Compare commits

...

20 Commits

Author SHA1 Message Date
Ben Visness
50ab386db5 Sort of get FPS controls working
not really though, holy cow
2018-08-14 13:16:04 -05:00
Ben Visness
f5c8f23d62 Update build.bat to better contain files 2018-07-10 21:31:13 -05:00
Ben Visness
d67607d3d1 Get stuff kind of working on Windows 2018-07-10 21:26:16 -05:00
Ben Visness
fabad91c39 Get an FPS cam kind of working! (no mouse input yet) 2018-07-01 15:08:46 +02:00
Ben Visness
8332a2d907 leave a more...aggressive comment for future me 2018-07-01 15:08:46 +02:00
Ben Visness
449091185e Clean up rotation mess (and leave a comment about why it's wobbly) 2018-07-01 15:08:46 +02:00
Ben Visness
33f24a8289 Commit all this horrible rotation stuff for posterity before I delete it 2018-07-01 15:08:46 +02:00
Ben Visness
d24e33c03a Fix whitespace issues 2018-07-01 15:08:46 +02:00
Ben Visness
0a79c70dff Add more tests that actually break stuff for some reason 2018-07-01 15:08:46 +02:00
Ben Visness
eedda7ca4c First attempt at Mat4 to Quaternion (might have rows and columns swapped?) 2018-07-01 15:08:46 +02:00
Ben Visness
850efa3606 Bump file version 2018-07-01 15:08:46 +02:00
Ben Visness
9097224f37 Add array subscript operators for all types (#88)
* Add array subscript operators for all types

* Taking the parameter for the operator[] as a reference. This should allow it to be inlined

* I guess you can't do that.

* Update version and readme
2018-07-01 15:08:46 +02:00
Ben Visness
b13e3a317c WIP: Properly initialize all elements of LookAt matrix (#84)
* Properly initialize all elements of LookAt matrix

* Update version and readme

* Add a test for LookAt

good enough
2018-07-01 15:08:46 +02:00
Ben Visness
88d583e6ac WIP camera stuff. Missing some useful quaternion helpers. 2018-06-11 15:40:31 -05:00
Ben Visness
3a382212f9 Add .obj loading and rendering 2018-05-28 17:44:35 -05:00
Ben Visness
ba02e1a9c4 Rework RenderComponent to be more flexible 2018-05-28 13:21:43 -05:00
Ben Visness
ba5982b2a9 Add delta time stuff 2018-05-28 12:31:17 -05:00
Ben Visness
373e9517b4 Add a bit of a component tree 2018-05-27 21:36:00 -05:00
Ben Visness
2d71b1b11b Add an example cube (tutorials!) 2018-05-27 16:22:54 -05:00
Ben Visness
fdea881102 Start of example program 2018-05-27 15:08:07 -05:00
45 changed files with 46119 additions and 76 deletions

3
.gitignore vendored
View File

@@ -5,7 +5,6 @@
*.slo
*.lo
*.o
*.obj
*.vs
# Precompiled Headers
@@ -31,4 +30,6 @@
*.exe
*.out
*.app
test/build
example/build

3
.gitmodules vendored
View File

@@ -0,0 +1,3 @@
[submodule "example/external/glfw"]
path = example/external/glfw
url = git@github.com:glfw/glfw.git

View File

@@ -1,5 +1,5 @@
/*
HandmadeMath.h v1.5.0
HandmadeMath.h v1.6.0
This is a single header file with a bunch of useful functions for game and
graphics math operations.
@@ -166,8 +166,14 @@
(*) Changed internal structure for better performance and inlining.
(*) As a result, HANDMADE_MATH_NO_INLINE has been removed and no
longer has any effect.
1.5.1
(*) Fixed a bug with uninitialized elements in HMM_LookAt.
1.6.0
(*) Added array subscript operators for vector and matrix types in
C++. This is provided as a convenience, but be aware that it may
incur an extra function call in unoptimized builds.
LICENSE
This software is in the public domain. Where that dedication is not
@@ -312,6 +318,13 @@ typedef union hmm_vec2
};
float Elements[2];
#ifdef __cplusplus
inline float &operator[](int Index)
{
return Elements[Index];
}
#endif
} hmm_vec2;
typedef union hmm_vec3
@@ -356,6 +369,13 @@ typedef union hmm_vec3
};
float Elements[3];
#ifdef __cplusplus
inline float &operator[](int Index)
{
return Elements[Index];
}
#endif
} hmm_vec3;
typedef union hmm_vec4
@@ -413,6 +433,13 @@ typedef union hmm_vec4
#ifdef HANDMADE_MATH__USE_SSE
__m128 InternalElementsSSE;
#endif
#ifdef __cplusplus
inline float &operator[](int Index)
{
return Elements[Index];
}
#endif
} hmm_vec4;
typedef union hmm_mat4
@@ -422,6 +449,21 @@ typedef union hmm_mat4
#ifdef HANDMADE_MATH__USE_SSE
__m128 Rows[4];
#endif
#ifdef __cplusplus
inline hmm_vec4 operator[](const int Index)
{
float* col = Elements[Index];
hmm_vec4 result;
result.Elements[0] = col[0];
result.Elements[1] = col[1];
result.Elements[2] = col[2];
result.Elements[3] = col[3];
return result;
}
#endif
} hmm_mat4;
typedef union hmm_quaternion
@@ -1203,6 +1245,8 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
HMM_EXTERN hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar);
#endif
HMM_EXTERN hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 Matrix);
/*
* Common graphics transformations
@@ -1392,6 +1436,12 @@ HMM_EXTERN hmm_quaternion HMM_Slerp(hmm_quaternion Left, float Time, hmm_quatern
HMM_EXTERN hmm_mat4 HMM_QuaternionToMat4(hmm_quaternion Left);
HMM_EXTERN hmm_quaternion HMM_QuaternionFromAxisAngle(hmm_vec3 Axis, float AngleOfRotation);
HMM_INLINE hmm_quaternion HMM_QuaternionFromVectors(hmm_vec3 Normal, hmm_vec3 Up)
{
// TODO: zero cases
return HMM_QuaternionFromAxisAngle(HMM_Cross(Up, Normal), HMM_ACosF(HMM_DotVec3(Normal, Up)));
}
#ifdef __cplusplus
}
#endif
@@ -2043,6 +2093,11 @@ HMM_INLINE hmm_mat4 &operator*=(hmm_mat4 &Left, float Right)
return (Left = Left * Right);
}
HMM_INLINE hmm_quaternion &operator*=(hmm_quaternion &Left, hmm_quaternion Right)
{
return (Left = Left * Right);
}
HMM_INLINE hmm_quaternion &operator*=(hmm_quaternion &Left, float Right)
{
return (Left = Left * Right);
@@ -2298,6 +2353,42 @@ hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
}
#endif
hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 m)
{
hmm_quaternion q;
float trace = m.Elements[0][0] + m.Elements[1][1] + m.Elements[2][2];
if (trace > 0) {
float s = 0.5f / HMM_SquareRootF(trace + 1.0f);
q.X = (m.Elements[1][2] - m.Elements[2][1] ) * s;
q.Y = (m.Elements[2][0] - m.Elements[0][2] ) * s;
q.Z = (m.Elements[0][1] - m.Elements[1][0] ) * s;
q.W = 0.25f / s;
} else {
if (m.Elements[0][0] > m.Elements[1][1] && m.Elements[0][0] > m.Elements[2][2]) {
float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[0][0] - m.Elements[1][1] - m.Elements[2][2]);
q.X = 0.25f * s;
q.Y = (m.Elements[1][0] + m.Elements[0][1]) / s;
q.Z = (m.Elements[2][0] + m.Elements[0][2]) / s;
q.W = (m.Elements[1][2] - m.Elements[2][1]) / s;
} else if (m.Elements[1][1] > m.Elements[2][2]) {
float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[1][1] - m.Elements[0][0] - m.Elements[2][2]);
q.X = (m.Elements[1][0] + m.Elements[0][1]) / s;
q.Y = 0.25f * s;
q.Z = (m.Elements[2][1] + m.Elements[1][2]) / s;
q.W = (m.Elements[2][0] - m.Elements[0][2]) / s;
} else {
float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[2][2] - m.Elements[0][0] - m.Elements[1][1]);
q.X = (m.Elements[2][0] + m.Elements[0][2]) / s;
q.Y = (m.Elements[2][1] + m.Elements[1][2]) / s;
q.Z = 0.25f * s;
q.W = (m.Elements[0][1] - m.Elements[1][0]) / s;
}
}
return q;
}
hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);
@@ -2334,14 +2425,17 @@ hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
Result.Elements[0][0] = S.X;
Result.Elements[0][1] = U.X;
Result.Elements[0][2] = -F.X;
Result.Elements[0][3] = 0.0f;
Result.Elements[1][0] = S.Y;
Result.Elements[1][1] = U.Y;
Result.Elements[1][2] = -F.Y;
Result.Elements[1][3] = 0.0f;
Result.Elements[2][0] = S.Z;
Result.Elements[2][1] = U.Z;
Result.Elements[2][2] = -F.Z;
Result.Elements[2][3] = 0.0f;
Result.Elements[3][0] = -HMM_DotVec3(S, Eye);
Result.Elements[3][1] = -HMM_DotVec3(U, Eye);

View File

@@ -8,8 +8,10 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
-----
Version | Changes |
Version | Changes |
----------------|----------------|
**1.6.0** | Added array subscript operators for vector and matrix types in C++. This is provided as a convenience, but be aware that it may incur an extra function call in unoptimized builds.
**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.
**1.5.0** | Changed internal structure for better performance and inlining. As a result, `HANDMADE_MATH_NO_INLINE` has been removed and no longer has any effect.
**1.4.0** | Fixed bug when using C mode. SSE'd all vec4 operations. Removed zeroing for better performance.
**1.3.0** | Removed need to `#define HANDMADE_MATH_CPP_MODE`. C++ definitions are now included automatically in C++ environments.

