├── .gitignore ├── CMakeLists.txt ├── Doxyfile ├── Example ├── Assets │ ├── Add.frag │ ├── AlphaThreshold.frag │ ├── Backdrop.png │ ├── Box.png │ ├── Brightness.frag │ ├── CircleMask.frag │ ├── DejaVuSansMono.ttf │ ├── Dissolve.frag │ ├── DownSample.frag │ ├── GaussianBlur.frag │ ├── Glitch.frag │ ├── Lighting.frag │ ├── LinedWave.frag │ ├── Nimrud │ │ ├── nimrud.mtl │ │ ├── nimrud.png │ │ ├── nimrud.svg │ │ ├── nimrud.vehicle │ │ └── wheel.mtl │ ├── Player.png │ ├── Smoke.png │ ├── Turret.png │ ├── Walls.png │ ├── Waterfall.png │ ├── bloom.frag │ ├── bounce.ogg │ ├── diffuse.png │ ├── game.ogg │ ├── gp.png │ ├── level.csv │ ├── menuSelect.ogg │ ├── menuSwitch.ogg │ ├── normal.png │ ├── texture.jpg │ └── type.ogg ├── BloomPostEffect.cpp ├── BloomPostEffect.h ├── CMakeLists.txt ├── PerlinNoise.cpp ├── PerlinNoise.h ├── ScoreboardEffect.cpp ├── ScoreboardEffect.h ├── States.cpp ├── States.h ├── arial.ttf └── main.cpp ├── LICENSE ├── Logo.bmp ├── README.md ├── VFrame ├── CMakeLists.txt ├── V3DBatchModelGroup.cpp ├── V3DBatchModelGroup.h ├── V3DCamera.cpp ├── V3DCamera.h ├── V3DLight.h ├── V3DLightShader.cpp ├── V3DLightShader.h ├── V3DModel.cpp ├── V3DModel.h ├── V3DObjModel.cpp ├── V3DObjModel.h ├── V3DObject.cpp ├── V3DObject.h ├── V3DScene.cpp ├── V3DScene.h ├── V3DShader.cpp ├── V3DShader.h ├── V9Slice.cpp ├── V9Slice.h ├── VAnimation.cpp ├── VAnimation.h ├── VAnimationManager.h ├── VAsync.cpp ├── VAsync.h ├── VBackdrop.cpp ├── VBackdrop.h ├── VBase.cpp ├── VBase.h ├── VCamera.cpp ├── VCamera.h ├── VCandle.cpp ├── VCandle.h ├── VCollision.cpp ├── VCollision.h ├── VColour.h ├── VContent.cpp ├── VContent.h ├── VDebugRenderer.cpp ├── VDebugRenderer.h ├── VEmitter.cpp ├── VEmitter.h ├── VFiniteStateMachine.cpp ├── VFiniteStateMachine.h ├── VGame.cpp ├── VGame.h ├── VGlobal.cpp ├── VGlobal.h ├── VGradient.cpp ├── VGradient.h ├── VGroup.cpp ├── VGroup.h ├── VInputHandler.cpp ├── VInputHandler.h ├── VInterpolate.cpp ├── VInterpolate.h ├── VMusic.cpp ├── VMusic.h ├── VObject.cpp ├── VObject.h ├── VParticle.cpp ├── VParticle.h ├── VPath.cpp ├── VPath.h ├── VPhysicsGroup.cpp ├── VPhysicsGroup.h ├── VPhysicsJoints.cpp ├── VPhysicsJoints.h ├── VPhysicsObject.cpp ├── VPhysicsObject.h ├── VPostEffect.cpp ├── VPostEffect.h ├── VRandom.cpp ├── VRandom.h ├── VRange.h ├── VRenderGroup.cpp ├── VRenderGroup.h ├── VRenderLayer.cpp ├── VRenderLayer.h ├── VShape.cpp ├── VShape.h ├── VSoundManager.cpp ├── VSoundManager.h ├── VSprite.cpp ├── VSprite.h ├── VState.cpp ├── VState.h ├── VText.cpp ├── VText.h ├── VTextPath.cpp ├── VTextPath.h ├── VTile.h ├── VTiledSprite.cpp ├── VTiledSprite.h ├── VTilemap.cpp ├── VTilemap.h ├── VTimer.cpp ├── VTimer.h ├── VTrailArea.cpp ├── VTrailArea.h ├── VTypedText.cpp ├── VTypedText.h ├── XInputDevice.cpp ├── XInputDevice.h └── depend │ ├── gamepad.c │ ├── gamepad.h │ ├── glm │ ├── CMakeLists.txt │ ├── common.hpp │ ├── detail │ │ ├── _features.hpp │ │ ├── _fixes.hpp │ │ ├── _noise.hpp │ │ ├── _swizzle.hpp │ │ ├── _swizzle_func.hpp │ │ ├── _vectorize.hpp │ │ ├── compute_vector_relational.hpp │ │ ├── func_common.inl │ │ ├── func_common_simd.inl │ │ ├── func_exponential.inl │ │ ├── func_exponential_simd.inl │ │ ├── func_geometric.inl │ │ ├── func_geometric_simd.inl │ │ ├── func_integer.inl │ │ ├── func_integer_simd.inl │ │ ├── func_matrix.inl │ │ ├── func_matrix_simd.inl │ │ ├── func_packing.inl │ │ ├── func_packing_simd.inl │ │ ├── func_trigonometric.inl │ │ ├── func_trigonometric_simd.inl │ │ ├── func_vector_relational.inl │ │ ├── func_vector_relational_simd.inl │ │ ├── qualifier.hpp │ │ ├── setup.hpp │ │ ├── type_float.hpp │ │ ├── type_gentype.hpp │ │ ├── type_gentype.inl │ │ ├── type_half.hpp │ │ ├── type_half.inl │ │ ├── type_int.hpp │ │ ├── type_mat.hpp │ │ ├── type_mat.inl │ │ ├── type_mat2x2.hpp │ │ ├── type_mat2x2.inl │ │ ├── type_mat2x3.hpp │ │ ├── type_mat2x3.inl │ │ ├── type_mat2x4.hpp │ │ ├── type_mat2x4.inl │ │ ├── type_mat3x2.hpp │ │ ├── type_mat3x2.inl │ │ ├── type_mat3x3.hpp │ │ ├── type_mat3x3.inl │ │ ├── type_mat3x4.hpp │ │ ├── type_mat3x4.inl │ │ ├── type_mat4x2.hpp │ │ ├── type_mat4x2.inl │ │ ├── type_mat4x3.hpp │ │ ├── type_mat4x3.inl │ │ ├── type_mat4x4.hpp │ │ ├── type_mat4x4.inl │ │ ├── type_mat4x4_simd.inl │ │ ├── type_vec.hpp │ │ ├── type_vec.inl │ │ ├── type_vec1.hpp │ │ ├── type_vec1.inl │ │ ├── type_vec2.hpp │ │ ├── type_vec2.inl │ │ ├── type_vec3.hpp │ │ ├── type_vec3.inl │ │ ├── type_vec4.hpp │ │ ├── type_vec4.inl │ │ └── type_vec4_simd.inl │ ├── exponential.hpp │ ├── ext.hpp │ ├── ext │ │ ├── vec1.hpp │ │ ├── vec1.inl │ │ ├── vector_relational.hpp │ │ └── vector_relational.inl │ ├── fwd.hpp │ ├── geometric.hpp │ ├── glm.hpp │ ├── gtc │ │ ├── bitfield.hpp │ │ ├── bitfield.inl │ │ ├── color_space.hpp │ │ ├── color_space.inl │ │ ├── constants.hpp │ │ ├── constants.inl │ │ ├── epsilon.hpp │ │ ├── epsilon.inl │ │ ├── integer.hpp │ │ ├── integer.inl │ │ ├── matrix_access.hpp │ │ ├── matrix_access.inl │ │ ├── matrix_integer.hpp │ │ ├── matrix_inverse.hpp │ │ ├── matrix_inverse.inl │ │ ├── matrix_transform.hpp │ │ ├── matrix_transform.inl │ │ ├── noise.hpp │ │ ├── noise.inl │ │ ├── packing.hpp │ │ ├── packing.inl │ │ ├── quaternion.hpp │ │ ├── quaternion.inl │ │ ├── quaternion_simd.inl │ │ ├── random.hpp │ │ ├── random.inl │ │ ├── reciprocal.hpp │ │ ├── reciprocal.inl │ │ ├── round.hpp │ │ ├── round.inl │ │ ├── type_aligned.hpp │ │ ├── type_precision.hpp │ │ ├── type_precision.inl │ │ ├── type_ptr.hpp │ │ ├── type_ptr.inl │ │ ├── ulp.hpp │ │ ├── ulp.inl │ │ ├── vec1.hpp │ │ └── vec1.inl │ ├── gtx │ │ ├── associated_min_max.hpp │ │ ├── associated_min_max.inl │ │ ├── bit.hpp │ │ ├── bit.inl │ │ ├── closest_point.hpp │ │ ├── closest_point.inl │ │ ├── color_encoding.hpp │ │ ├── color_encoding.inl │ │ ├── color_space.hpp │ │ ├── color_space.inl │ │ ├── color_space_YCoCg.hpp │ │ ├── color_space_YCoCg.inl │ │ ├── common.hpp │ │ ├── common.inl │ │ ├── compatibility.hpp │ │ ├── compatibility.inl │ │ ├── component_wise.hpp │ │ ├── component_wise.inl │ │ ├── dual_quaternion.hpp │ │ ├── dual_quaternion.inl │ │ ├── euler_angles.hpp │ │ ├── euler_angles.inl │ │ ├── extend.hpp │ │ ├── extend.inl │ │ ├── extended_min_max.hpp │ │ ├── extended_min_max.inl │ │ ├── exterior_product.hpp │ │ ├── exterior_product.inl │ │ ├── fast_exponential.hpp │ │ ├── fast_exponential.inl │ │ ├── fast_square_root.hpp │ │ ├── fast_square_root.inl │ │ ├── fast_trigonometry.hpp │ │ ├── fast_trigonometry.inl │ │ ├── float_notmalize.inl │ │ ├── functions.hpp │ │ ├── functions.inl │ │ ├── gradient_paint.hpp │ │ ├── gradient_paint.inl │ │ ├── handed_coordinate_space.hpp │ │ ├── handed_coordinate_space.inl │ │ ├── hash.hpp │ │ ├── hash.inl │ │ ├── integer.hpp │ │ ├── integer.inl │ │ ├── intersect.hpp │ │ ├── intersect.inl │ │ ├── io.hpp │ │ ├── io.inl │ │ ├── log_base.hpp │ │ ├── log_base.inl │ │ ├── matrix_cross_product.hpp │ │ ├── matrix_cross_product.inl │ │ ├── matrix_decompose.hpp │ │ ├── matrix_decompose.inl │ │ ├── matrix_factorisation.hpp │ │ ├── matrix_factorisation.inl │ │ ├── matrix_interpolation.hpp │ │ ├── matrix_interpolation.inl │ │ ├── matrix_major_storage.hpp │ │ ├── matrix_major_storage.inl │ │ ├── matrix_operation.hpp │ │ ├── matrix_operation.inl │ │ ├── matrix_query.hpp │ │ ├── matrix_query.inl │ │ ├── matrix_transform_2d.hpp │ │ ├── matrix_transform_2d.inl │ │ ├── mixed_product.hpp │ │ ├── mixed_product.inl │ │ ├── norm.hpp │ │ ├── norm.inl │ │ ├── normal.hpp │ │ ├── normal.inl │ │ ├── normalize_dot.hpp │ │ ├── normalize_dot.inl │ │ ├── number_precision.hpp │ │ ├── number_precision.inl │ │ ├── optimum_pow.hpp │ │ ├── optimum_pow.inl │ │ ├── orthonormalize.hpp │ │ ├── orthonormalize.inl │ │ ├── perpendicular.hpp │ │ ├── perpendicular.inl │ │ ├── polar_coordinates.hpp │ │ ├── polar_coordinates.inl │ │ ├── projection.hpp │ │ ├── projection.inl │ │ ├── quaternion.hpp │ │ ├── quaternion.inl │ │ ├── range.hpp │ │ ├── raw_data.hpp │ │ ├── raw_data.inl │ │ ├── rotate_normalized_axis.hpp │ │ ├── rotate_normalized_axis.inl │ │ ├── rotate_vector.hpp │ │ ├── rotate_vector.inl │ │ ├── scalar_multiplication.hpp │ │ ├── scalar_relational.hpp │ │ ├── scalar_relational.inl │ │ ├── spline.hpp │ │ ├── spline.inl │ │ ├── std_based_type.hpp │ │ ├── std_based_type.inl │ │ ├── string_cast.hpp │ │ ├── string_cast.inl │ │ ├── texture.hpp │ │ ├── texture.inl │ │ ├── transform.hpp │ │ ├── transform.inl │ │ ├── transform2.hpp │ │ ├── transform2.inl │ │ ├── type_aligned.hpp │ │ ├── type_aligned.inl │ │ ├── type_trait.hpp │ │ ├── type_trait.inl │ │ ├── vec_swizzle.hpp │ │ ├── vector_angle.hpp │ │ ├── vector_angle.inl │ │ ├── vector_query.hpp │ │ ├── vector_query.inl │ │ ├── wrap.hpp │ │ └── wrap.inl │ ├── integer.hpp │ ├── mat2x2.hpp │ ├── mat2x3.hpp │ ├── mat2x4.hpp │ ├── mat3x2.hpp │ ├── mat3x3.hpp │ ├── mat3x4.hpp │ ├── mat4x2.hpp │ ├── mat4x3.hpp │ ├── mat4x4.hpp │ ├── matrix.hpp │ ├── packing.hpp │ ├── simd │ │ ├── common.h │ │ ├── exponential.h │ │ ├── geometric.h │ │ ├── integer.h │ │ ├── matrix.h │ │ ├── packing.h │ │ ├── platform.h │ │ ├── trigonometric.h │ │ └── vector_relational.h │ ├── trigonometric.hpp │ ├── vec2.hpp │ ├── vec3.hpp │ ├── vec4.hpp │ └── vector_relational.hpp │ └── tiny_obj_loader.h ├── arial.ttf ├── cmake ├── FindCHIPMUNK2D.cmake ├── FindCandle.cmake ├── FindFLAC.cmake ├── FindGLEW.cmake ├── FindOgg.cmake ├── FindOpenAL.cmake ├── FindPNG.cmake ├── FindPackageHandleStandardArgs.cmake ├── FindPackageMessage.cmake ├── FindSFML.cmake ├── FindVorbis.cmake ├── FindZLIB.cmake └── SelectLibraryConfigurations.cmake └── docs ├── _config.yml ├── html ├── _v3_d_batch_model_group_8h.html ├── _v3_d_batch_model_group_8h_source.html ├── _v3_d_camera_8h.html ├── _v3_d_camera_8h_source.html ├── _v3_d_light_8h.html ├── _v3_d_light_8h.js ├── _v3_d_light_8h_source.html ├── _v3_d_light_shader_8h.html ├── _v3_d_light_shader_8h_source.html ├── _v3_d_model_8h.html ├── _v3_d_model_8h.js ├── _v3_d_model_8h_source.html ├── _v3_d_obj_model_8h.html ├── _v3_d_obj_model_8h_source.html ├── _v3_d_object_8h.html ├── _v3_d_object_8h_source.html ├── _v3_d_scene_8h.html ├── _v3_d_scene_8h_source.html ├── _v3_d_shader_8h.html ├── _v3_d_shader_8h.js ├── _v3_d_shader_8h_source.html ├── _v9_slice_8h_source.html ├── _v_animation_8h.html ├── _v_animation_8h_source.html ├── _v_animation_manager_8h.html ├── _v_animation_manager_8h_source.html ├── _v_async_8h.html ├── _v_async_8h_source.html ├── _v_backdrop_8h.html ├── _v_backdrop_8h_source.html ├── _v_base_8h.html ├── _v_base_8h.js ├── _v_base_8h_source.html ├── _v_camera_8h.html ├── _v_camera_8h.js ├── _v_camera_8h_source.html ├── _v_collision_8h.html ├── _v_collision_8h.js ├── _v_collision_8h_source.html ├── _v_colour_8h.html ├── _v_colour_8h_source.html ├── _v_content_8h.html ├── _v_content_8h_source.html ├── _v_emitter_8h.html ├── _v_emitter_8h_source.html ├── _v_finite_state_machine_8h.html ├── _v_finite_state_machine_8h_source.html ├── _v_game_8h.html ├── _v_game_8h_source.html ├── _v_global_8h.html ├── _v_global_8h_source.html ├── _v_gradient_8h.html ├── _v_gradient_8h_source.html ├── _v_group_8h.html ├── _v_group_8h_source.html ├── _v_input_handler_8h.html ├── _v_input_handler_8h_source.html ├── _v_interpolate_8h.html ├── _v_interpolate_8h_source.html ├── _v_music_8h.html ├── _v_music_8h_source.html ├── _v_object_8h.html ├── _v_object_8h.js ├── _v_object_8h_source.html ├── _v_particle_8h.html ├── _v_particle_8h_source.html ├── _v_path_8h.html ├── _v_path_8h_source.html ├── _v_physics_group_8h.html ├── _v_physics_group_8h_source.html ├── _v_physics_joints_8h.html ├── _v_physics_joints_8h_source.html ├── _v_physics_object_8h.html ├── _v_physics_object_8h_source.html ├── _v_post_effect_8h.html ├── _v_post_effect_8h_source.html ├── _v_random_8h_source.html ├── _v_range_8h.html ├── _v_range_8h_source.html ├── _v_render_group_8h.html ├── _v_render_group_8h_source.html ├── _v_render_layer_8h.html ├── _v_render_layer_8h_source.html ├── _v_shape_8h.html ├── _v_shape_8h_source.html ├── _v_sound_manager_8h.html ├── _v_sound_manager_8h_source.html ├── _v_sprite_8h.html ├── _v_sprite_8h_source.html ├── _v_state_8h_source.html ├── _v_text_8h.html ├── _v_text_8h.js ├── _v_text_8h_source.html ├── _v_text_path_8h.html ├── _v_text_path_8h_source.html ├── _v_tile_8h.html ├── _v_tile_8h_source.html ├── _v_tiled_sprite_8h_source.html ├── _v_tilemap_8h.html ├── _v_tilemap_8h_source.html ├── _v_timer_8h.html ├── _v_timer_8h_source.html ├── _v_trail_area_8h.html ├── _v_trail_area_8h_source.html ├── _v_typed_text_8h.html ├── _v_typed_text_8h_source.html ├── _x_input_device_8h.html ├── _x_input_device_8h_source.html ├── annotated.html ├── annotated_dup.js ├── bc_s.png ├── bdwn.png ├── class_v3_d_batch_model_group-members.html ├── class_v3_d_batch_model_group.html ├── class_v3_d_batch_model_group.png ├── class_v3_d_camera-members.html ├── class_v3_d_camera.html ├── class_v3_d_camera.js ├── class_v3_d_camera.png ├── class_v3_d_light_shader-members.html ├── class_v3_d_light_shader.html ├── class_v3_d_light_shader.js ├── class_v3_d_light_shader.png ├── class_v3_d_model-members.html ├── class_v3_d_model.html ├── class_v3_d_model.js ├── class_v3_d_model.png ├── class_v3_d_obj_model-members.html ├── class_v3_d_obj_model.html ├── class_v3_d_obj_model.js ├── class_v3_d_obj_model.png ├── class_v3_d_object-members.html ├── class_v3_d_object.html ├── class_v3_d_object.js ├── class_v3_d_object.png ├── class_v3_d_orthographic_camera-members.html ├── class_v3_d_orthographic_camera.html ├── class_v3_d_orthographic_camera.js ├── class_v3_d_orthographic_camera.png ├── class_v3_d_perspective_camera-members.html ├── class_v3_d_perspective_camera.html ├── class_v3_d_perspective_camera.js ├── class_v3_d_perspective_camera.png ├── class_v3_d_scene-members.html ├── class_v3_d_scene.html ├── class_v3_d_scene.js ├── class_v3_d_scene.png ├── class_v3_d_shader-members.html ├── class_v3_d_shader.html ├── class_v3_d_shader.js ├── class_v3_d_shader.png ├── class_v9_slice-members.html ├── class_v9_slice.html ├── class_v9_slice.png ├── class_v_animation-members.html ├── class_v_animation.html ├── class_v_animation.js ├── class_v_animation_manager-members.html ├── class_v_animation_manager.html ├── class_v_animation_manager.js ├── class_v_async-members.html ├── class_v_async.html ├── class_v_async.js ├── class_v_backdrop-members.html ├── class_v_backdrop.html ├── class_v_backdrop.js ├── class_v_backdrop.png ├── class_v_base-members.html ├── class_v_base.html ├── class_v_base.js ├── class_v_base.png ├── class_v_camera-members.html ├── class_v_camera.html ├── class_v_camera.js ├── class_v_camera_list-members.html ├── class_v_camera_list.html ├── class_v_collision-members.html ├── class_v_collision.html ├── class_v_collision.js ├── class_v_colour-members.html ├── class_v_colour.html ├── class_v_content-members.html ├── class_v_content.html ├── class_v_content.js ├── class_v_emitter-members.html ├── class_v_emitter.html ├── class_v_emitter.js ├── class_v_emitter.png ├── class_v_finite_state_machine-members.html ├── class_v_finite_state_machine.html ├── class_v_game-members.html ├── class_v_game.html ├── class_v_game.js ├── class_v_global-members.html ├── class_v_global.html ├── class_v_global.js ├── class_v_gradient-members.html ├── class_v_gradient.html ├── class_v_gradient.png ├── class_v_group-members.html ├── class_v_group.html ├── class_v_group.js ├── class_v_group.png ├── class_v_input_handler-members.html ├── class_v_input_handler.html ├── class_v_input_handler.js ├── class_v_interpolate-members.html ├── class_v_interpolate.html ├── class_v_interpolate.js ├── class_v_music-members.html ├── class_v_music.html ├── class_v_music.js ├── class_v_object-members.html ├── class_v_object.html ├── class_v_object.js ├── class_v_object.png ├── class_v_particle-members.html ├── class_v_particle.html ├── class_v_particle.js ├── class_v_particle.png ├── class_v_path-members.html ├── class_v_path.html ├── class_v_physics_anchor_base-members.html ├── class_v_physics_anchor_base.html ├── class_v_physics_anchor_base.png ├── class_v_physics_damped_base-members.html ├── class_v_physics_damped_base.html ├── class_v_physics_damped_base.png ├── class_v_physics_damped_rotary_spring-members.html ├── class_v_physics_damped_rotary_spring.html ├── class_v_physics_damped_rotary_spring.png ├── class_v_physics_damped_spring-members.html ├── class_v_physics_damped_spring.html ├── class_v_physics_damped_spring.png ├── class_v_physics_gear_joint-members.html ├── class_v_physics_gear_joint.html ├── class_v_physics_gear_joint.png ├── class_v_physics_groove_joint-members.html ├── class_v_physics_groove_joint.html ├── class_v_physics_groove_joint.png ├── class_v_physics_group-members.html ├── class_v_physics_group.html ├── class_v_physics_group.png ├── class_v_physics_joint_base-members.html ├── class_v_physics_joint_base.html ├── class_v_physics_joint_base.png ├── class_v_physics_joints-members.html ├── class_v_physics_joints.html ├── class_v_physics_joints.png ├── class_v_physics_min_max_base-members.html ├── class_v_physics_min_max_base.html ├── class_v_physics_min_max_base.png ├── class_v_physics_object-members.html ├── class_v_physics_object.html ├── class_v_physics_object.png ├── class_v_physics_phase_base-members.html ├── class_v_physics_phase_base.html ├── class_v_physics_phase_base.png ├── class_v_physics_pin_joint-members.html ├── class_v_physics_pin_joint.html ├── class_v_physics_pin_joint.png ├── class_v_physics_pivot_joint-members.html ├── class_v_physics_pivot_joint.html ├── class_v_physics_pivot_joint.png ├── class_v_physics_ratchet_joint-members.html ├── class_v_physics_ratchet_joint.html ├── class_v_physics_ratchet_joint.png ├── class_v_physics_rotary_limit_joint-members.html ├── class_v_physics_rotary_limit_joint.html ├── class_v_physics_rotary_limit_joint.png ├── class_v_physics_simple_motor-members.html ├── class_v_physics_simple_motor.html ├── class_v_physics_simple_motor.png ├── class_v_physics_slide_joint-members.html ├── class_v_physics_slide_joint.html ├── class_v_physics_slide_joint.png ├── class_v_post_effect-members.html ├── class_v_post_effect.html ├── class_v_post_effect.js ├── class_v_post_effect.png ├── class_v_post_effect_base-members.html ├── class_v_post_effect_base.html ├── class_v_post_effect_base.js ├── class_v_post_effect_base.png ├── class_v_post_effect_multipass-members.html ├── class_v_post_effect_multipass.html ├── class_v_post_effect_multipass.js ├── class_v_post_effect_multipass.png ├── class_v_random-members.html ├── class_v_random.html ├── class_v_random.js ├── class_v_range-members.html ├── class_v_range.html ├── class_v_range.js ├── class_v_range_bounds-members.html ├── class_v_range_bounds.html ├── class_v_range_bounds.js ├── class_v_render_group-members.html ├── class_v_render_group.html ├── class_v_render_group.js ├── class_v_render_group.png ├── class_v_render_layer-members.html ├── class_v_render_layer.html ├── class_v_render_layer.js ├── class_v_render_layer.png ├── class_v_shape-members.html ├── class_v_shape.html ├── class_v_shape.js ├── class_v_shape.png ├── class_v_sound_manager-members.html ├── class_v_sound_manager.html ├── class_v_sound_manager.js ├── class_v_sprite-members.html ├── class_v_sprite.html ├── class_v_sprite.js ├── class_v_sprite.png ├── class_v_state-members.html ├── class_v_state.html ├── class_v_state.js ├── class_v_state.png ├── class_v_state_manager-members.html ├── class_v_state_manager.html ├── class_v_state_manager.js ├── class_v_sub_state-members.html ├── class_v_sub_state.html ├── class_v_sub_state.js ├── class_v_sub_state.png ├── class_v_text-members.html ├── class_v_text.html ├── class_v_text.js ├── class_v_text.png ├── class_v_text_path-members.html ├── class_v_text_path.html ├── class_v_text_path.js ├── class_v_text_path.png ├── class_v_tile-members.html ├── class_v_tile.html ├── class_v_tile.js ├── class_v_tile.png ├── class_v_tiled_sprite-members.html ├── class_v_tiled_sprite.html ├── class_v_tiled_sprite.js ├── class_v_tiled_sprite.png ├── class_v_tilemap-members.html ├── class_v_tilemap.html ├── class_v_tilemap.js ├── class_v_tilemap.png ├── class_v_time_manager-members.html ├── class_v_time_manager.html ├── class_v_time_manager.js ├── class_v_timeline-members.html ├── class_v_timeline.html ├── class_v_timeline.png ├── class_v_timer-members.html ├── class_v_timer.html ├── class_v_timer.js ├── class_v_timer.png ├── class_v_timer_event-members.html ├── class_v_timer_event.html ├── class_v_timer_event.png ├── class_v_trail_area-members.html ├── class_v_trail_area.html ├── class_v_trail_area.js ├── class_v_trail_area.png ├── class_v_typed_text-members.html ├── class_v_typed_text.html ├── class_v_typed_text.js ├── class_v_typed_text.png ├── classes.html ├── classsf_1_1_x_input_device-members.html ├── classsf_1_1_x_input_device.html ├── classsf_1_1_x_input_device.js ├── closed.png ├── dir_1a1048e441241e4b9545988744bfbced.html ├── doc.png ├── doxygen.css ├── doxygen.png ├── dynsections.js ├── files.html ├── files_dup.js ├── folderclosed.png ├── folderopen.png ├── functions.html ├── functions_0x7e.html ├── functions_b.html ├── functions_c.html ├── functions_d.html ├── functions_dup.js ├── functions_e.html ├── functions_enum.html ├── functions_eval.html ├── functions_f.html ├── functions_func.html ├── functions_func.js ├── functions_func_0x7e.html ├── functions_func_b.html ├── functions_func_c.html ├── functions_func_d.html ├── functions_func_e.html ├── functions_func_f.html ├── functions_func_g.html ├── functions_func_h.html ├── functions_func_i.html ├── functions_func_k.html ├── functions_func_l.html ├── functions_func_m.html ├── functions_func_n.html ├── functions_func_o.html ├── functions_func_p.html ├── functions_func_r.html ├── functions_func_s.html ├── functions_func_t.html ├── functions_func_u.html ├── functions_func_v.html ├── functions_g.html ├── functions_h.html ├── functions_i.html ├── functions_j.html ├── functions_k.html ├── functions_l.html ├── functions_m.html ├── functions_n.html ├── functions_o.html ├── functions_p.html ├── functions_r.html ├── functions_s.html ├── functions_t.html ├── functions_type.html ├── functions_u.html ├── functions_v.html ├── functions_vars.html ├── functions_vars.js ├── functions_vars_b.html ├── functions_vars_c.html ├── functions_vars_d.html ├── functions_vars_e.html ├── functions_vars_f.html ├── functions_vars_g.html ├── functions_vars_h.html ├── functions_vars_i.html ├── functions_vars_j.html ├── functions_vars_k.html ├── functions_vars_l.html ├── functions_vars_m.html ├── functions_vars_n.html ├── functions_vars_o.html ├── functions_vars_p.html ├── functions_vars_r.html ├── functions_vars_s.html ├── functions_vars_t.html ├── functions_vars_u.html ├── functions_vars_v.html ├── functions_vars_w.html ├── functions_vars_z.html ├── functions_w.html ├── functions_x.html ├── functions_z.html ├── globals.html ├── globals_defs.html ├── globals_enum.html ├── globals_eval.html ├── globals_func.html ├── globals_type.html ├── hierarchy.html ├── hierarchy.js ├── index.html ├── jquery.js ├── menu.js ├── menudata.js ├── nav_f.png ├── nav_g.png ├── nav_h.png ├── navtree.css ├── navtree.js ├── navtreedata.js ├── navtreeindex0.js ├── navtreeindex1.js ├── navtreeindex2.js ├── navtreeindex3.js ├── navtreeindex4.js ├── navtreeindex5.js ├── open.png ├── resize.js ├── search │ ├── all_0.html │ ├── all_0.js │ ├── all_1.html │ ├── all_1.js │ ├── all_10.html │ ├── all_10.js │ ├── all_11.html │ ├── all_11.js │ ├── all_12.html │ ├── all_12.js │ ├── all_13.html │ ├── all_13.js │ ├── all_14.html │ ├── all_14.js │ ├── all_15.html │ ├── all_15.js │ ├── all_16.html │ ├── all_16.js │ ├── all_17.html │ ├── all_17.js │ ├── all_2.html │ ├── all_2.js │ ├── all_3.html │ ├── all_3.js │ ├── all_4.html │ ├── all_4.js │ ├── all_5.html │ ├── all_5.js │ ├── all_6.html │ ├── all_6.js │ ├── all_7.html │ ├── all_7.js │ ├── all_8.html │ ├── all_8.js │ ├── all_9.html │ ├── all_9.js │ ├── all_a.html │ ├── all_a.js │ ├── all_b.html │ ├── all_b.js │ ├── all_c.html │ ├── all_c.js │ ├── all_d.html │ ├── all_d.js │ ├── all_e.html │ ├── all_e.js │ ├── all_f.html │ ├── all_f.js │ ├── classes_0.html │ ├── classes_0.js │ ├── classes_1.html │ ├── classes_1.js │ ├── classes_2.html │ ├── classes_2.js │ ├── classes_3.html │ ├── classes_3.js │ ├── close.png │ ├── defines_0.html │ ├── defines_0.js │ ├── defines_1.html │ ├── defines_1.js │ ├── defines_2.html │ ├── defines_2.js │ ├── defines_3.html │ ├── defines_3.js │ ├── enums_0.html │ ├── enums_0.js │ ├── enums_1.html │ ├── enums_1.js │ ├── enums_2.html │ ├── enums_2.js │ ├── enums_3.html │ ├── enums_3.js │ ├── enums_4.html │ ├── enums_4.js │ ├── enums_5.html │ ├── enums_5.js │ ├── enums_6.html │ ├── enums_6.js │ ├── enums_7.html │ ├── enums_7.js │ ├── enumvalues_0.html │ ├── enumvalues_0.js │ ├── enumvalues_1.html │ ├── enumvalues_1.js │ ├── enumvalues_2.html │ ├── enumvalues_2.js │ ├── enumvalues_3.html │ ├── enumvalues_3.js │ ├── enumvalues_4.html │ ├── enumvalues_4.js │ ├── enumvalues_5.html │ ├── enumvalues_5.js │ ├── enumvalues_6.html │ ├── enumvalues_6.js │ ├── enumvalues_7.html │ ├── enumvalues_7.js │ ├── enumvalues_8.html │ ├── enumvalues_8.js │ ├── files_0.html │ ├── files_0.js │ ├── files_1.html │ ├── files_1.js │ ├── functions_0.html │ ├── functions_0.js │ ├── functions_1.html │ ├── functions_1.js │ ├── functions_10.html │ ├── functions_10.js │ ├── functions_11.html │ ├── functions_11.js │ ├── functions_12.html │ ├── functions_12.js │ ├── functions_13.html │ ├── functions_13.js │ ├── functions_14.html │ ├── functions_14.js │ ├── functions_2.html │ ├── functions_2.js │ ├── functions_3.html │ ├── functions_3.js │ ├── functions_4.html │ ├── functions_4.js │ ├── functions_5.html │ ├── functions_5.js │ ├── functions_6.html │ ├── functions_6.js │ ├── functions_7.html │ ├── functions_7.js │ ├── functions_8.html │ ├── functions_8.js │ ├── functions_9.html │ ├── functions_9.js │ ├── functions_a.html │ ├── functions_a.js │ ├── functions_b.html │ ├── functions_b.js │ ├── functions_c.html │ ├── functions_c.js │ ├── functions_d.html │ ├── functions_d.js │ ├── functions_e.html │ ├── functions_e.js │ ├── functions_f.html │ ├── functions_f.js │ ├── mag_sel.png │ ├── nomatches.html │ ├── search.css │ ├── search.js │ ├── search_l.png │ ├── search_m.png │ ├── search_r.png │ ├── searchdata.js │ ├── typedefs_0.html │ ├── typedefs_0.js │ ├── typedefs_1.html │ ├── typedefs_1.js │ ├── variables_0.html │ ├── variables_0.js │ ├── variables_1.html │ ├── variables_1.js │ ├── variables_10.html │ ├── variables_10.js │ ├── variables_11.html │ ├── variables_11.js │ ├── variables_12.html │ ├── variables_12.js │ ├── variables_13.html │ ├── variables_13.js │ ├── variables_14.html │ ├── variables_14.js │ ├── variables_15.html │ ├── variables_15.js │ ├── variables_16.html │ ├── variables_16.js │ ├── variables_2.html │ ├── variables_2.js │ ├── variables_3.html │ ├── variables_3.js │ ├── variables_4.html │ ├── variables_4.js │ ├── variables_5.html │ ├── variables_5.js │ ├── variables_6.html │ ├── variables_6.js │ ├── variables_7.html │ ├── variables_7.js │ ├── variables_8.html │ ├── variables_8.js │ ├── variables_9.html │ ├── variables_9.js │ ├── variables_a.html │ ├── variables_a.js │ ├── variables_b.html │ ├── variables_b.js │ ├── variables_c.html │ ├── variables_c.js │ ├── variables_d.html │ ├── variables_d.js │ ├── variables_e.html │ ├── variables_e.js │ ├── variables_f.html │ └── variables_f.js ├── splitbar.png ├── struct_v3_d_light-members.html ├── struct_v3_d_light.html ├── struct_v3_d_light.js ├── struct_v3_d_material-members.html ├── struct_v3_d_material.html ├── struct_v3_d_material.js ├── struct_v3_d_obj_model_1_1_v3_d_model_data-members.html ├── struct_v3_d_obj_model_1_1_v3_d_model_data.html ├── struct_v3_d_obj_model_1_1_v3_d_model_data.js ├── struct_v3_d_vertex-members.html ├── struct_v3_d_vertex.html ├── struct_v3_d_vertex.js ├── struct_v_input_handler_1_1_axis_input-members.html ├── struct_v_input_handler_1_1_axis_input.html ├── struct_v_input_handler_1_1_axis_input.js ├── struct_v_input_handler_1_1_button_input-members.html ├── struct_v_input_handler_1_1_button_input.html ├── struct_v_input_handler_1_1_button_input.js ├── struct_v_physics_arbiter-members.html ├── struct_v_physics_arbiter.html ├── struct_v_quad_tree-members.html ├── struct_v_quad_tree.html ├── struct_v_quad_tree.js ├── struct_v_tile_collision_info-members.html ├── struct_v_tile_collision_info.html ├── struct_v_tile_collision_info.js ├── struct_v_tile_render_info-members.html ├── struct_v_tile_render_info.html ├── struct_v_tile_render_info.js ├── struct_v_timeline_1_1_v_timeline_event-members.html ├── struct_v_timeline_1_1_v_timeline_event.html ├── sync_off.png ├── sync_on.png ├── tab_a.png ├── tab_b.png ├── tab_h.png ├── tab_s.png └── tabs.css └── index.md /Example/Assets/Add.frag: -------------------------------------------------------------------------------- 1 | uniform sampler2D texture; 2 | uniform sampler2D other; 3 | 4 | void main() 5 | { 6 | vec4 textureFragment = texture2D(texture, gl_TexCoord[0].xy); 7 | vec4 otherFragment = texture2D(other, gl_TexCoord[0].xy); 8 | gl_FragColor = textureFragment + otherFragment; 9 | } -------------------------------------------------------------------------------- /Example/Assets/AlphaThreshold.frag: -------------------------------------------------------------------------------- 1 | uniform sampler2D texture; 2 | 3 | uniform float threshold; 4 | uniform float smoothness; 5 | uniform float unpremultiply; 6 | 7 | void main(void) 8 | { 9 | vec4 color = texture2D( texture, gl_TexCoord[0].xy ) ; 10 | if( unpremultiply > 0.0 ){ color.rgb /= color.a ; } 11 | 12 | float range = ( color.a - (1.0 - threshold) - (smoothness * 0.05) ) / (0.0001 + smoothness * 0.1) ; 13 | color.a = smoothstep( 0.0, 1.0, range ) ; 14 | color.rgb *= color.a ; 15 | 16 | gl_FragColor = gl_Color * color ; 17 | } -------------------------------------------------------------------------------- /Example/Assets/Backdrop.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/Example/Assets/Backdrop.png -------------------------------------------------------------------------------- /Example/Assets/Box.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/Example/Assets/Box.png -------------------------------------------------------------------------------- /Example/Assets/Brightness.frag: -------------------------------------------------------------------------------- 1 | #version 130 2 | uniform sampler2D texture; 3 | uniform float Factor = 4.0; 4 | 5 | void main() 6 | { 7 | vec4 textureFragment = texture2D(texture, gl_TexCoord[0].xy); 8 | //float luminance = textureFragment.r * 0.2126 + textureFragment.g * 0.7152 + textureFragment.b * 0.0722; 9 | textureFragment *= Factor; 10 | gl_FragColor = textureFragment; 11 | } -------------------------------------------------------------------------------- /Example/Assets/CircleMask.frag: -------------------------------------------------------------------------------- 1 | #version 130 2 | uniform sampler2D texture; 3 | uniform float circleRadius; 4 | uniform vec2 screenDim; 5 | uniform float multiplier; 6 | 7 | void main() 8 | { 9 | float minDim = min(screenDim.x, screenDim.y); 10 | vec2 factor = vec2(screenDim.x / minDim, screenDim.y / minDim); 11 | vec2 texCoord = mod(gl_TexCoord[0].xy * factor * multiplier, 1); 12 | 13 | float l = length(texCoord - vec2(0.5, 0.5)); 14 | 15 | if (l > circleRadius) 16 | discard; 17 | 18 | gl_FragColor = texture2D(texture, gl_TexCoord[0].xy); 19 | } -------------------------------------------------------------------------------- /Example/Assets/DejaVuSansMono.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/Example/Assets/DejaVuSansMono.ttf -------------------------------------------------------------------------------- /Example/Assets/DownSample.frag: -------------------------------------------------------------------------------- 1 | uniform sampler2D texture; 2 | uniform vec2 textureSize; 3 | 4 | void main() 5 | { 6 | vec2 pixelSize = vec2(1.0 / textureSize.x, 1.0 / textureSize.y); 7 | vec2 textureCoordinates = gl_TexCoord[0].xy; 8 | vec4 color = texture2D(texture, textureCoordinates); 9 | color += texture2D(texture, textureCoordinates + vec2( 1.0, 0.0) * pixelSize); 10 | color += texture2D(texture, textureCoordinates + vec2(-1.0, 0.0) * pixelSize); 11 | color += texture2D(texture, textureCoordinates + vec2( 0.0, 1.0) * pixelSize); 12 | color += texture2D(texture, textureCoordinates + vec2( 0.0, -1.0) * pixelSize); 13 | color += texture2D(texture, textureCoordinates + vec2( 1.0, 1.0) * pixelSize); 14 | color += texture2D(texture, textureCoordinates + vec2(-1.0, -1.0) * pixelSize); 15 | color += texture2D(texture, textureCoordinates + vec2( 1.0, -1.0) * pixelSize); 16 | color += texture2D(texture, textureCoordinates + vec2(-1.0, 1.0) * pixelSize); 17 | gl_FragColor = color / 9.0; 18 | } -------------------------------------------------------------------------------- /Example/Assets/GaussianBlur.frag: -------------------------------------------------------------------------------- 1 | uniform sampler2D texture; 2 | uniform vec2 offsetFactor; 3 | 4 | void main() 5 | { 6 | vec2 textureCoordinates = gl_TexCoord[0].xy; 7 | vec4 color = vec4(0.0); 8 | color += texture2D(texture, textureCoordinates - 4.0 * offsetFactor) * 0.0162162162; 9 | color += texture2D(texture, textureCoordinates - 3.0 * offsetFactor) * 0.0540540541; 10 | color += texture2D(texture, textureCoordinates - 2.0 * offsetFactor) * 0.1216216216; 11 | color += texture2D(texture, textureCoordinates - offsetFactor) * 0.1945945946; 12 | color += texture2D(texture, textureCoordinates) * 0.2270270270; 13 | color += texture2D(texture, textureCoordinates + offsetFactor) * 0.1945945946; 14 | color += texture2D(texture, textureCoordinates + 2.0 * offsetFactor) * 0.1216216216; 15 | color += texture2D(texture, textureCoordinates + 3.0 * offsetFactor) * 0.0540540541; 16 | color += texture2D(texture, textureCoordinates + 4.0 * offsetFactor) * 0.0162162162; 17 | gl_FragColor = color; 18 | } -------------------------------------------------------------------------------- /Example/Assets/Glitch.frag: -------------------------------------------------------------------------------- 1 | #version 130 2 | uniform sampler2D texture; 3 | uniform vec2 textureSize; 4 | uniform float amplitude; 5 | uniform float lineHeight; 6 | uniform float time; 7 | 8 | highp float rand(vec2 co){ 9 | highp float a = 12.9898; 10 | highp float b = 78.233; 11 | highp float c = 43758.5453; 12 | highp float dt= dot(co.xy ,vec2(a,b)); 13 | highp float sn= mod(dt,3.14); 14 | return fract(sin(sn) * c); 15 | } 16 | 17 | void main() 18 | { 19 | //Convert amplitude from pixel to UV 20 | float width = (amplitude / textureSize.x) * 0.5; 21 | 22 | //Get exact pixel Y position 23 | float ts = gl_TexCoord[0].y; 24 | float pixelHeight = ts * textureSize.y; 25 | 26 | //Random multiplier between -0.5 and 0.5 27 | highp float mult = rand(vec2(time, int(pixelHeight / lineHeight))); 28 | if (mult < 0.001) 29 | mult = 0; 30 | 31 | vec2 mod = gl_TexCoord[0].xy + vec2(width * mult, 0); 32 | if (mod.x >= 0 && mod.x <= 1) 33 | { 34 | // lookup the pixel in the texture 35 | vec4 pixel = texture2D(texture, mod); 36 | 37 | // multiply it by the color 38 | gl_FragColor = gl_Color * pixel; 39 | } 40 | else 41 | { 42 | gl_FragColor = vec4(0,0,0,0); 43 | } 44 | } -------------------------------------------------------------------------------- /Example/Assets/Lighting.frag: -------------------------------------------------------------------------------- 1 | #version 130 2 | 3 | uniform sampler2D texture; 4 | uniform sampler2D height; 5 | 6 | uniform vec3 light; 7 | uniform float intensity; 8 | 9 | void main() 10 | { 11 | vec2 ts = gl_TexCoord[0].xy; 12 | vec4 p = texture2D(texture, ts); 13 | vec4 h = texture2D(height, ts); 14 | 15 | vec3 normal = 2.0 * h.rgb - 1.0; 16 | vec3 light = normalize(vec3(light.x - ts.x, light.y - ts.y, light.z)); 17 | float diffuse = clamp(dot(normal, light), 0.0, 1.0); 18 | 19 | gl_FragColor = (intensity * p * diffuse); 20 | } -------------------------------------------------------------------------------- /Example/Assets/LinedWave.frag: -------------------------------------------------------------------------------- 1 | #version 130 2 | uniform sampler2D texture; 3 | uniform vec2 textureSize; 4 | uniform float lineHeight = 1.0; 5 | uniform float amplitude = 0.0; 6 | uniform float time = 0.0; 7 | uniform float waveMultiply = 1.0; 8 | 9 | const float pi = 3.14159265; 10 | 11 | void main() 12 | { 13 | //Convert amplitude from pixel to UV 14 | float width = (amplitude / textureSize.x) * 0.5; 15 | 16 | float ts = gl_TexCoord[0].y; 17 | 18 | //Get exact pixel Y position 19 | float pixelHeight = ts * textureSize.y; 20 | 21 | //Alternate between positive and negative sine 22 | vec2 mod; 23 | if (int(pixelHeight / lineHeight) % 2 == 0) 24 | { 25 | mod = gl_TexCoord[0].xy + vec2(width * sin((time + 1.5*ts*pi) * waveMultiply), 0); 26 | } 27 | else 28 | { 29 | mod = gl_TexCoord[0].xy - vec2(width * sin((time + 1.5*ts*pi) * waveMultiply), 0); 30 | } 31 | 32 | if (mod.x >= 0 && mod.x <= 1) 33 | { 34 | // lookup the pixel in the texture 35 | vec4 pixel = texture2D(texture, mod); 36 | 37 | // multiply it by the color 38 | gl_FragColor = gl_Color * pixel; 39 | } 40 | else 41 | { 42 | gl_FragColor = vec4(0,0,0,0); 43 | } 44 | } -------------------------------------------------------------------------------- /Example/Assets/Nimrud/nimrud.mtl: -------------------------------------------------------------------------------- 1 | # Blender MTL File: 'nimrud.blend' 2 | # Material Count: 1 3 | newmtl Material_nimrud.png 4 | Ns 96.078431 5 | Ka 0.000000 0.000000 0.000000 6 | Kd 0.640000 0.640000 0.640000 7 | Ks 0.153595 0.153595 0.153595 8 | Ni 1.000000 9 | d 1.000000 10 | illum 2 11 | map_Kd nimrud.png 12 | 13 | 14 | -------------------------------------------------------------------------------- /Example/Assets/Nimrud/nimrud.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/Example/Assets/Nimrud/nimrud.png -------------------------------------------------------------------------------- /Example/Assets/Nimrud/wheel.mtl: -------------------------------------------------------------------------------- 1 | # Blender MTL File: 'wheel.blend' 2 | # Material Count: 1 3 | newmtl Material_nimrud.png 4 | Ns 96.078431 5 | Ka 0.000000 0.000000 0.000000 6 | Kd 0.640000 0.640000 0.640000 7 | Ks 0.500000 0.500000 0.500000 8 | Ni 1.000000 9 | d 1.000000 10 | illum 2 11 | map_Kd nimrud.png 12 | 13 | 14 | -------------------------------------------------------------------------------- /Example/Assets/Player.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/Example/Assets/Player.png -------------------------------------------------------------------------------- /Example/Assets/Smoke.png: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Example/BloomPostEffect.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | #include "../VFrame/VPostEffect.h" 3 | #include 4 | 5 | class BloomPostEffect : public VPostEffectBase 6 | { 7 | public: 8 | BloomPostEffect(); 9 | ~BloomPostEffect() = default; 10 | 11 | virtual void Apply(const sf::Texture& input, sf::RenderTarget& output); 12 | void SetBloomFactor(float factor); 13 | 14 | private: 15 | typedef std::array RenderArray; 16 | 17 | void prepareTextures(sf::Vector2u size); 18 | 19 | void filterBright(const sf::Texture& input, sf::RenderTarget& output); 20 | void blurMultipass(RenderArray& renderTextures); 21 | void blur(const sf::Texture& input, sf::RenderTarget& output, sf::Vector2f offsetFactor); 22 | void downsample(const sf::Texture& input, sf::RenderTarget& output); 23 | void add(const sf::Texture& source, const sf::Texture& bloom, sf::RenderTarget& target); 24 | 25 | sf::Shader brightness; 26 | sf::Shader downSample; 27 | sf::Shader gaussianBlur; 28 | sf::Shader addition; 29 | 30 | sf::RenderTexture mBrightnessTexture; 31 | RenderArray mFirstPassTextures; 32 | RenderArray mSecondPassTextures; 33 | }; 34 | 35 | -------------------------------------------------------------------------------- /Example/ScoreboardEffect.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | #include "../VFrame/VPostEffect.h" 3 | #include 4 | 5 | class ScoreboardEffect : public VPostEffectBase 6 | { 7 | public: 8 | ScoreboardEffect(); 9 | ~ScoreboardEffect() = default; 10 | 11 | virtual void Apply(const sf::Texture& input, sf::RenderTarget& output); 12 | void SetPointSize(float size); 13 | void SetPointAmount(unsigned int amount); 14 | void SetBlur(bool value, float amount); 15 | 16 | private: 17 | typedef std::array RenderArray; 18 | 19 | void prepareTextures(sf::Vector2u size); 20 | void downsample(const sf::Texture& input, sf::RenderTarget& output); 21 | void mask(const sf::Texture& source, sf::RenderTarget& target); 22 | void blurMultipass(RenderArray& renderTextures); 23 | void blur(const sf::Texture& input, sf::RenderTarget& output, sf::Vector2f offsetFactor); 24 | 25 | unsigned int pointAmount; 26 | bool blurEffect; 27 | float blurAmount; 28 | 29 | sf::Shader downSample; 30 | sf::Shader maskSample; 31 | sf::Shader gaussianBlur; 32 | sf::Shader fullPass; 33 | 34 | sf::RenderTexture mDownSampleTexture; 35 | RenderArray mBlurPassTextures; 36 | }; 37 | 38 | -------------------------------------------------------------------------------- /Example/arial.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/Example/arial.ttf -------------------------------------------------------------------------------- /Example/main.cpp: -------------------------------------------------------------------------------- 1 | #include "../VFrame/VGame.h" 2 | #include "../Example/States.h" 3 | 4 | int main() 5 | { 6 | sf::ContextSettings settings; 7 | settings.depthBits = 24; 8 | settings.stencilBits = 8; 9 | settings.antialiasingLevel = 0; 10 | settings.majorVersion = 4; 11 | settings.minorVersion = 5; 12 | 13 | int r = std::make_unique()->Run( 14 | "VFrame Stuff with SFML " + std::to_string(SFML_VERSION_MAJOR) + "." + std::to_string(SFML_VERSION_MINOR) + "." + std::to_string(SFML_VERSION_PATCH), 15 | new DemoStatesManager(), 640, 360, 60.0f, 7, settings); 16 | 17 | return r; 18 | } 19 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 Tim Stoddard 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Logo.