summaryrefslogtreecommitdiff
path: root/3rdparty/include/glm/detail/dummy.cpp
blob: 09a2ae5976cdac3cf5913f99423d433cbddb0883 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.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
/// 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.
/// 
/// Restrictions:
///		By making use of the Software for military purposes, you choose to make
///		a Bunny unhappy.
/// 
/// 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_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;
}