BIN
example/Axes.blend Normal file

Binary file not shown.

10
example/Axes.mtl Normal file
View File

@@ -0,0 +1,10 @@
# Blender MTL File: 'Axes.blend'
# Material Count: 1
newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2

481
example/Axes.obj Normal file
View File

@@ -0,0 +1,481 @@
# Blender v2.78 (sub 0) OBJ File: 'Axes.blend'
# www.blender.org
mtllib Axes.mtl
o Cylinder.002_Cylinder
v 0.000000 0.080000 -0.000000
v 0.000000 0.080000 2.000000
v 0.056569 0.056569 -0.000000
v 0.056569 0.056569 2.000000
v 0.080000 -0.000000 0.000000
v 0.080000 0.000000 2.000000
v 0.056569 -0.056569 0.000000
v 0.056569 -0.056568 2.000000
v -0.000000 -0.080000 0.000000
v -0.000000 -0.080000 2.000000
v -0.056569 -0.056569 0.000000
v -0.056569 -0.056568 2.000000
v -0.080000 0.000000 -0.000000
v -0.080000 0.000000 2.000000
v -0.056569 0.056569 -0.000000
v -0.056569 0.056569 2.000000
v 0.000000 0.233061 1.965651
v 0.089189 0.215320 1.965651
v 0.164799 0.164799 1.965651
v 0.215320 0.089189 1.965651
v 0.233061 0.000000 1.965651
v 0.000000 0.000000 2.431772
v 0.215320 -0.089188 1.965651
v 0.164799 -0.164799 1.965651
v 0.089189 -0.215320 1.965651
v 0.000000 -0.233061 1.965651
v -0.089188 -0.215320 1.965651
v -0.164799 -0.164799 1.965651
v -0.215320 -0.089188 1.965651
v -0.233060 0.000000 1.965651
v -0.215320 0.089189 1.965651
v -0.164799 0.164799 1.965651
v -0.089188 0.215320 1.965651
vn 0.3827 0.9239 -0.0000
vn 0.9239 0.3827 -0.0000
vn 0.9239 -0.3827 0.0000
vn 0.3827 -0.9239 0.0000
vn -0.3827 -0.9239 0.0000
vn -0.9239 -0.3827 0.0000
vn 0.0000 0.0000 1.0000
vn -0.9239 0.3827 -0.0000
vn -0.3827 0.9239 -0.0000
vn 0.0000 -0.0000 -1.0000
vn 0.1752 0.8806 0.4403
vn 0.4988 0.7465 0.4403
vn 0.7465 0.4988 0.4403
vn 0.8806 0.1752 0.4403
vn 0.8806 -0.1752 0.4403
vn 0.7465 -0.4988 0.4403
vn 0.4988 -0.7465 0.4403
vn 0.1752 -0.8806 0.4403
vn -0.1752 -0.8806 0.4403
vn -0.4988 -0.7465 0.4403
vn -0.7465 -0.4988 0.4403
vn -0.8806 -0.1752 0.4403
vn -0.8806 0.1752 0.4403
vn -0.7465 0.4988 0.4403
vn -0.4988 0.7465 0.4403
vn -0.1752 0.8806 0.4403
usemtl None
s off
f 1//1 2//1 4//1 3//1
f 3//2 4//2 6//2 5//2
f 5//3 6//3 8//3 7//3
f 7//4 8//4 10//4 9//4
f 9//5 10//5 12//5 11//5
f 11//6 12//6 14//6 13//6
f 4//7 2//7 16//7 14//7 12//7 10//7 8//7 6//7
f 13//8 14//8 16//8 15//8
f 15//9 16//9 2//9 1//9
f 1//10 3//10 5//10 7//10 9//10 11//10 13//10 15//10
f 17//11 22//11 18//11
f 18//12 22//12 19//12
f 19//13 22//13 20//13
f 20//14 22//14 21//14
f 21//15 22//15 23//15
f 23//16 22//16 24//16
f 24//17 22//17 25//17
f 25//18 22//18 26//18
f 26//19 22//19 27//19
f 27//20 22//20 28//20
f 28//21 22//21 29//21
f 29//22 22//22 30//22
f 30//23 22//23 31//23
f 31//24 22//24 32//24
f 32//25 22//25 33//25
f 33//26 22//26 17//26
f 17//10 18//10 19//10 20//10 21//10 23//10 24//10 25//10 26//10 27//10 28//10 29//10 30//10 31//10 32//10 33//10
o Cylinder.001_Cylinder
v 0.000000 0.000000 -0.080000
v 0.000000 2.000000 -0.080000
v 0.056569 0.000000 -0.056569
v 0.056569 2.000000 -0.056569
v 0.080000 0.000000 0.000000
v 0.080000 2.000000 0.000000
v 0.056569 0.000000 0.056569
v 0.056569 2.000000 0.056569
v -0.000000 0.000000 0.080000
v -0.000000 2.000000 0.080000
v -0.056569 0.000000 0.056569
v -0.056569 2.000000 0.056569
v -0.080000 0.000000 -0.000000
v -0.080000 2.000000 -0.000000
v -0.056569 0.000000 -0.056569
v -0.056569 2.000000 -0.056569
v 0.000000 1.965651 -0.233061
v 0.089189 1.965651 -0.215320
v 0.164799 1.965651 -0.164799
v 0.215320 1.965651 -0.089188
v 0.233061 1.965651 0.000000
v 0.000000 2.431772 0.000000
v 0.215320 1.965651 0.089188
v 0.164799 1.965651 0.164799
v 0.089189 1.965651 0.215320
v 0.000000 1.965651 0.233061
v -0.089188 1.965651 0.215320
v -0.164799 1.965651 0.164799
v -0.215320 1.965651 0.089188
v -0.233060 1.965651 -0.000000
v -0.215320 1.965651 -0.089188
v -0.164799 1.965651 -0.164799
v -0.089188 1.965651 -0.215320
vn 0.3827 0.0000 -0.9239
vn 0.9239 0.0000 -0.3827
vn 0.9239 0.0000 0.3827
vn 0.3827 0.0000 0.9239
vn -0.3827 0.0000 0.9239
vn -0.9239 0.0000 0.3827
vn 0.0000 1.0000 -0.0000
vn -0.9239 0.0000 -0.3827
vn -0.3827 0.0000 -0.9239
vn 0.0000 -1.0000 0.0000
vn 0.1752 0.4403 -0.8806
vn 0.4988 0.4403 -0.7465
vn 0.7465 0.4403 -0.4988
vn 0.8806 0.4403 -0.1752
vn 0.8806 0.4403 0.1752
vn 0.7465 0.4403 0.4988
vn 0.4988 0.4403 0.7465
vn 0.1752 0.4403 0.8806
vn -0.1752 0.4403 0.8806
vn -0.4988 0.4403 0.7465
vn -0.7465 0.4403 0.4988
vn -0.8806 0.4403 0.1752
vn -0.8806 0.4403 -0.1752
vn -0.7465 0.4403 -0.4988
vn -0.4988 0.4403 -0.7465
vn -0.1752 0.4403 -0.8806
usemtl None
s off
f 34//27 35//27 37//27 36//27
f 36//28 37//28 39//28 38//28
f 38//29 39//29 41//29 40//29
f 40//30 41//30 43//30 42//30
f 42//31 43//31 45//31 44//31
f 44//32 45//32 47//32 46//32
f 37//33 35//33 49//33 47//33 45//33 43//33 41//33 39//33
f 46//34 47//34 49//34 48//34
f 48//35 49//35 35//35 34//35
f 34//36 36//36 38//36 40//36 42//36 44//36 46//36 48//36
f 50//37 55//37 51//37
f 51//38 55//38 52//38
f 52//39 55//39 53//39
f 53//40 55//40 54//40
f 54//41 55//41 56//41
f 56//42 55//42 57//42
f 57//43 55//43 58//43
f 58//44 55//44 59//44
f 59//45 55//45 60//45
f 60//46 55//46 61//46
f 61//47 55//47 62//47
f 62//48 55//48 63//48
f 63//49 55//49 64//49
f 64//50 55//50 65//50
f 65//51 55//51 66//51
f 66//52 55//52 50//52
f 50//36 51//36 52//36 53//36 54//36 56//36 57//36 58//36 59//36 60//36 61//36 62//36 63//36 64//36 65//36 66//36
o Cylinder
v 0.000000 0.000000 -0.080000
v 2.000000 0.000000 -0.080000
v 0.000000 -0.056569 -0.056569
v 2.000000 -0.056568 -0.056569
v 0.000000 -0.080000 0.000000
v 2.000000 -0.080000 0.000000
v 0.000000 -0.056569 0.056569
v 2.000000 -0.056568 0.056569
v -0.000000 0.000000 0.080000
v 2.000000 0.000000 0.080000
v -0.000000 0.056569 0.056569
v 2.000000 0.056569 0.056569
v -0.000000 0.080000 -0.000000
v 2.000000 0.080000 -0.000000
v -0.000000 0.056569 -0.056569
v 2.000000 0.056569 -0.056569
v 1.965651 -0.000000 -0.233061
v 1.965651 -0.089188 -0.215320
v 1.965651 -0.164799 -0.164799
v 1.965651 -0.215320 -0.089188
v 1.965651 -0.233061 0.000000
v 2.431772 0.000000 0.000000
v 1.965651 -0.215320 0.089188
v 1.965651 -0.164799 0.164799
v 1.965651 -0.089188 0.215320
v 1.965651 -0.000000 0.233061
v 1.965651 0.089188 0.215320
v 1.965651 0.164799 0.164799
v 1.965651 0.215320 0.089188
v 1.965651 0.233061 -0.000000
v 1.965651 0.215320 -0.089188
v 1.965651 0.164799 -0.164799
v 1.965651 0.089188 -0.215320
vn 0.0000 -0.3827 -0.9239
vn 0.0000 -0.9239 -0.3827
vn 0.0000 -0.9239 0.3827
vn 0.0000 -0.3827 0.9239
vn -0.0000 0.3827 0.9239
vn -0.0000 0.9239 0.3827
vn 1.0000 -0.0000 0.0000
vn -0.0000 0.9239 -0.3827
vn -0.0000 0.3827 -0.9239
vn -1.0000 -0.0000 0.0000
vn 0.4403 -0.1752 -0.8806
vn 0.4403 -0.4988 -0.7465
vn 0.4403 -0.7465 -0.4988
vn 0.4403 -0.8806 -0.1752