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/Logo.bmp -------------------------------------------------------------------------------- /VFrame/V3DBatchModelGroup.cpp: -------------------------------------------------------------------------------- 1 | #include "V3DBatchModelGroup.h" 2 | 3 | #ifndef VFRAME_NO_3D 4 | #include "V3DCamera.h" 5 | #include "V3DShader.h" 6 | 7 | V3DBatchModelGroup::V3DBatchModelGroup(V3DObject* BaseObject, unsigned int MaxSize) : VGroup(MaxSize) 8 | { 9 | baseObject = BaseObject; 10 | } 11 | 12 | void V3DBatchModelGroup::Destroy() 13 | { 14 | VSUPERCLASS::Destroy(); 15 | delete baseObject; 16 | } 17 | 18 | V3DShader* V3DBatchModelGroup::GetOverrideShader() 19 | { 20 | return baseObject->OverrideShader; 21 | } 22 | 23 | void V3DBatchModelGroup::UpdateShader(V3DCamera* Camera, V3DShader* Shader) 24 | { 25 | currentCamera = Camera; 26 | currentShader = Shader; 27 | } 28 | 29 | void V3DBatchModelGroup::Draw(sf::RenderTarget& RenderTarget) 30 | { 31 | for (VBase* it : members) 32 | { 33 | V3DObject* base = dynamic_cast(it); 34 | 35 | if (base != nullptr && base->exists && base->visible && currentCamera->BoxInView(base->Position, baseObject->GetMinimum(), baseObject->GetMaximum())) 36 | { 37 | baseObject->Position = base->Position; 38 | baseObject->Rotation = base->Rotation; 39 | baseObject->Scale = base->Scale; 40 | baseObject->UpdateShader(currentShader, currentCamera); 41 | baseObject->Update(0.0f); 42 | baseObject->Draw(RenderTarget); 43 | } 44 | } 45 | } 46 | #endif -------------------------------------------------------------------------------- /VFrame/VAsync.cpp: -------------------------------------------------------------------------------- 1 | //Reference: https://www.reddit.com/r/gamedev/comments/2ivsp6/async_loading_and_syncing_threads_with_your/ 2 | 3 | #include "VAsync.h" 4 | 5 | VAsync::~VAsync() 6 | { 7 | while (!syncQueue.empty()) 8 | { 9 | syncQueue.pop(); 10 | } 11 | } 12 | 13 | bool VAsync::ActiveAsyncFunctions() 14 | { 15 | return activeAsyncFunctions > 0; 16 | } 17 | 18 | void VAsync::LaunchAsyncFunction(std::future &f) 19 | { 20 | if (f.valid()) 21 | activeAsyncFunctions++; 22 | } 23 | 24 | void VAsync::SyncToMainLoop(std::function callback) 25 | { 26 | if (callback != nullptr) 27 | { 28 | syncMutex.lock(); 29 | syncQueue.push(callback); 30 | syncMutex.unlock(); 31 | } 32 | activeAsyncFunctions--; 33 | } 34 | 35 | void VAsync::ProcessSyncRequests() 36 | { 37 | if (syncQueue.empty()) 38 | return; 39 | 40 | syncMutex.lock(); 41 | while (!syncQueue.empty()) 42 | { 43 | auto callback = syncQueue.front(); 44 | callback(); 45 | syncQueue.pop(); 46 | } 47 | syncMutex.unlock(); 48 | } 49 | -------------------------------------------------------------------------------- /VFrame/VDebugRenderer.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | #if _DEBUG 3 | #include "VBase.h" 4 | #include 5 | 6 | class VDebugRenderer : public VBase 7 | { 8 | private: 9 | ///Render vertices for drawing collision bounderies of all the objects. Used when in Debug mode with DebugDraw = true. 10 | sf::VertexArray debuggingVertices; 11 | unsigned int vertexSet; 12 | 13 | void forEachExistingObject(VBase* b); 14 | void hideExcessVertices(); 15 | 16 | public: 17 | ///Used to call parent class functions when they are overrided in class. 18 | typedef VBase VSUPERCLASS; 19 | 20 | VDebugRenderer(); 21 | 22 | void Update(float dt) override; 23 | void Draw(sf::RenderTarget& RenderTarget) override; 24 | }; 25 | #endif -------------------------------------------------------------------------------- /VFrame/VParticle.cpp: -------------------------------------------------------------------------------- 1 | #include "VParticle.h" 2 | #include "VInterpolate.h" 3 | 4 | void VParticle::Update(float dt) 5 | { 6 | if (Age < Lifespan) 7 | { 8 | Age += dt; 9 | } 10 | 11 | if (Age >= Lifespan && Lifespan != 0) 12 | { 13 | visible = false; 14 | Kill(); 15 | } 16 | 17 | float percent = Lifespan > 0 ? Age / Lifespan : 0; 18 | Scale = VInterpolate::Vector2f(ScaleRange.A, ScaleRange.B, percent); 19 | Tint = VInterpolate::Color(ColourRange.A, ColourRange.B, percent); 20 | Tint.a = sf::Uint8(VInterpolate::Float(AlphaRange.A, AlphaRange.B, percent) * 255); 21 | 22 | VSUPERCLASS::Update(dt); 23 | } 24 | 25 | void VParticle::Reset(float x, float y) 26 | { 27 | VSUPERCLASS::Reset(x, y); 28 | Age = 0; 29 | visible = true; 30 | } 31 | -------------------------------------------------------------------------------- /VFrame/VPhysicsJoints.h: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/VFrame/VPhysicsJoints.h -------------------------------------------------------------------------------- /VFrame/VRandom.cpp: -------------------------------------------------------------------------------- 1 | #include "VRandom.h" 2 | 3 | using std::uniform_int_distribution; 4 | using std::uniform_real_distribution; 5 | 6 | float VRandom::GetFloat(float max, float min) 7 | { 8 | return uniform_real_distribution(min, max)(engine); 9 | } 10 | 11 | int VRandom::GetInt(int max, int min) 12 | { 13 | return uniform_int_distribution(min, max)(engine); 14 | } 15 | 16 | bool VRandom::GetBool(float chance) 17 | { 18 | chance = chance > 100 ? 100 : chance < 0 ? 0 : chance; 19 | 20 | return GetFloat(100.0f) < chance; 21 | } 22 | 23 | sf::Color VRandom::GetColor(sf::Color max, sf::Color min) 24 | { 25 | sf::Color color; 26 | color.r = GetInt(max.r, min.r); 27 | color.g = GetInt(max.g, min.g); 28 | color.b = GetInt(max.b, min.b); 29 | color.a = 255; 30 | return color; 31 | } 32 | 33 | sf::Vector2f VRandom::GetVector2f(sf::Vector2f max, sf::Vector2f min) 34 | { 35 | return sf::Vector2f(GetFloat(max.x, min.x), GetFloat(max.y, min.y)); 36 | } 37 | 38 | sf::Vector2i VRandom::GetVector2i(sf::Vector2i max, sf::Vector2i min) 39 | { 40 | return sf::Vector2i(GetInt(max.x, min.x), GetInt(max.y, min.y)); 41 | } 42 | 43 | sf::Vector2u VRandom::GetVector2u(sf::Vector2u max, sf::Vector2u min) 44 | { 45 | return sf::Vector2u(GetInt(max.x, min.x), GetInt(max.y, min.y)); 46 | } 47 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/_fixes.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/detail/_fixes.hpp 3 | 4 | #include 5 | 6 | //! Workaround for compatibility with other libraries 7 | #ifdef max 8 | #undef max 9 | #endif 10 | 11 | //! Workaround for compatibility with other libraries 12 | #ifdef min 13 | #undef min 14 | #endif 15 | 16 | //! Workaround for Android 17 | #ifdef isnan 18 | #undef isnan 19 | #endif 20 | 21 | //! Workaround for Android 22 | #ifdef isinf 23 | #undef isinf 24 | #endif 25 | 26 | //! Workaround for Chrone Native Client 27 | #ifdef log2 28 | #undef log2 29 | #endif 30 | 31 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/compute_vector_relational.hpp: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "setup.hpp" 4 | #include 5 | #include 6 | 7 | namespace glm{ 8 | namespace detail 9 | { 10 | template ::is_iec559> 11 | struct compute_equal 12 | { 13 | GLM_FUNC_QUALIFIER static bool call(T a, T b) 14 | { 15 | return a == b; 16 | } 17 | }; 18 | 19 | template 20 | struct compute_equal 21 | { 22 | GLM_FUNC_QUALIFIER static bool call(T a, T b) 23 | { 24 | return std::memcmp(&a, &b, sizeof(T)) == 0; 25 | } 26 | }; 27 | }//namespace detail 28 | }//namespace glm 29 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/func_exponential_simd.inl: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/detail/func_exponential_simd.inl 3 | 4 | #include "../simd/exponential.h" 5 | 6 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 7 | 8 | namespace glm{ 9 | namespace detail 10 | { 11 | template 12 | struct compute_sqrt<4, float, Q, true> 13 | { 14 | GLM_FUNC_QUALIFIER static vec<4, float, Q> call(vec<4, float, Q> const& v) 15 | { 16 | vec<4, float, Q> Result; 17 | Result.data = _mm_sqrt_ps(v.data); 18 | return Result; 19 | } 20 | }; 21 | 22 | template<> 23 | struct compute_sqrt<4, float, aligned_lowp, true> 24 | { 25 | GLM_FUNC_QUALIFIER static vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& v) 26 | { 27 | vec<4, float, aligned_lowp> Result; 28 | Result.data = glm_vec4_sqrt_lowp(v.data); 29 | return Result; 30 | } 31 | }; 32 | }//namespace detail 33 | }//namespace glm 34 | 35 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 36 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/func_packing_simd.inl: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/detail/func_packing_simd.inl 3 | 4 | namespace glm{ 5 | namespace detail 6 | { 7 | 8 | }//namespace detail 9 | }//namespace glm 10 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/func_trigonometric_simd.inl: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/VFrame/depend/glm/detail/func_trigonometric_simd.inl -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/func_vector_relational_simd.inl: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/detail/func_vector_relational_simd.inl 3 | 4 | namespace glm{ 5 | namespace detail 6 | { 7 | 8 | }//namespace detail 9 | }//namespace glm 10 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/type_half.