Code samplesCompute a triangle normal:- #include <glm/glm.hpp>
- void computeNormal(triangle & Triangle)
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{
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glm::vec3 const & a = Triangle.Position[0];
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glm::vec3 const & b = Triangle.Position[1];
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glm::vec3 const & c = Triangle.Position[2];
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Triangle.Normal = glm::normalize(glm::cross(c - a, b - a));
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}
Matrix transform:- #include <glm/glm.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- #include <glm/gtc/type_ptr.hpp>
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{
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glm::mat4 Projection =
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glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f);
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glm::mat4 ViewTranslate = glm::translate(
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glm::mat4(1.0f),
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glm::vec3(0.0f, 0.0f, -Translate));
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glm::mat4 ViewRotateX = glm::rotate(
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ViewTranslate,
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Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
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glm::mat4 View = glm::rotate(
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ViewRotateX,
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Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 Model = glm::scale(
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glm::mat4(1.0f),
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glm::vec3(0.5f));
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glm::mat4 MVP = Projection * View * Model;
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glUniformMatrix4fv(
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LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP));
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}
Vector types:- #include <glm/glm.hpp>
- #include <glm/gtx/type_precision.hpp>
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std::size_t const VertexCount = 4;
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std::size_t const PositionSizeF32 = VertexCount * sizeof(glm::vec2);
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glm::vec2 const PositionDataF32[VertexCount] =
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{
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glm::vec2(-1.0f,-1.0f),
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glm::vec2( 1.0f,-1.0f),
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glm::vec2( 1.0f, 1.0f),
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glm::vec2(-1.0f, 1.0f)
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};
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std::size_t const PositionSizeF16 = VertexCount * sizeof(glm::hvec2);
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glm::hvec2 const PositionDataF16[VertexCount] =
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{
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glm::hvec2(-1.0f, -1.0f),
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glm::hvec2( 1.0f, -1.0f),
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glm::hvec2( 1.0f, 1.0f),
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glm::hvec2(-1.0f, 1.0f)
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};
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std::size_t const PositionSizeI8 = VertexCount * sizeof(glm::i8vec2);
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glm::i8vec2 const PositionDataI8[VertexCount] =
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{
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glm::i8vec2(-1,-1),
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glm::i8vec2( 1,-1),
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glm::i8vec2( 1, 1),
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glm::i8vec2(-1, 1)
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};
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std::size_t const PositionSizeI32 = VertexCount * sizeof(glm::i32vec2);
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glm::i32vec2 const PositionDataI32[VertexCount] =
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{
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glm::i32vec2 (-1,-1),
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glm::i32vec2 ( 1,-1),
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glm::i32vec2 ( 1, 1),
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glm::i32vec2 (-1, 1)
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};
Lighting:- #include <glm/glm.hpp>
- #include <glm/gtx/random.hpp>
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glm::vec3 lighting
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(
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intersection const & Intersection,
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material const & Material,
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light const & Light,
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glm::vec3 const & View
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)
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{
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glm::vec3 Color = glm::vec3(0.0f);
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glm::vec3 LightVertor = glm::normalize(
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Light.position() - Intersection.globalPosition() +
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glm::vecRand3(0.0f, Light.inaccuracy());
- if(!shadow(
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Intersection.globalPosition(),
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Light.position(),
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LightVertor))
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{
- float Diffuse = glm::dot(Intersection.normal(), LightVector);
- if(Diffuse <= 0.0f)
- return Color;
- if(Material.isDiffuse())
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Color += Light.color() * Material.diffuse() * Diffuse;
- if(Material.isSpecular())
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{
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glm::vec3 Reflect = glm::reflect(
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glm::normalize(-LightVector),
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glm::normalize(Intersection.normal()));
- float Dot = glm::dot(Reflect, View);
- float Base = Dot > 0.0f ? Dot : 0.0f;
- float Specular = glm::pow(Base, Material.exponent());
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Color += Material.specular() * Specular;
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}
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}
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