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-rw-r--r--external/include/glm/detail/dummy.cpp186
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;
-}