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Diffstat (limited to '')
-rw-r--r-- | external/include/glm/detail/dummy.cpp | 186 |
1 files changed, 0 insertions, 186 deletions
diff --git a/external/include/glm/detail/dummy.cpp b/external/include/glm/detail/dummy.cpp deleted file mode 100644 index 01e4ba8..0000000 --- a/external/include/glm/detail/dummy.cpp +++ /dev/null @@ -1,186 +0,0 @@ -/// @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; -} -*/ - -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; -} |