vn 0.4403 -0.8806 0.1752
vn 0.4403 -0.7465 0.4988
vn 0.4403 -0.4988 0.7465
vn 0.4403 -0.1752 0.8806
vn 0.4403 0.1752 0.8806
vn 0.4403 0.4988 0.7465
vn 0.4403 0.7465 0.4988
vn 0.4403 0.8806 0.1752
vn 0.4403 0.8806 -0.1752
vn 0.4403 0.7465 -0.4988
vn 0.4403 0.4988 -0.7465
vn 0.4403 0.1752 -0.8806
usemtl None
s off
f 67//53 68//53 70//53 69//53
f 69//54 70//54 72//54 71//54
f 71//55 72//55 74//55 73//55
f 73//56 74//56 76//56 75//56
f 75//57 76//57 78//57 77//57
f 77//58 78//58 80//58 79//58
f 70//59 68//59 82//59 80//59 78//59 76//59 74//59 72//59
f 79//60 80//60 82//60 81//60
f 81//61 82//61 68//61 67//61
f 67//62 69//62 71//62 73//62 75//62 77//62 79//62 81//62
f 83//63 88//63 84//63
f 84//64 88//64 85//64
f 85//65 88//65 86//65
f 86//66 88//66 87//66
f 87//67 88//67 89//67
f 89//68 88//68 90//68
f 90//69 88//69 91//69
f 91//70 88//70 92//70
f 92//71 88//71 93//71
f 93//72 88//72 94//72
f 94//73 88//73 95//73
f 95//74 88//74 96//74
f 96//75 88//75 97//75
f 97//76 88//76 98//76
f 98//77 88//77 99//77
f 99//78 88//78 83//78
f 83//62 84//62 85//62 86//62 87//62 89//62 90//62 91//62 92//62 93//62 94//62 95//62 96//62 97//62 98//62 99//62
o Text.005
v 0.778616 0.000000 -3.449000
v 0.395616 0.000000 -3.449000
v 0.395616 0.000000 -3.369000
v 0.623616 0.000000 -3.369000
v 0.385616 0.000000 -3.000000
v 0.779616 0.000000 -3.000000
v 0.779616 0.000000 -3.080000
v 0.539616 0.000000 -3.080000
v 0.334616 0.000000 -3.267000
v 0.091616 0.000000 -3.267000
v 0.091616 0.000000 -3.174000
v 0.334616 0.000000 -3.174000
vn 0.0000 1.0000 0.0000
usemtl None
s off
f 102//79 100//79 101//79
f 102//79 103//79 100//79
f 103//79 107//79 100//79
f 104//79 107//79 103//79
f 104//79 106//79 107//79
f 104//79 105//79 106//79
f 110//79 108//79 109//79
f 110//79 111//79 108//79
o Text.004
v 1.039616 0.000000 2.551000
v 0.656616 0.000000 2.551000
v 0.656616 0.000000 2.631000
v 0.884616 0.000000 2.631000
v 0.646616 0.000000 3.000000
v 1.040616 0.000000 3.000000
v 1.040616 0.000000 2.920000
v 0.800616 0.000000 2.920000
v 0.302616 0.000000 2.411000
v 0.302616 0.000000 2.606000
v 0.107616 0.000000 2.606000
v 0.107616 0.000000 2.688000
v 0.302616 0.000000 2.688000
v 0.302616 0.000000 2.883000
v 0.384616 0.000000 2.883000
v 0.384616 0.000000 2.688000
v 0.579616 0.000000 2.688000
v 0.579616 0.000000 2.606000
v 0.384616 0.000000 2.606000
v 0.384616 0.000000 2.411000
vn 0.0000 1.0000 0.0000
vn 0.0000 0.0000 1.0000
usemtl None
s off
f 114//80 112//80 113//80
f 114//80 115//80 112//80
f 115//80 119//80 112//80
f 116//80 119//80 115//80
f 116//80 118//80 119//80
f 116//80 117//80 118//80
f 121//80 131//80 120//80
f 121//80 130//80 131//80
f 123//80 121//80 122//80
f 123//80 130//80 121//80
f 123//80 129//80 130//80
f 123//80 128//80 129//80
f 124//81 128//81 123//81
f 125//80 127//80 124//80
f 127//81 128//81 124//81
f 125//80 126//80 127//80
o Text.003
v 0.812616 -2.551000 -0.000000
v 0.712616 -2.551000 -0.000000
v 0.596616 -2.804000 -0.000000
v 0.475616 -2.551000 -0.000000
v 0.374616 -2.551000 -0.000000
v 0.548616 -2.904000 -0.000000
v 0.395616 -3.230000 0.000000
v 0.494616 -3.230000 0.000000
v 0.334616 -2.733000 -0.000000
v 0.091616 -2.733000 -0.000000
v 0.091616 -2.826000 -0.000000
v 0.334616 -2.826000 -0.000000
vn 0.0000 0.0000 1.0000
usemtl None
s off
f 137//82 135//82 136//82
f 137//82 134//82 135//82
f 134//82 132//82 133//82
f 134//82 139//82 132//82
f 137//82 139//82 134//82
f 138//82 139//82 137//82
f 142//82 140//82 141//82
f 142//82 143//82 140//82
o Text.002
v 1.073616 3.449000 -0.000000
v 0.973616 3.449000 -0.000000
v 0.857616 3.196000 -0.000000
v 0.736616 3.449000 -0.000000
v 0.635616 3.449000 -0.000000
v 0.809616 3.096000 -0.000000
v 0.656616 2.770000 0.000000
v 0.755616 2.770000 0.000000
v 0.302616 3.589000 -0.000000
v 0.302616 3.394000 -0.000000
v 0.107616 3.394000 -0.000000
v 0.107616 3.312000 -0.000000
v 0.302616 3.312000 -0.000000
v 0.302616 3.117000 -0.000000
v 0.384616 3.117000 -0.000000
v 0.384616 3.312000 -0.000000
v 0.579616 3.312000 -0.000000
v 0.579616 3.394000 -0.000000
v 0.384616 3.394000 -0.000000
v 0.384616 3.589000 -0.000000
vn 0.0000 0.0000 1.0000
vn 0.0000 0.0000 -1.0000
usemtl None
s off
f 149//83 147//83 148//83
f 149//83 146//83 147//83
f 146//83 144//83 145//83
f 146//83 151//83 144//83
f 149//83 151//83 146//83
f 150//83 151//83 149//83
f 153//83 163//83 152//83
f 153//83 162//83 163//83
f 155//83 153//83 154//83
f 155//83 162//83 153//83
f 155//83 161//83 162//83
f 155//83 160//83 161//83
f 156//84 160//84 155//84
f 157//83 159//83 156//83
f 159//83 160//83 156//83
f 157//83 158//83 159//83
o Text.001
v -3.138384 0.000000 -0.449000
v -3.252384 0.000000 -0.449000
v -3.380384 0.000000 -0.295000
v -3.513384 0.000000 -0.449000
v -3.625384 0.000000 -0.449000
v -3.436384 0.000000 -0.228000
v -3.625384 0.000000 0.000000
v -3.513384 0.000000 0.000000
v -3.380384 0.000000 -0.161000
v -3.239384 0.000000 0.000000
v -3.125384 0.000000 0.000000
v -3.323384 0.000000 -0.228000
v -3.665384 0.000000 -0.267000
v -3.908384 0.000000 -0.267000
v -3.908384 0.000000 -0.174000
v -3.665384 0.000000 -0.174000
vn 0.0000 1.0000 0.0000
usemtl None
s off
f 169//85 167//85 168//85
f 169//85 166//85 167//85
f 166//85 164//85 165//85
f 166//85 175//85 164//85
f 169//85 175//85 166//85
f 170//85 175//85 169//85
f 170//85 172//85 175//85
f 172//85 174//85 175//85
f 170//85 171//85 172//85
f 173//85 174//85 172//85
f 178//85 176//85 177//85
f 178//85 179//85 176//85
o Text
v 4.122616 0.000000 -0.449000
v 4.008616 0.000000 -0.449000
v 3.880616 0.000000 -0.295000
v 3.747616 0.000000 -0.449000
v 3.635616 0.000000 -0.449000
v 3.824616 0.000000 -0.228000
v 3.635616 0.000000 0.000000
v 3.747616 0.000000 0.000000
v 3.880616 0.000000 -0.161000
v 4.021616 0.000000 0.000000
v 4.135616 0.000000 0.000000
v 3.937616 0.000000 -0.228000
v 3.302616 0.000000 -0.589000
v 3.302616 0.000000 -0.394000
v 3.107616 0.000000 -0.394000
v 3.107616 0.000000 -0.312000
v 3.302616 0.000000 -0.312000
v 3.302616 0.000000 -0.117000
v 3.384616 0.000000 -0.117000
v 3.384616 0.000000 -0.312000
v 3.579616 0.000000 -0.312000
v 3.579616 0.000000 -0.394000
v 3.384616 0.000000 -0.394000
v 3.384616 0.000000 -0.589000
vn 0.0000 1.0000 0.0000
vn 0.0000 0.0000 1.0000
usemtl None
s off
f 185//86 183//86 184//86
f 185//86 182//86 183//86
f 182//86 180//86 181//86
f 182//86 191//86 180//86
f 185//86 191//86 182//86
f 186//86 191//86 185//86
f 186//86 188//86 191//86
f 188//86 190//86 191//86
f 186//86 187//86 188//86
f 189//86 190//86 188//86
f 193//86 203//86 192//86
f 193//86 202//86 203//86
f 195//86 193//86 194//86
f 195//86 202//86 193//86
f 195//86 201//86 202//86
f 195//86 200//86 201//86
f 196//87 200//87 195//87
f 197//86 199//86 196//86
f 199//87 200//87 196//87
f 197//86 198//86 199//86

