mirror of
https://github.com/HandmadeMath/HandmadeMath.git
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Compare commits
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3
.gitignore
vendored
3
.gitignore
vendored
@@ -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
3
.gitmodules
vendored
@@ -0,0 +1,3 @@
|
||||
[submodule "example/external/glfw"]
|
||||
path = example/external/glfw
|
||||
url = git@github.com:glfw/glfw.git
|
||||
|
||||
100
HandmadeMath.h
100
HandmadeMath.h
@@ -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);
|
||||
|
||||
@@ -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
BIN
example/Axes.blend
Normal file
Binary file not shown.
10
example/Axes.mtl
Normal file
10
example/Axes.mtl
Normal file
@@ -0,0 +1,10 @@
|
||||
# Blender MTL File: 'Axes.blend'
|
||||
# Material Count: 1
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|
||||
newmtl None
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Ns 0
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Ka 0.000000 0.000000 0.000000
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Kd 0.8 0.8 0.8
|
||||
Ks 0.8 0.8 0.8
|
||||
d 1
|
||||
illum 2
|
||||
481
example/Axes.obj
Normal file
481
example/Axes.obj
Normal file
@@ -0,0 +1,481 @@
|
||||
# Blender v2.78 (sub 0) OBJ File: 'Axes.blend'
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||||
# www.blender.org
|
||||
mtllib Axes.mtl
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f 1//1 2//1 4//1 3//1
|
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f 3//2 4//2 6//2 5//2
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f 5//3 6//3 8//3 7//3
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f 7//4 8//4 10//4 9//4
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f 11//6 12//6 14//6 13//6
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f 4//7 2//7 16//7 14//7 12//7 10//7 8//7 6//7
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f 13//8 14//8 16//8 15//8
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f 15//9 16//9 2//9 1//9
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f 1//10 3//10 5//10 7//10 9//10 11//10 13//10 15//10
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f 17//11 22//11 18//11
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f 18//12 22//12 19//12
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f 19//13 22//13 20//13
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f 21//15 22//15 23//15
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f 23//16 22//16 24//16
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f 27//20 22//20 28//20
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f 28//21 22//21 29//21
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f 30//23 22//23 31//23
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f 31//24 22//24 32//24
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f 32//25 22//25 33//25
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||||
f 33//26 22//26 17//26
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||||
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
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
22
example/Makefile
Normal file
22
example/Makefile
Normal 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
10
example/MonkeyFlat.mtl
Normal 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
1512
example/MonkeyFlat.obj
Normal file
File diff suppressed because it is too large
Load Diff
10
example/MonkeySmooth.mtl
Normal file
10
example/MonkeySmooth.mtl
Normal 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
5998
example/MonkeySmooth.obj
Normal file
File diff suppressed because it is too large
Load Diff
14
example/build.bat
Normal file
14
example/build.bat
Normal 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
73
example/external/glew/LICENSE.txt
vendored
Normal 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
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
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
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
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
1
example/external/glfw
vendored
Submodule
Submodule example/external/glfw added at 617a322bd8
22
example/external/glfw-win64/COPYING.txt
vendored
Normal file
22
example/external/glfw-win64/COPYING.txt
vendored
Normal 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.
|
||||
|
||||
4248
example/external/glfw-win64/include/GLFW/glfw3.h
vendored
Normal file
4248
example/external/glfw-win64/include/GLFW/glfw3.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
456
example/external/glfw-win64/include/GLFW/glfw3native.h
vendored
Normal file
456
example/external/glfw-win64/include/GLFW/glfw3native.h
vendored
Normal 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
5
example/shell.bat
Normal 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
161
example/src/Cube.h
Normal 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
119
example/src/Entity.h
Normal 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
62
example/src/FPSCam.h
Normal 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
71
example/src/FollowCam.h
Normal 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
|
||||
2
example/src/HandmadeMath.cpp
Normal file
2
example/src/HandmadeMath.cpp
Normal file
@@ -0,0 +1,2 @@
|
||||
#define HANDMADE_MATH_IMPLEMENTATION
|
||||
#include <HandmadeMath.h>
|
||||
179
example/src/MeshRenderComponent.h
Normal file
179
example/src/MeshRenderComponent.h
Normal 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
|
||||
13
example/src/RenderComponent.h
Normal file
13
example/src/RenderComponent.h
Normal 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
28
example/src/debug.h
Normal 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
18
example/src/fragment.glsl
Normal 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
19
example/src/input.h
Normal 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
190
example/src/main.cpp
Normal 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
94
example/src/shaders.cpp
Normal 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
9
example/src/shaders.h
Normal 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
|
||||
2
example/src/tiny_obj_loader.cpp
Normal file
2
example/src/tiny_obj_loader.cpp
Normal file
@@ -0,0 +1,2 @@
|
||||
#define TINYOBJLOADER_IMPLEMENTATION
|
||||
#include "tiny_obj_loader.h"
|
||||
2338
example/src/tiny_obj_loader.h
Normal file
2338
example/src/tiny_obj_loader.h
Normal file
File diff suppressed because it is too large
Load Diff
28
example/src/vertex.glsl
Normal file
28
example/src/vertex.glsl
Normal 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;
|
||||
}
|
||||
@@ -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
154
test/categories/MatrixOps.h
Normal 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);
|
||||
}
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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"
|
||||
|
||||
Reference in New Issue
Block a user