::pow(Base, Material.exponent);
Color += Material.specular * Specular; Color += Material.specular * Specular;
} }
} }
return Color; return Color;
} }
*/ */
template <typename T, glm::precision P, template<typename, glm::precision> class vecType> template <typename T, glm::precision P, template<typename, glm::precision> class vecType>
T normalizeDotA(vecType<T, P> const & x, vecType<T, P> const & y) 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)); 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 #define GLM_TEMPLATE_GENTYPE typename T, glm::precision P, template<typename, glm::precision> class
template <GLM_TEMPLATE_GENTYPE vecType> template <GLM_TEMPLATE_GENTYPE vecType>
T normalizeDotB(vecType<T, P> const & x, vecType<T, P> const & y) 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)); return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y));
} }
template <typename vecType> template <typename vecType>
typename vecType::value_type normalizeDotC(vecType const & a, vecType const & b) 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)); return glm::dot(a, b) * glm::inversesqrt(glm::dot(a, a) * glm::dot(b, b));
} }
int main() int main()
{ {
glm::vec1 o(1); glm::vec1 o(1);
glm::vec2 a(1); glm::vec2 a(1);
glm::vec3 b(1); glm::vec3 b(1);
glm::vec4 c(1); glm::vec4 c(1);
glm::quat q; glm::quat q;
glm::dualquat p; glm::dualquat p;
glm::mat4 m(1); glm::mat4 m(1);
float a0 = normalizeDotA(a, a); float a0 = normalizeDotA(a, a);
float b0 = normalizeDotB(b, b); float b0 = normalizeDotB(b, b);
float c0 = normalizeDotC(c, c); float c0 = normalizeDotC(c, c);
return 0; return 0;
} }