22
example/Makefile Normal file
View File

@@ -0,0 +1,22 @@
BUILD_DIR=build
CXXFLAGS+=-std=c++11
clean:
rm -rf $(BUILD_DIR)
glfw:
mkdir -p $(BUILD_DIR)/glfw
cd $(BUILD_DIR)/glfw \
&& cmake -DGLFW_BUILD_TESTS=off -DGLFW_BUILD_DOCS=off -DGLFW_BUILD_EXAMPLES=off ../../external/glfw \
&& make
example:
mkdir -p $(BUILD_DIR)/example
cd $(BUILD_DIR)/example \
&& $(CXX) $(CPPFLAGS) $(CXXFLAGS) -ohmmexample \
-I../../external/glfw/include -I../../.. \
-L../glfw/src \
-lglew -lglfw3 \
-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo \
../../src/*.cpp

10
example/MonkeyFlat.mtl Normal file
View File

@@ -0,0 +1,10 @@
# Blender MTL File: 'None'
# Material Count: 1
newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2

1512
example/MonkeyFlat.obj Normal file

File diff suppressed because it is too large Load Diff

10
example/MonkeySmooth.mtl Normal file
View File

@@ -0,0 +1,10 @@
# Blender MTL File: 'None'
# Material Count: 1
newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2

5998
example/MonkeySmooth.obj Normal file

File diff suppressed because it is too large Load Diff

14
example/build.bat Normal file
View File

@@ -0,0 +1,14 @@
@echo off
mkdir build\example
pushd build\example
cl^
/I..\..\.. /I..\..\external\glew\include /I..\..\external\glfw-win64\include^
/MD /EHsc^
..\..\src\*.cpp^
/Fehmm_example.exe^
/link^
/LIBPATH:..\..\external\glew\lib\Release\x64 /LIBPATH:..\..\external\glfw-win64\lib-vc2015^
opengl32.lib gdi32.lib user32.lib shell32.lib glew32.lib glfw3.lib
copy ..\..\external\glew\bin\Release\x64\glew32.dll glew32.dll
popd

73
example/external/glew/LICENSE.txt vendored Normal file
View File

@@ -0,0 +1,73 @@
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
Mesa 3-D graphics library
Version: 7.0
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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.
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
BRIAN PAUL 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.
Copyright (c) 2007 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are 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 Materials.
THE MATERIALS ARE 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
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

2618
example/external/glew/include/GL/eglew.h vendored Normal file

File diff suppressed because it is too large Load Diff

23686
example/external/glew/include/GL/glew.h vendored Normal file

File diff suppressed because it is too large Load Diff

1775
example/external/glew/include/GL/glxew.h vendored Normal file

File diff suppressed because it is too large Load Diff

1447
example/external/glew/include/GL/wglew.h vendored Normal file

File diff suppressed because it is too large Load Diff

1
example/external/glfw vendored Submodule

Submodule example/external/glfw added at 617a322bd8

22
example/external/glfw-win64/COPYING.txt vendored Normal file
View File

@@ -0,0 +1,22 @@
Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,456 @@
/*************************************************************************
* GLFW 3.2 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
*************************************************************************/
#ifndef _glfw3_native_h_
#define _glfw3_native_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Doxygen documentation
*************************************************************************/
/*! @file glfw3native.h
* @brief The header of the native access functions.
*
* This is the header file of the native access functions. See @ref native for
* more information.
*/
/*! @defgroup native Native access
*
* **By using the native access functions you assert that you know what you're
* doing and how to fix problems caused by using them. If you don't, you
* shouldn't be using them.**
*
* Before the inclusion of @ref glfw3native.h, you may define exactly one
* window system API macro and zero or more context creation API macros.
*
* The chosen backends must match those the library was compiled for. Failure
* to do this will cause a link-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
* * `GLFW_EXPOSE_NATIVE_COCOA`
* * `GLFW_EXPOSE_NATIVE_X11`
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
* * `GLFW_EXPOSE_NATIVE_MIR`
*
* The available context API macros are:
* * `GLFW_EXPOSE_NATIVE_WGL`
* * `GLFW_EXPOSE_NATIVE_NSGL`
* * `GLFW_EXPOSE_NATIVE_GLX`
* * `GLFW_EXPOSE_NATIVE_EGL`
*
* These macros select which of the native access functions that are declared
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*/
/*************************************************************************
* System headers and types
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
// example to allow applications to correctly declare a GL_ARB_debug_output
// callback) but windows.h assumes no one will define APIENTRY before it does
#undef APIENTRY
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#include <ApplicationServices/ApplicationServices.h>
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
typedef void* id;
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
#include <wayland-client.h>
#elif defined(GLFW_EXPOSE_NATIVE_MIR)
#include <mir_toolkit/mir_client_library.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
#include <GL/glx.h>
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#endif
/*************************************************************************
* Functions
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the adapter device name of the specified monitor.
*
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
* occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
/*! @brief Returns the display device name of the specified monitor.
*
* @return The UTF-8 encoded display device name (for example
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `HWND` of the specified window.
*
* @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window.
*
* @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
*
* @return The `CGDirectDisplayID` of the specified monitor, or
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `NSWindow` of the specified window.
*
* @return The `NSWindow` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window.
*
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW.
*
* @return The `Display` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `RRCrtc` of the specified monitor.
*
* @return The `RRCrtc` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
/*! @brief Returns the `RROutput` of the specified monitor.
*
* @return The `RROutput` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.1.
*
* @ingroup native
*/
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `Window` of the specified window.
*
* @return The `Window` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window.
*
* @return The `GLXContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
/*! @brief Returns the `GLXWindow` of the specified window.
*
* @return The `GLXWindow` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
/*! @brief Returns the `struct wl_display*` used by GLFW.
*
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
/*! @brief Returns the `struct wl_output*` of the specified monitor.
*
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
/*! @brief Returns the main `struct wl_surface*` of the specified window.
*
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
* an [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_MIR)
/*! @brief Returns the `MirConnection*` used by GLFW.
*
* @return The `MirConnection*` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI MirConnection* glfwGetMirDisplay(void);
/*! @brief Returns the Mir output ID of the specified monitor.
*
* @return The Mir output ID of the specified monitor, or zero if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `MirSurface*` of the specified window.
*
* @return The `MirSurface*` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.2.
*
* @ingroup native
*/
GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW.
*
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window.
*
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window.
*
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
* [error](@ref error_handling) occurred.
*
* @thread_safety This function may be called from any thread. Access is not
* synchronized.
*
* @since Added in version 3.0.
*
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
#endif
#ifdef __cplusplus
}
#endif
#endif /* _glfw3_native_h_ */

5
example/shell.bat Normal file
View File

@@ -0,0 +1,5 @@
@echo off
if not defined ORIGINALPATH set ORIGINALPATH=%PATH%
set PATH=%ORIGINALPATH%
call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" x64

