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- </span></li><li class="code-line"><span class="code-line-content">
- {
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec3 </span><span class="keyword">const </span> & a = Triangle.Position[0];
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec3 </span><span class="keyword">const </span> & b = Triangle.Position[1];
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec3 </span><span class="keyword">const </span> & c = Triangle.Position[2];
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- Triangle.Normal = glm::normalize(glm::cross(c - a, b - a));
- </span></li><li class="code-line"><span class="code-line-content">
- }
- </span></li></ul><span xmlns="http://www.w3.org/1999/xhtml" class="code-title">Matrix transform:</span><ul xmlns="http://www.w3.org/1999/xhtml" class="code-list"><li class="code-line"><span class="code-line-content"><span class="comment">// glm::vec3, glm::vec4, glm::ivec4, glm::mat4</span></span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/glm.hpp> </span></span></li><li class="code-line"><span class="code-line-content"><span class="comment">// glm::perspective</span></span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/gtc/matrix_projection.hpp> </span></span></li><li class="code-line"><span class="code-line-content"><span class="comment">// glm::translate, glm::rotate, glm::scale</span></span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/gtc/matrix_transform.hpp> </span></span></li><li class="code-line"><span class="code-line-content"><span class="comment">// glm::value_ptr</span></span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/gtc/type_ptr.hpp> </span></span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content">
- {
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">mat4</span> Projection =
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f);
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">mat4</span> ViewTranslate = glm::translate(
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- glm::<span class="userword">mat4</span>(1.0f),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- glm::<span class="userword">vec3</span>(0.0f, 0.0f, -Translate));
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">mat4</span> ViewRotateX = glm::rotate(
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- ViewTranslate,
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- Rotate.y, glm::<span class="userword">vec3</span>(-1.0f, 0.0f, 0.0f));
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">mat4</span> View = glm::rotate(
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- ViewRotateX,
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- Rotate.x, glm::<span class="userword">vec3</span>(0.0f, 1.0f, 0.0f));
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::mat4 Model = glm::scale(
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- glm::<span class="userword">mat4</span>(1.0f),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- glm::<span class="userword">vec3</span>(0.5f));
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">mat4</span> MVP = Projection * View * Model;
- </span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glUniformMatrix4fv(
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
- </span></li><li class="code-line"><span class="code-line-content">
- }
- </span></li></ul><span xmlns="http://www.w3.org/1999/xhtml" class="code-title">Vector types:</span><ul xmlns="http://www.w3.org/1999/xhtml" class="code-list"><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/glm.hpp></span></span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/gtx/type_precision.hpp></span></span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content">
- std::size_t <span class="keyword">const </span>VertexCount = 4;
- </span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content"><span class="comment">// Float quad geometry</span></span></li><li class="code-line"><span class="code-line-content">
- std::size_t <span class="keyword">const </span>PositionSizeF32 = VertexCount * <span class="keyword">sizeof</span>(glm::<span class="userword">vec2</span>);
- </span></li><li class="code-line"><span class="code-line-content">
- glm::<span class="userword">vec2 </span><span class="keyword">const </span>PositionDataF32[VertexCount] =
- </span></li><li class="code-line"><span class="code-line-content">
- {
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec2</span>(-1.0f,-1.0f),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec2</span>( 1.0f,-1.0f),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec2</span>( 1.0f, 1.0f),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec2</span>(-1.0f, 1.0f)
- </span></li><li class="code-line"><span class="code-line-content">
- };
- </span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content"><span class="comment">// Half-float quad geometry</span></span></li><li class="code-line"><span class="code-line-content">
- std::size_t <span class="keyword">const </span>PositionSizeF16 = VertexCount * <span class="keyword">sizeof</span>(glm::<span class="userword">hvec2</span>);
- </span></li><li class="code-line"><span class="code-line-content">
- glm::<span class="userword">hvec2 </span><span class="keyword">const </span>PositionDataF16[VertexCount] =
- </span></li><li class="code-line"><span class="code-line-content">
- {
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">hvec2</span>(-1.0f, -1.0f),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">hvec2</span>( 1.0f, -1.0f),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">hvec2</span>( 1.0f, 1.0f),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">hvec2</span>(-1.0f, 1.0f)
- </span></li><li class="code-line"><span class="code-line-content">
- };
- </span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content"><span class="comment">// 8 bits signed integer quad geometry</span></span></li><li class="code-line"><span class="code-line-content">
