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Added glm.g-truc.net code samples
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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///
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/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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/// furnished to do so, subject to the following conditions:
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///
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///
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/// The above copyright notice and this permission notice shall be included in
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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/// all copies or substantial portions of the Software.
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///
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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/// THE SOFTWARE.
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///
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///
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/// @ref core
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/// @ref core
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/// @file glm/core/dummy.cpp
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/// @file glm/core/dummy.cpp
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/// @date 2011-01-19 / 2011-06-15
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/// @date 2011-01-19 / 2011-06-15
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/// @author Christophe Riccio
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/// @author Christophe Riccio
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///
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///
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/// GLM is a header only library. There is nothing to compile.
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/// GLM is a header only library. There is nothing to compile.
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/// dummy.cpp exist only a wordaround for CMake file.
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/// dummy.cpp exist only a wordaround for CMake file.
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_MESSAGES
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#define GLM_MESSAGES
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#include "../glm.hpp"
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#include "../glm.hpp"
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#include <limits>
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#include <limits>
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/*
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#if(GLM_ARCH & GLM_ARCH_SSE2)
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struct material
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struct float4
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{
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{
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glm::vec4 emission; // Ecm
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union
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glm::vec4 ambient; // Acm
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{
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glm::vec4 diffuse; // Dcm
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struct {float r, g, b, a;};
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glm::vec4 specular; // Scm
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struct {float s, t, p, q;};
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float shininess; // Srm
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struct {float x, y, z, w;};
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};
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__m128 data;
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struct light
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};
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{
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};
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glm::vec4 ambient; // Acli
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glm::vec4 diffuse; // Dcli
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int test_simd()
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glm::vec4 specular; // Scli
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{
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glm::vec4 position; // Ppli
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float4 f;
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glm::vec4 halfVector; // Derived: Hi
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glm::vec3 spotDirection; // Sdli
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float spotExponent; // Srli
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float spotCutoff; // Crli
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return 0;
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// (range: [0.0,90.0], 180.0)
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}
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float spotCosCutoff; // Derived: cos(Crli)
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// (range: [1.0,0.0],-1.0)
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#endif//GLM_ARCH
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float constantAttenuation; // K0
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*/
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float linearAttenuation; // K1
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float quadraticAttenuation;// K2
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template <class T = int>
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};
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class C;
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// Sample 1
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template <class T>
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#include <glm/vec3.hpp>// glm::vec3
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class C
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#include <glm/geometric.hpp>// glm::cross, glm::normalize
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{
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public:
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glm::vec3 computeNormal
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T value;
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(
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};
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glm::vec3 const & a,
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glm::vec3 const & b,
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int main()
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glm::vec3 const & c
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{
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)
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/*
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{
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# if(GLM_ARCH & GLM_ARCH_SSE2)
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return glm::normalize(glm::cross(c - a, b - a));
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test_simd();
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}
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# endif
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*/
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typedef unsigned int GLuint;
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#define GL_FALSE 0
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C<> c;
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void glUniformMatrix4fv(GLuint, int, int, float*){}
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return 0;
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// Sample 2
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}
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#include <glm/vec3.hpp> // glm::vec3
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#include <glm/vec4.hpp> // glm::vec4, glm::ivec4
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#include <glm/mat4x4.hpp> // glm::mat4
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#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
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#include <glm/gtc/type_ptr.hpp> // glm::value_ptr
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void func(GLuint LocationMVP, float Translate, glm::vec2 const & Rotate)
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{
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glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f);
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glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate));
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glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
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glm::mat4 View = glm::rotate(ViewRotateX, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
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glm::mat4 MVP = Projection * View * Model;
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glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
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}
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// Sample 3
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#include <glm/vec2.hpp>// glm::vec2
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#include <glm/packing.hpp>// glm::packUnorm2x16
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#include <glm/integer.hpp>// glm::uint
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#include <glm/gtc/type_precision.hpp>// glm::i8vec2, glm::i32vec2
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std::size_t const VertexCount = 4;
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// Float quad geometry
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std::size_t const PositionSizeF32 = VertexCount * sizeof(glm::vec2);
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glm::vec2 const PositionDataF32[VertexCount] =
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{
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glm::vec2(-1.0f,-1.0f),
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glm::vec2( 1.0f,-1.0f),
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glm::vec2( 1.0f, 1.0f),
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glm::vec2(-1.0f, 1.0f)
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};
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// Half-float quad geometry
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std::size_t const PositionSizeF16 = VertexCount * sizeof(glm::uint);
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glm::uint const PositionDataF16[VertexCount] =
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{
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glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, -1.0f))),
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glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, -1.0f))),
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glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, 1.0f))),
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glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, 1.0f)))
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};
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// 8 bits signed integer quad geometry
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std::size_t const PositionSizeI8 = VertexCount * sizeof(glm::i8vec2);
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glm::i8vec2 const PositionDataI8[VertexCount] =
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{
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glm::i8vec2(-1,-1),
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glm::i8vec2( 1,-1),
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glm::i8vec2( 1, 1),
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glm::i8vec2(-1, 1)
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};
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// 32 bits signed integer quad geometry
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std::size_t const PositionSizeI32 = VertexCount * sizeof(glm::i32vec2);
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glm::i32vec2 const PositionDataI32[VertexCount] =
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{
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glm::i32vec2 (-1,-1),
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glm::i32vec2 ( 1,-1),
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glm::i32vec2 ( 1, 1),
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glm::i32vec2 (-1, 1)
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};
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struct intersection
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{
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glm::vec4 position;
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glm::vec3 normal;
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};
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/*
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// Sample 4
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#include <glm/vec3.hpp>// glm::vec3
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#include <glm/geometric.hpp>// glm::normalize, glm::dot, glm::reflect
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#include <glm/exponential.hpp>// glm::pow
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#include <glm/gtc/random.hpp>// glm::vecRand3
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glm::vec3 lighting
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(
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intersection const & Intersection,
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material const & Material,
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light const & Light,
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glm::vec3 const & View
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)
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{
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glm::vec3 Color(0.0f);
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glm::vec3 LightVertor(glm::normalize(
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Light.position - Intersection.position +
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glm::vecRand3(0.0f, Light.inaccuracy));
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if(!shadow(Intersection.position, Light.position, LightVertor))
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{
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float Diffuse = glm::dot(Intersection.normal, LightVector);
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if(Diffuse <= 0.0f)
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return Color;
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if(Material.isDiffuse())
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Color += Light.color() * Material.diffuse * Diffuse;
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if(Material.isSpecular())
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{
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glm::vec3 Reflect(glm::reflect(
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glm::normalize(-LightVector),
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glm::normalize(Intersection.normal)));
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float Dot = glm::dot(Reflect, View);
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float Base = Dot > 0.0f ? Dot : 0.0f;
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float Specular = glm::pow(Base, Material.exponent);
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Color += Material.specular * Specular;
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}
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}
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return Color;
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}
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*/
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int main()
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{
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return 0;
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}
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