161
example/src/Cube.h Normal file
View File

@@ -0,0 +1,161 @@
#include <HandmadeMath.h>
#include "Entity.h"
#include "RenderComponent.h"
#ifndef HMME_CUBE_H
#define HMME_CUBE_H
// Our vertices. Three consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
static const GLfloat cubeVertices[] = {
-1.0f,-1.0f,-1.0f, // triangle 1 : begin
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, // triangle 1 : end
1.0f, 1.0f,-1.0f, // triangle 2 : begin
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f, // triangle 2 : end
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
};
// One color for each vertex. They were generated randomly.
static const GLfloat cubeColors[] = {
0.583f, 0.771f, 0.014f,
0.609f, 0.115f, 0.436f,
0.327f, 0.483f, 0.844f,
0.822f, 0.569f, 0.201f,
0.435f, 0.602f, 0.223f,
0.310f, 0.747f, 0.185f,
0.597f, 0.770f, 0.761f,
0.559f, 0.436f, 0.730f,
0.359f, 0.583f, 0.152f,
0.483f, 0.596f, 0.789f,
0.559f, 0.861f, 0.639f,
0.195f, 0.548f, 0.859f,
0.014f, 0.184f, 0.576f,
0.771f, 0.328f, 0.970f,
0.406f, 0.615f, 0.116f,
0.676f, 0.977f, 0.133f,
0.971f, 0.572f, 0.833f,
0.140f, 0.616f, 0.489f,
0.997f, 0.513f, 0.064f,
0.945f, 0.719f, 0.592f,
0.543f, 0.021f, 0.978f,
0.279f, 0.317f, 0.505f,
0.167f, 0.620f, 0.077f,
0.347f, 0.857f, 0.137f,
0.055f, 0.953f, 0.042f,
0.714f, 0.505f, 0.345f,
0.783f, 0.290f, 0.734f,
0.722f, 0.645f, 0.174f,
0.302f, 0.455f, 0.848f,
0.225f, 0.587f, 0.040f,
0.517f, 0.713f, 0.338f,
0.053f, 0.959f, 0.120f,
0.393f, 0.621f, 0.362f,
0.673f, 0.211f, 0.457f,
0.820f, 0.883f, 0.371f,
0.982f, 0.099f, 0.879f
};
class CubeRenderComponent : public RenderComponent {
public:
GLuint vaoID;
GLuint vertexBufferID;
GLuint colorBufferID;
CubeRenderComponent() {
glGenVertexArrays(1, &vaoID);
glGenBuffers(1, &vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
glGenBuffers(1, &colorBufferID);
glBindBuffer(GL_ARRAY_BUFFER, colorBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeColors), cubeColors, GL_STATIC_DRAW);
}
void Draw() override {
glBindVertexArray(vaoID);
// 1st attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : colors
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorBufferID);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Shader??
// Draw the triangle!
glDrawArrays(GL_TRIANGLES, 0, 36); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}
};
class Cube : public Entity {
public:
float x = 0;
CubeRenderComponent rc = CubeRenderComponent();
Cube() {
// renderComponent = &rc;
}
void Tick(float deltaSeconds, Input previousInput, Input input) override {
x += deltaSeconds;
// position.X = 2.0f * HMM_SINF(x);
rotation *= HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), deltaSeconds * HMM_ToRadians(45.0f));
}
};
#endif

119
example/src/Entity.h Normal file
View File

@@ -0,0 +1,119 @@
#include <vector>
#include <HandmadeMath.h>
#ifndef HMME_ENTITY_H
#define HMME_ENTITY_H
#include "RenderComponent.h"
class Entity {
public:
hmm_vec3 position = HMM_Vec3(0.0f, 0.0f, 0.0f);
hmm_quaternion rotation = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
hmm_vec3 scale = HMM_Vec3(1.0f, 1.0f, 1.0f);
std::vector<Entity*> children;
void AddChild(Entity* e) {
children.push_back(e);
}
virtual void Tick(float deltaSeconds, Input previousInput, Input input) {}
RenderComponent *renderComponent = NULL;
struct CameraInfo {
float fov = 90.0f;
float aspect = 1024.0f / 768.0f;
float near = 0.1f;
float far = 100.0f;
};
CameraInfo camera;
hmm_mat4 projectionMatrix() {
return HMM_Perspective(camera.fov, camera.aspect, camera.near, camera.far);
}
hmm_mat4 viewMatrix() {
return HMM_LookAt(worldPosition(), worldPosition() + forward(), up());
}
hmm_vec3 worldPosition() {
return (modelMatrix * HMM_Vec4(0.0f, 0.0f, 0.0f, 1.0f)).XYZ;
}
hmm_vec3 up() {
return (modelMatrix * HMM_Vec4(0.0f, 1.0f, 0.0f, 1.0f)).XYZ - worldPosition();
}
hmm_vec3 forward() {
return (modelMatrix * HMM_Vec4(1.0f, 0.0f, 0.0f, 1.0f)).XYZ - worldPosition();
}
hmm_vec3 right() {
return (modelMatrix * HMM_Vec4(0.0f, 0.0f, 1.0f, 1.0f)).XYZ - worldPosition();
}
// Context for rendering and stuff
hmm_mat4 parentModelMatrix;
hmm_mat4 modelMatrix;
};
class EntityIterator {
public:
typedef struct State {
Entity *entity;
int childIndex;
State(Entity *e) {
entity = e;
childIndex = -1;
}
} State;
EntityIterator(Entity *e) {
stack.push_back(State(e));
}
bool HasNext() {
return !stack.empty();
}
Entity *Next() {
Entity *result = 0;
// Pass 1 - get a result by either grabbing the current entity or making another state
while (true) {
State *state = &stack.back();
if (state->childIndex < 0) {
result = state->entity;
state->childIndex = 0;
break;
} else {
int nextIndex = state->childIndex;
state->childIndex++;
stack.push_back(State(state->entity->children[nextIndex]));
}
}
// Pass 2 - remove exhausted states from the stack
while (!stack.empty()) {
State state = stack.back();
if (state.childIndex >= state.entity->children.size()) {
stack.pop_back();
} else {
break;
}
}
return result;
}
private:
std::vector<State> stack;
};
#endif

62
example/src/FPSCam.h Normal file
View File

@@ -0,0 +1,62 @@
#include <stdio.h>
#include <tgmath.h>
#ifndef HMME_FPSCAM_H
#define HMME_FPSCAM_H
#include "Entity.h"
#include "FollowCam.h"
#include "HandmadeMath.h"
#include "debug.h"
class FPSCam : public Entity {
public:
FollowCam cam = FollowCam(0); // TODO: Why on earth is this necessary?? Remove this and fix the error.
Entity target;
// all angles in radians
float yaw = 0;
float pitch = 0;
float sensitivity = 0.002f;
FPSCam() {
target = Entity();
target.position = HMM_Vec3(0.0f, 0.0f, -1.0f);
cam = FollowCam(&target);
AddChild(&target);
AddChild(&cam);
}
void Tick(float deltaSeconds, Input previousInput, Input input) override {
double deltaX = input.mouseX - previousInput.mouseX;
double deltaY = input.mouseY - previousInput.mouseY;
// HACK: Pitch is being weird for reasons I don't understand. It works fine for
// 360 degrees, then does something silly for 360 degrees, then repeats. I suspect
// I'm just doing something wrong with quaternions because I know they encode twice
// the angle or whatever. In any case, I've hacked around it for now to splice
// together ranges that work.
yaw = yaw + (-deltaX * sensitivity);
pitch = HMM_Clamp(-HMM_PI32 / 2, pitch + (-deltaY * sensitivity), HMM_PI32 / 2);
// HACK: MEGAHACK: why the heck is the apparent rotation twice what it should be?
float hackyPitch = HMM_PI32;
if (pitch > 0) {
hackyPitch = HMM_PI32 + pitch / 2;
} else if (pitch < 0) {
hackyPitch = 2 * HMM_PI32 + pitch / 2;
}
printf("%f\t%f\n", pitch, hackyPitch);
hmm_quaternion rotationYaw = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), yaw);
hmm_quaternion rotationPitch = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), hackyPitch);
rotation = rotationPitch * rotationYaw;
}
};
#endif

71
example/src/FollowCam.h Normal file
View File

@@ -0,0 +1,71 @@
#include <stdio.h>
#ifndef HMME_FOLLOWCAM_H
#define HMME_FOLLOWCAM_H
#include "Entity.h"
#include "HandmadeMath.h"
#include "debug.h"
class FollowCam : public Entity {
public:
Entity *target;
FollowCam(Entity *t) {
target = t;
}
void Tick(float deltaSeconds, Input previousInput, Input input) override {
// TODO: Find a way to do this rotation routine in a single quaternion. Maybe that
// just means finding a correct method, then doing some quaternion multiplication
// on paper to see how the axis and angle shake out.
rotation = GetLookAtRotation();
}
hmm_quaternion GetLookAtRotation() {
hmm_vec3 fwd = (parentModelMatrix * HMM_Vec4(1.0f, 0.0f, 0.0f, 0.0f)).XYZ;
hmm_vec3 up = (parentModelMatrix * HMM_Vec4(0.0f, 1.0f, 0.0f, 0.0f)).XYZ;
hmm_vec3 to = target->worldPosition() - worldPosition();
hmm_vec3 pointAxis = HMM_Cross(fwd, to);
hmm_quaternion justPointAt;
// TODO: proper epsilon! and probably implement some kind of nan
// protection because a single nan ruins everything.
if (HMM_ABS(HMM_Length(pointAxis)) < 0.0001f) {
// Already pointing at the thing!
justPointAt = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
} else {
justPointAt = HMM_QuaternionFromAxisAngle(
pointAxis,
HMM_ACosF(HMM_Dot(HMM_Normalize(fwd), HMM_Normalize(to)))
);
}
hmm_vec3 newUp = (HMM_QuaternionToMat4(justPointAt) * HMM_Vec4v(up, 0.0f)).XYZ;
hmm_quaternion backUpright = HMM_QuaternionFromAxisAngle(
to,
// TODO: This angle is not quite right! After this corrective rotation,
// the new up vector will *not* necessarily align with world up! So this
// will overshoot a little bit.
//
// You should probably project the world up vector onto the plane of the
// to vector before you do the dot product. This is a good opportunity to
// add the vector projection stuff that we somehow have left out!
-HMM_ACosF(HMM_Dot(HMM_Normalize(newUp), HMM_Vec3(0.0f, 1.0f, 0.0f)))
);
return backUpright * justPointAt;
// BEN
//
// YOU MUST ALWAYS REMEMBER THAT QUATERNION MULTIPLICATION IS NOT COMMUTATIVE
// AND THAT IT GOES RIGHT TO LEFT
//
// NEVER FORGET THIS LEST YOU SUFFER THROUGH THIS MESS AGAIN
}
};
#endif