- std::size_t <span class="keyword">const </span>PositionSizeI8 = VertexCount * <span class="keyword">sizeof</span>(glm::<span class="userword">i8vec2</span>);
- </span></li><li class="code-line"><span class="code-line-content">
- glm::<span class="userword">i8vec2 </span><span class="keyword">const </span> PositionDataI8[VertexCount] =
- </span></li><li class="code-line"><span class="code-line-content">
- {
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">i8vec2</span>(-1,-1),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">i8vec2</span>( 1,-1),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">i8vec2</span>( 1, 1),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">i8vec2</span>(-1, 1)
- </span></li><li class="code-line"><span class="code-line-content">
- };
- </span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content"><span class="comment">// 32 bits signed integer quad geometry</span></span></li><li class="code-line"><span class="code-line-content">
- std::size_t <span class="keyword">const </span>PositionSizeI32 = VertexCount * <span class="keyword">sizeof</span>(glm::<span class="userword">i32vec2</span>);
- </span></li><li class="code-line"><span class="code-line-content">
- glm::<span class="userword">i32vec2 </span><span class="keyword">const </span>PositionDataI32[VertexCount] =
- </span></li><li class="code-line"><span class="code-line-content">
- {
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">i32vec2 </span>(-1,-1),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">i32vec2 </span>( 1,-1),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">i32vec2 </span>( 1, 1),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">i32vec2 </span>(-1, 1)
- </span></li><li class="code-line"><span class="code-line-content">
- };
- </span></li></ul><span xmlns="http://www.w3.org/1999/xhtml" class="code-title">Lighting:</span><ul xmlns="http://www.w3.org/1999/xhtml" class="code-list"><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/glm.hpp></span></span></li><li class="code-line"><span class="code-line-content"><span class="keyword">#include </span><span class="string"><glm/gtx/random.hpp></span></span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content">
- glm::<span class="userword">vec3 </span> lighting
- </span></li><li class="code-line"><span class="code-line-content">
- (
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- intersection<span class="keyword"> const </span>& Intersection,
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- material<span class="keyword"> const </span>& Material,
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- light<span class="keyword"> const </span>& Light,
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec3 </span>const & View
- </span></li><li class="code-line"><span class="code-line-content">
- )
- </span></li><li class="code-line"><span class="code-line-content">
- {
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec3 </span> Color = glm::<span class="userword">vec3</span>(0.0f);
- </span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- glm::<span class="userword">vec3 </span>LightVertor = glm::normalize(
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- Light.position() - Intersection.globalPosition() +
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:96px">
- glm::vecRand3(0.0f, Light.inaccuracy());
- </span></li><li class="code-line"><span class="code-line-content" /></li><li class="code-line"><span class="code-line-content" style="padding-left:32px"><span class="keyword">if</span>(!shadow(
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- Intersection.globalPosition(),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- Light.position(),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- LightVertor))
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:32px">
- {
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px"><span class="keyword">float</span> Diffuse = glm::dot(Intersection.normal(), LightVector);
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px" /></li><li class="code-line"><span class="code-line-content" style="padding-left:64px"><span class="keyword">if</span>(Diffuse <= 0.0f)
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:96px"><span class="keyword">return</span> Color;
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px"><span class="keyword">if</span>(Material.isDiffuse())
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:96px">
- Color += Light.color() * Material.diffuse() * Diffuse;
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px" /></li><li class="code-line"><span class="code-line-content" style="padding-left:64px"><span class="keyword">if</span>(Material.isSpecular())
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- {
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:96px">
- glm::<span class="userword">vec3 </span>Reflect = glm::reflect(
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:128px">
- glm::normalize(-LightVector),
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:128px">
- glm::normalize(Intersection.normal()));
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:96px"><span class="keyword">float</span> Dot = glm::dot(Reflect, View);
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:96px"><span class="keyword">float</span> Base = Dot > 0.0f ? Dot : 0.0f;
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:96px"><span class="keyword">float</span> Specular = glm::pow(Base, Material.exponent());
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:96px">
- Color += Material.specular() * Specular;
- </span></li><li class="code-line"><span class="code-line-content" style="padding-left:64px">
- }
- </span></li><li class="code-line"><span class="code-line-content">
- }
- </span></li></ul><div class="title3">Copyright © 2005 - 2011<a href="http://www.g-truc.net">G-Truc Creation</a></div></td></tr></table></body></html>
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