View File

@@ -0,0 +1,2 @@
#define HANDMADE_MATH_IMPLEMENTATION
#include <HandmadeMath.h>

View File

@@ -0,0 +1,179 @@
#include <string>
#include <vector>
#ifndef HMME_MESH_RENDER_COMPONENT_H
#define HMME_MESH_RENDER_COMPONENT_H
#include "tiny_obj_loader.h"
class MeshRenderComponent : public RenderComponent {
public:
bool didLoad = false;
struct Shape {
GLuint vaoID = 0;
GLuint vertexBufferID = 0;
GLuint normalBufferID = 0;
GLuint uvBufferID = 0;
GLuint colorBufferID = 0;
int numVerts = 0;
};
std::vector<Shape> renderShapes;
MeshRenderComponent(const char *filename) {
// Load the model
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string err;
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename);
if (!err.empty()) { // `err` may contain warning message.
printf("Failed to load mesh: %s\n", err.c_str());
}
if (!ret) {
return;
}
for (auto shape : shapes) {
std::vector<tinyobj::real_t> vertices;
std::vector<tinyobj::real_t> normals;
std::vector<tinyobj::real_t> uvs;
std::vector<tinyobj::real_t> colors;
for (auto indices : shape.mesh.indices) {
if (indices.vertex_index > -1) {
for (int i = 0; i < 3; i++) {
int attribIndex = 3 * indices.vertex_index + i;
vertices.push_back(attrib.vertices[attribIndex]);
colors.push_back(attrib.colors[attribIndex]);
}
}
if (indices.normal_index > -1) {
for (int i = 0; i < 3; i++) {
int attribIndex = 3 * indices.normal_index + i;
normals.push_back(attrib.normals[attribIndex]);
}
}
if (indices.texcoord_index > -1) {
for (int i = 0; i < 2; i++) {
int attribIndex = 2 * indices.texcoord_index + i;
uvs.push_back(attrib.texcoords[attribIndex]);
}
}
}
Shape s; // the new shape to insert into our list
glGenVertexArrays(1, &s.vaoID);
if (!vertices.empty()) {
glGenBuffers(1, &s.vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, s.vertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(tinyobj::real_t) * vertices.size(), &vertices.front(), GL_STATIC_DRAW);
glGenBuffers(1, &s.colorBufferID);
glBindBuffer(GL_ARRAY_BUFFER, s.colorBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(tinyobj::real_t) * colors.size(), &colors.front(), GL_STATIC_DRAW);
}
if (!normals.empty()) {
glGenBuffers(1, &s.normalBufferID);
glBindBuffer(GL_ARRAY_BUFFER, s.normalBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(tinyobj::real_t) * normals.size(), &normals.front(), GL_STATIC_DRAW);
}
if (!uvs.empty()) {
glGenBuffers(1, &s.uvBufferID);
glBindBuffer(GL_ARRAY_BUFFER, s.uvBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(tinyobj::real_t) * uvs.size(), &uvs.front(), GL_STATIC_DRAW);
}
s.numVerts = vertices.size() / 3;
renderShapes.push_back(s);
}
didLoad = true;
}
void Draw() override {
if (!didLoad) {
return;
}
for (auto s : renderShapes) {
glBindVertexArray(s.vaoID);
// 1st attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, s.vertexBufferID);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : colors
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, s.colorBufferID);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
if (s.normalBufferID != 0) {
// 3rd attribute buffer : normals
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, s.normalBufferID);
glVertexAttribPointer(
2, // must match the layout in the shader
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
}
if (s.uvBufferID != 0) {
// 4th attribute buffer : uvs
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, s.normalBufferID);
glVertexAttribPointer(
3, // must match the layout in the shader
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
}
// Shader??
// Draw the triangle!
glDrawArrays(GL_TRIANGLES, 0, s.numVerts); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
if (s.normalBufferID != 0) {
glDisableVertexAttribArray(2);
}
if (s.uvBufferID != 0) {
glDisableVertexAttribArray(3);
}
}
}
};
#endif

View File

@@ -0,0 +1,13 @@
#include <HandmadeMath.h>
#ifndef HMME_RENDER_COMPONENT_H
#define HMME_RENDER_COMPONENT_H
#include "Entity.h"
class RenderComponent {
public:
virtual void Draw() = 0;
};
#endif

28
example/src/debug.h Normal file
View File

@@ -0,0 +1,28 @@
#include <stdio.h>
#ifndef DEBUG_H
#define DEBUG_H
#include "HandmadeMath.h"
void printVec3(hmm_vec3 v) {
printf("%f\t%f\t%f\n", v.X, v.Y, v.Z);
}
void printVec4(hmm_vec4 v) {
printf("%f\t%f\t%f\t%f\n", v.X, v.Y, v.Z, v.W);
}
void printQuaternion(hmm_quaternion q) {
printf("%f\t%f\t%f\t%f\n", q.X, q.Y, q.Z, q.W);
}
void printMat4(hmm_mat4 m) {
printf("/\n");
for (int r = 0; r < 4; r++) {
printf("| %f\t%f\t%f\t%f |\n", m[0][r], m[1][r], m[2][r], m[3][r]);
}
printf("\\\n");
}
#endif

18
example/src/fragment.glsl Normal file
View File

@@ -0,0 +1,18 @@
#version 330 core
in vec3 fragmentPosition_world;
in vec3 fragmentColor;
in vec3 fragmentNormal_world;
in vec2 fragmentUV;
out vec3 color;
void main() {
vec3 ambient = vec3(0.1, 0.1, 0.1);
vec3 toLight_world = normalize(vec3(1, 1, 1));
float cosTheta = clamp(dot(normalize(fragmentNormal_world), toLight_world), 0.1, 1);
color = cosTheta * fragmentColor + ambient;
}

19
example/src/input.h Normal file
View File

@@ -0,0 +1,19 @@
#include <GLFW/glfw3.h>
#ifndef HMME_INPUT_H
#define HMME_INPUT_H
struct Input {
double mouseX;
double mouseY;
};
Input GetInput(GLFWwindow *window) {
Input i;
glfwGetCursorPos(window, &i.mouseX, &i.mouseY);
return i;
}
#endif

190
example/src/main.cpp Normal file
View File

@@ -0,0 +1,190 @@
#include <stdio.h>
#include <chrono>
#include <unistd.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <HandmadeMath.h>
#include "input.h"
#include "shaders.h"
#include "Entity.h"
#include "Cube.h"
#include "MeshRenderComponent.h"
#include "FPSCam.h"
void TickTree(Entity *e, float deltaSeconds, Input previousInput, Input input);
void ComputeModelMatrices(Entity *ep, hmm_mat4 parentModelMatrix);
void HandleMouseMove(GLFWwindow *window, double mouseX, double mouseY);
using std::chrono::high_resolution_clock;
#define WIDTH 1024
#define HEIGHT 768
int main() {
// Initialise GLFW
glewExperimental = true; // Needed for core profile
if (!glfwInit()) {
fprintf( stderr, "Failed to initialize GLFW\n" );
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
// Open a window and create its OpenGL context
GLFWwindow* window; // (In the accompanying source code, this variable is global for simplicity)
window = glfwCreateWindow(WIDTH, HEIGHT, "Handmade Math Example", NULL, NULL);
if (window == NULL) {
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window); // Initialize GLEW
glewExperimental=true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Hide the mouse cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glfwSetCursorPos(window, WIDTH / 2, HEIGHT / 2);
// glfwSetCursorPosCallback(window, [](GLFWwindow *window, double mouseX, double mouseY) {
// printf("%f\t%f\n", mouseX, mouseY);
// // glfwSetCursorPos(window, WIDTH / 2, HEIGHT / 2);
// });
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("src/vertex.glsl", "src/fragment.glsl");
if (!programID) {
return 1;
}
// Get a handle for our "MVP" uniform
// Only during the initialisation
GLuint uniformID_M = glGetUniformLocation(programID, "M");
GLuint uniformID_V = glGetUniformLocation(programID, "V");
GLuint uniformID_MVP = glGetUniformLocation(programID, "MVP");
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
Cube c1 = Cube();
Entity monkey = Entity();
monkey.position = HMM_Vec3(2.1f, 0.0f, 0.0f);
monkey.renderComponent = new MeshRenderComponent("MonkeySmooth.obj");
Entity backmonkey = Entity();
backmonkey.position = HMM_Vec3(0.0f, 0.0f, 5.0f);
backmonkey.renderComponent = new MeshRenderComponent("MonkeySmooth.obj");
FPSCam fpsCam = FPSCam();
fpsCam.position = HMM_Vec3(-1.0f, 1.0f, 3.0f);
Entity *cam = &fpsCam.cam;
// Cube c = Cube();
// monkey.position = HMM_Vec3(2.1f, 0.0f, 0.0f);
// monkey.AddChild(&c);
c1.AddChild(&monkey);
Entity root = Entity();
root.AddChild(&c1);
root.AddChild(&fpsCam);
root.AddChild(&backmonkey);
Entity axes = Entity();
axes.renderComponent = new MeshRenderComponent("Axes.obj");
root.AddChild(&axes);
bool hasTicked = false;
high_resolution_clock::time_point lastTickTime;
Input previousInput = GetInput(window);
do {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Get inputs
Input input = GetInput(window);
// Tick
auto now = high_resolution_clock::now();
if (hasTicked) {
auto elapsedNanoseconds = std::chrono::duration_cast<std::chrono::nanoseconds>(now - lastTickTime).count();
float elapsedSeconds = elapsedNanoseconds / 1000000000.0f;
TickTree(&root, elapsedSeconds, previousInput, input);
}
lastTickTime = now;
hasTicked = true;
previousInput = input;
// Compute model positions for rendering
ComputeModelMatrices(&root, HMM_Mat4d(1.0f));
// Render!
hmm_mat4 projection = cam->projectionMatrix();
hmm_mat4 view = cam->viewMatrix();
hmm_mat4 vp = projection * view;
auto it = EntityIterator(&root);
while (it.HasNext()) {
Entity *e = it.Next();
if (e->renderComponent) {
// Use our shader
glUseProgram(programID);
// Send uniforms
glUniformMatrix4fv(uniformID_M, 1, GL_FALSE, &e->modelMatrix.Elements[0][0]);
glUniformMatrix4fv(uniformID_V, 1, GL_FALSE, &view.Elements[0][0]);
hmm_mat4 mvp = vp * e->modelMatrix;
glUniformMatrix4fv(uniformID_MVP, 1, GL_FALSE, &mvp.Elements[0][0]);
e->renderComponent->Draw();
}
}
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} while (
// Check if the ESC key was pressed or the window was closed
glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS
&& glfwWindowShouldClose(window) == 0
);
}
void TickTree(Entity *e, float deltaSeconds, Input previousInput, Input input) {
e->Tick(deltaSeconds, previousInput, input);
for (auto child : e->children) {
TickTree(child, deltaSeconds, previousInput, input);
}
}
void ComputeModelMatrices(Entity *e, hmm_mat4 parentModelMatrix) {
e->parentModelMatrix = parentModelMatrix;
e->modelMatrix = parentModelMatrix * HMM_Translate(e->position) * HMM_QuaternionToMat4(e->rotation) * HMM_Scale(e->scale);
for (int i = 0; i < e->children.size(); i++) {
ComputeModelMatrices(e->children[i], e->modelMatrix);
}
}

94
example/src/shaders.cpp Normal file
View File

@@ -0,0 +1,94 @@
#include <stdio.h>
#include <string>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
#include "shaders.h"
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path) {
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open()){
std::stringstream sstr;
sstr << VertexShaderStream.rdbuf();
VertexShaderCode = sstr.str();
VertexShaderStream.close();
}else{
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
return 0;
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
FragmentShaderCode = sstr.str();
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
printf("%s\n", &VertexShaderErrorMessage[0]);
}
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
printf("%s\n", &FragmentShaderErrorMessage[0]);
}
// Link the program
printf("Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
printf("%s\n", &ProgramErrorMessage[0]);
}
glDetachShader(ProgramID, VertexShaderID);
glDetachShader(ProgramID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}

9
example/src/shaders.h Normal file
View File

@@ -0,0 +1,9 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#ifndef HMME_SHADERS_H
#define HMME_SHADERS_H
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path);
#endif

View File

@@ -0,0 +1,2 @@
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"

File diff suppressed because it is too large Load Diff

28
example/src/vertex.glsl Normal file
View File

@@ -0,0 +1,28 @@
#version 330 core
// These match the values in glVertexAttribPointer
layout(location = 0) in vec3 vertexPosition_model;
layout(location = 1) in vec3 vertexColor;
layout(location = 2) in vec3 vertexNormal_model;
layout(location = 3) in vec2 vertexUV;
uniform mat4 M;
uniform mat4 V;
uniform mat4 MVP;
out vec3 fragmentPosition_world;
out vec3 fragmentColor;
out vec3 fragmentNormal_world;
out vec2 fragmentUV;
void main(){
// Output position of the vertex, in clip space : MVP * position
gl_Position = MVP * vec4(vertexPosition_model, 1);
fragmentPosition_world = (M * vec4(vertexPosition_model, 1)).xyz;
fragmentColor = vertexColor;
fragmentNormal_world = (M * vec4(vertexNormal_model, 0)).xyz;
fragmentUV = vertexUV;
}

View File

@@ -18,6 +18,10 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v2.Height, 2.0f);
EXPECT_FLOAT_EQ(v2.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v2.Elements[1], 2.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v2[0], 1.0f);
EXPECT_FLOAT_EQ(v2[1], 2.0f);
#endif
EXPECT_FLOAT_EQ(v2i.X, 1.0f);
EXPECT_FLOAT_EQ(v2i.Y, 2.0f);
@@ -29,6 +33,10 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v2i.Height, 2.0f);
EXPECT_FLOAT_EQ(v2i.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v2i.Elements[1], 2.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v2i[0], 1.0f);
EXPECT_FLOAT_EQ(v2i[1], 2.0f);
#endif
//
// Test vec3
@@ -56,6 +64,11 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v3.UV.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v3.VW.Elements[0], 2.0f);
EXPECT_FLOAT_EQ(v3.VW.Elements[1], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v3[0], 1.0f);
EXPECT_FLOAT_EQ(v3[1], 2.0f);
EXPECT_FLOAT_EQ(v3[2], 3.0f);
#endif
EXPECT_FLOAT_EQ(v3i.X, 1.0f);
EXPECT_FLOAT_EQ(v3i.Y, 2.0f);
@@ -77,6 +90,11 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v3i.UV.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v3i.VW.Elements[0], 2.0f);
EXPECT_FLOAT_EQ(v3i.VW.Elements[1], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v3i[0], 1.0f);
EXPECT_FLOAT_EQ(v3i[1], 2.0f);
EXPECT_FLOAT_EQ(v3i[2], 3.0f);
#endif
//
// Test vec4
@@ -107,6 +125,12 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v4.RGB.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v4.RGB.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v4.RGB.Elements[2], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v4[0], 1.0f);
EXPECT_FLOAT_EQ(v4[1], 2.0f);
EXPECT_FLOAT_EQ(v4[2], 3.0f);
EXPECT_FLOAT_EQ(v4[3], 4.0f);
#endif
EXPECT_FLOAT_EQ(v4i.X, 1.0f);
EXPECT_FLOAT_EQ(v4i.Y, 2.0f);
@@ -130,6 +154,12 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v4i.RGB.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v4i.RGB.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v4i.RGB.Elements[2], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v4i[0], 1.0f);
EXPECT_FLOAT_EQ(v4i[1], 2.0f);
EXPECT_FLOAT_EQ(v4i[2], 3.0f);
EXPECT_FLOAT_EQ(v4i[3], 4.0f);
#endif
EXPECT_FLOAT_EQ(v4v.X, 1.0f);
EXPECT_FLOAT_EQ(v4v.Y, 2.0f);
@@ -153,6 +183,12 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v4v.RGB.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v4v.RGB.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v4v.RGB.Elements[2], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v4v[0], 1.0f);
EXPECT_FLOAT_EQ(v4v[1], 2.0f);
EXPECT_FLOAT_EQ(v4v[2], 3.0f);
EXPECT_FLOAT_EQ(v4v[3], 4.0f);
#endif
}
TEST(Initialization, MatrixEmpty)
@@ -163,6 +199,9 @@ TEST(Initialization, MatrixEmpty)
for (int Row = 0; Row < 4; ++Row)
{
EXPECT_FLOAT_EQ(m4.Elements[Column][Row], 0.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(m4[Column][Row], 0.0f);
#endif
}
}
}

154
test/categories/MatrixOps.h Normal file
View File

@@ -0,0 +1,154 @@
#include "../HandmadeTest.h"
void printQuat(hmm_quaternion quat) {
printf("\n%f %f %f %f", quat.X, quat.Y, quat.Z, quat.W);
}
TEST(MatrixOps, Transpose)
{
hmm_mat4 m4 = HMM_Mat4(); // will have 1 - 16
// Fill the matrix
int Counter = 1;
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
m4.Elements[Column][Row] = Counter;
++Counter;
}
}
// Test the matrix
hmm_mat4 result = HMM_Transpose(m4);
EXPECT_FLOAT_EQ(result.Elements[0][0], 1.0f);
EXPECT_FLOAT_EQ(result.Elements[0][1], 5.0f);
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
EXPECT_FLOAT_EQ(result.Elements[0][3], 13.0f);
EXPECT_FLOAT_EQ(result.Elements[1][0], 2.0f);
EXPECT_FLOAT_EQ(result.Elements[1][1], 6.0f);
EXPECT_FLOAT_EQ(result.Elements[1][2], 10.0f);
EXPECT_FLOAT_EQ(result.Elements[1][3], 14.0f);
EXPECT_FLOAT_EQ(result.Elements[2][0], 3.0f);
EXPECT_FLOAT_EQ(result.Elements[2][1], 7.0f);
EXPECT_FLOAT_EQ(result.Elements[2][2], 11.0f);
EXPECT_FLOAT_EQ(result.Elements[2][3], 15.0f);
EXPECT_FLOAT_EQ(result.Elements[3][0], 4.0f);
EXPECT_FLOAT_EQ(result.Elements[3][1], 8.0f);
EXPECT_FLOAT_EQ(result.Elements[3][2], 12.0f);
EXPECT_FLOAT_EQ(result.Elements[3][3], 16.0f);
}
TEST(MatrixOps, ToQuaternion)
{
{ // Test 90 degree rotation about X axis
hmm_mat4 rot = {
1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
0.0f, 0.0f, 1.0f, 0.0f, // second column (Y)
0.0f, -1.0f, 0.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_ToRadians(90.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 90 degree rotation about Y axis
hmm_mat4 rot = {
0.0f, 0.0f, -1.0f, 0.0f, // first column (X)
0.0f, 1.0f, 0.0f, 0.0f, // second column (Y)
1.0f, 0.0f, 0.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), HMM_ToRadians(90.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 90 degree rotation about Z axis
hmm_mat4 rot = {
0.0f, 1.0f, 0.0f, 0.0f, // first column (X)
-1.0f, 0.0f, 0.0f, 0.0f, // second column (Y)
0.0f, 0.0f, 1.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 0.0f, 1.0f), HMM_ToRadians(90.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 180 degree rotation about X axis
hmm_mat4 rot = {
1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
0.0f, -1.0f, 1.0f, 0.0f, // second column (Y)
0.0f, 0.0f, -1.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_ToRadians(180.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
printQuat(expected);
printQuat(actualResult);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 180 degree rotation about Y axis
hmm_mat4 rot = {
-1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
0.0f, 1.0f, 1.0f, 0.0f, // second column (Y)
0.0f, 0.0f, -1.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), HMM_ToRadians(180.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
printQuat(expected);
printQuat(actualResult);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 180 degree rotation about Z axis
hmm_mat4 rot = {
-1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
0.0f, -1.0f, 1.0f, 0.0f, // second column (Y)
0.0f, 0.0f, 1.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 0.0f, 1.0f), HMM_ToRadians(180.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
printQuat(expected);
printQuat(actualResult);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
}

View File

@@ -80,29 +80,59 @@ TEST(QuaternionOps, ToMat4)
{
const float abs_error = 0.0001f;
hmm_quaternion rot = HMM_Quaternion(0.707107f, 0.0f, 0.0f, 0.707107f);
{
// Identity quaternion
hmm_quaternion rot = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
hmm_mat4 result = HMM_QuaternionToMat4(rot);
hmm_mat4 result = HMM_QuaternionToMat4(rot);
EXPECT_NEAR(result.Elements[0][0], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[0][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[0][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[0][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[0][0], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[0][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[0][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[0][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][2], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[1][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][1], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[1][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][1], -1.0f, abs_error);
EXPECT_NEAR(result.Elements[2][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][2], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[2][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[3][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
}
{
// Straightforward 90 degree rotation
hmm_quaternion rot = HMM_Quaternion(0.707107f, 0.0f, 0.0f, 0.707107f);
hmm_mat4 result = HMM_QuaternionToMat4(rot);
EXPECT_NEAR(result.Elements[0][0], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[0][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[0][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[0][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][2], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[1][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][1], -1.0f, abs_error);
EXPECT_NEAR(result.Elements[2][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
}
}
TEST(QuaternionOps, FromAxisAngle)

View File

@@ -51,3 +51,27 @@ TEST(Transformations, Scale)
EXPECT_FLOAT_EQ(scaled.Z, 1.5f);
EXPECT_FLOAT_EQ(scaled.W, 1.0f);
}
TEST(Transformations, LookAt)
{
const float abs_error = 0.0001f;
hmm_mat4 result = HMM_LookAt(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_Vec3(0.0f, 2.0f, 1.0f), HMM_Vec3(2.0f, 1.0f, 1.0f));
EXPECT_NEAR(result.Elements[0][0], 0.169031f, abs_error);
EXPECT_NEAR(result.Elements[0][1], 0.897085f, abs_error);
EXPECT_NEAR(result.Elements[0][2], 0.408248f, abs_error);
EXPECT_FLOAT_EQ(result.Elements[0][3], 0.0f);
EXPECT_NEAR(result.Elements[1][0], 0.507093f, abs_error);
EXPECT_NEAR(result.Elements[1][1], 0.276026f, abs_error);
EXPECT_NEAR(result.Elements[1][2], -0.816497f, abs_error);
EXPECT_FLOAT_EQ(result.Elements[1][3], 0.0f);
EXPECT_NEAR(result.Elements[2][0], -0.845154f, abs_error);
EXPECT_NEAR(result.Elements[2][1], 0.345033f, abs_error);
EXPECT_NEAR(result.Elements[2][2], -0.408248f, abs_error);
EXPECT_FLOAT_EQ(result.Elements[2][3], 0.0f);
EXPECT_NEAR(result.Elements[3][0], -0.169031f, abs_error);
EXPECT_NEAR(result.Elements[3][1], -0.897085f, abs_error);
EXPECT_NEAR(result.Elements[3][2], -0.408248f, abs_error);
EXPECT_FLOAT_EQ(result.Elements[3][3], 1.0f);
}

View File

@@ -136,14 +136,28 @@ TEST(VectorOps, NormalizeZero)
TEST(VectorOps, Cross)
{
hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
hmm_vec3 v2 = HMM_Vec3(4.0f, 5.0f, 6.0f);
{
// Normal cross
hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
hmm_vec3 v2 = HMM_Vec3(4.0f, 5.0f, 6.0f);
hmm_vec3 result = HMM_Cross(v1, v2);
hmm_vec3 result = HMM_Cross(v1, v2);
EXPECT_FLOAT_EQ(result.X, -3.0f);
EXPECT_FLOAT_EQ(result.Y, 6.0f);
EXPECT_FLOAT_EQ(result.Z, -3.0f);
EXPECT_FLOAT_EQ(result.X, -3.0f);
EXPECT_FLOAT_EQ(result.Y, 6.0f);
EXPECT_FLOAT_EQ(result.Z, -3.0f);
}
{
// Vector with itself
hmm_vec3 v = HMM_Vec3(1.0f, 2.0f, 3.0f);
hmm_vec3 result = HMM_Cross(v, v);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
}
}
TEST(VectorOps, DotVec2)
@@ -178,43 +192,3 @@ TEST(VectorOps, DotVec4)
EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 70.0f);
#endif
}
/*
* MatrixOps tests
*/
TEST(MatrixOps, Transpose)
{
hmm_mat4 m4 = HMM_Mat4(); // will have 1 - 16
// Fill the matrix
int Counter = 1;
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
m4.Elements[Column][Row] = Counter;
++Counter;
}
}
// Test the matrix
hmm_mat4 result = HMM_Transpose(m4);
EXPECT_FLOAT_EQ(result.Elements[0][0], 1.0f);
EXPECT_FLOAT_EQ(result.Elements[0][1], 5.0f);
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
EXPECT_FLOAT_EQ(result.Elements[0][3], 13.0f);
EXPECT_FLOAT_EQ(result.Elements[1][0], 2.0f);
EXPECT_FLOAT_EQ(result.Elements[1][1], 6.0f);
EXPECT_FLOAT_EQ(result.Elements[1][2], 10.0f);
EXPECT_FLOAT_EQ(result.Elements[1][3], 14.0f);
EXPECT_FLOAT_EQ(result.Elements[2][0], 3.0f);
EXPECT_FLOAT_EQ(result.Elements[2][1], 7.0f);
EXPECT_FLOAT_EQ(result.Elements[2][2], 11.0f);
EXPECT_FLOAT_EQ(result.Elements[2][3], 15.0f);
EXPECT_FLOAT_EQ(result.Elements[3][0], 4.0f);
EXPECT_FLOAT_EQ(result.Elements[3][1], 8.0f);
EXPECT_FLOAT_EQ(result.Elements[3][2], 12.0f);
EXPECT_FLOAT_EQ(result.Elements[3][3], 16.0f);
}

View File

@@ -3,15 +3,16 @@
#include "HandmadeTest.h"
#include "../HandmadeMath.h"
#include "categories/ScalarMath.h"
#include "categories/Initialization.h"
#include "categories/VectorOps.h"
#include "categories/QuaternionOps.h"
#include "categories/Addition.h"
#include "categories/Subtraction.h"
#include "categories/Multiplication.h"
#include "categories/Division.h"
#include "categories/Equality.h"
#include "categories/Initialization.h"
#include "categories/MatrixOps.h"
#include "categories/Multiplication.h"
#include "categories/Projection.h"
#include "categories/Transformation.h"
#include "categories/QuaternionOps.h"
#include "categories/ScalarMath.h"
#include "categories/SSE.h"
#include "categories/Subtraction.h"
#include "categories/Transformation.h"
#include "categories/VectorOps.h"