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/detail/type_half.hpp 3 | 4 | #pragma once 5 | 6 | #include "setup.hpp" 7 | 8 | namespace glm{ 9 | namespace detail 10 | { 11 | typedef short hdata; 12 | 13 | GLM_FUNC_DECL float toFloat32(hdata value); 14 | GLM_FUNC_DECL hdata toFloat16(float const& value); 15 | 16 | }//namespace detail 17 | }//namespace glm 18 | 19 | #include "type_half.inl" 20 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/type_mat.inl: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/detail/type_mat.inl 3 | 4 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/type_mat4x4_simd.inl: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/detail/type_mat4x4_sse2.inl 3 | 4 | namespace glm 5 | { 6 | 7 | }//namespace glm 8 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/type_vec.inl: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/detail/type_vec.inl 3 | -------------------------------------------------------------------------------- /VFrame/depend/glm/detail/type_vec1.hpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/VFrame/depend/glm/detail/type_vec1.hpp -------------------------------------------------------------------------------- /VFrame/depend/glm/ext/vec1.inl: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/VFrame/depend/glm/ext/vec1.inl -------------------------------------------------------------------------------- /VFrame/depend/glm/gtc/type_precision.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtc_swizzle 2 | /// @file glm/gtc/swizzle.inl 3 | 4 | namespace glm 5 | { 6 | 7 | } 8 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtc/vec1.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtc_vec1 2 | /// @file glm/gtc/vec1.inl 3 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/closest_point.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_closest_point 2 | /// @file glm/gtx/closest_point.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER vec<3, T, Q> closestPointOnLine 8 | ( 9 | vec<3, T, Q> const& point, 10 | vec<3, T, Q> const& a, 11 | vec<3, T, Q> const& b 12 | ) 13 | { 14 | T LineLength = distance(a, b); 15 | vec<3, T, Q> Vector = point - a; 16 | vec<3, T, Q> LineDirection = (b - a) / LineLength; 17 | 18 | // Project Vector to LineDirection to get the distance of point from a 19 | T Distance = dot(Vector, LineDirection); 20 | 21 | if(Distance <= T(0)) return a; 22 | if(Distance >= LineLength) return b; 23 | return a + LineDirection * Distance; 24 | } 25 | 26 | template 27 | GLM_FUNC_QUALIFIER vec<2, T, Q> closestPointOnLine 28 | ( 29 | vec<2, T, Q> const& point, 30 | vec<2, T, Q> const& a, 31 | vec<2, T, Q> const& b 32 | ) 33 | { 34 | T LineLength = distance(a, b); 35 | vec<2, T, Q> Vector = point - a; 36 | vec<2, T, Q> LineDirection = (b - a) / LineLength; 37 | 38 | // Project Vector to LineDirection to get the distance of point from a 39 | T Distance = dot(Vector, LineDirection); 40 | 41 | if(Distance <= T(0)) return a; 42 | if(Distance >= LineLength) return b; 43 | return a + LineDirection * Distance; 44 | } 45 | 46 | }//namespace glm 47 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/extend.hpp: -------------------------------------------------------------------------------- 1 | /// @ref gtx_extend 2 | /// @file glm/gtx/extend.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup gtx_extend GLM_GTX_extend 7 | /// @ingroup gtx 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Extend a position from a source to a position at a defined length. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../glm.hpp" 17 | 18 | #ifndef GLM_ENABLE_EXPERIMENTAL 19 | # error "GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." 20 | #endif 21 | 22 | #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 23 | # pragma message("GLM: GLM_GTX_extend extension included") 24 | #endif 25 | 26 | namespace glm 27 | { 28 | /// @addtogroup gtx_extend 29 | /// @{ 30 | 31 | /// Extends of Length the Origin position using the (Source - Origin) direction. 32 | /// @see gtx_extend 33 | template 34 | GLM_FUNC_DECL genType extend( 35 | genType const& Origin, 36 | genType const& Source, 37 | typename genType::value_type const Length); 38 | 39 | /// @} 40 | }//namespace glm 41 | 42 | #include "extend.inl" 43 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/extend.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_extend 2 | /// @file glm/gtx/extend.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER genType extend 8 | ( 9 | genType const& Origin, 10 | genType const& Source, 11 | genType const& Distance 12 | ) 13 | { 14 | return Origin + (Source - Origin) * Distance; 15 | } 16 | 17 | template 18 | GLM_FUNC_QUALIFIER vec<2, T, Q> extend 19 | ( 20 | vec<2, T, Q> const& Origin, 21 | vec<2, T, Q> const& Source, 22 | T const& Distance 23 | ) 24 | { 25 | return Origin + (Source - Origin) * Distance; 26 | } 27 | 28 | template 29 | GLM_FUNC_QUALIFIER vec<3, T, Q> extend 30 | ( 31 | vec<3, T, Q> const& Origin, 32 | vec<3, T, Q> const& Source, 33 | T const& Distance 34 | ) 35 | { 36 | return Origin + (Source - Origin) * Distance; 37 | } 38 | 39 | template 40 | GLM_FUNC_QUALIFIER vec<4, T, Q> extend 41 | ( 42 | vec<4, T, Q> const& Origin, 43 | vec<4, T, Q> const& Source, 44 | T const& Distance 45 | ) 46 | { 47 | return Origin + (Source - Origin) * Distance; 48 | } 49 | }//namespace glm 50 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/exterior_product.hpp: -------------------------------------------------------------------------------- 1 | /// @ref gtx_exterior_product 2 | /// @file glm/gtx/exterior_product.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// @see gtx_exterior_product (dependence) 6 | /// 7 | /// @defgroup gtx_exterior_product GLM_GTX_exterior_product 8 | /// @ingroup gtx 9 | /// 10 | /// Include to use the features of this extension. 11 | /// 12 | /// @brief Allow to perform bit operations on integer values 13 | 14 | #pragma once 15 | 16 | // Dependencies 17 | #include "../detail/setup.hpp" 18 | #include "../detail/qualifier.hpp" 19 | 20 | #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 21 | # pragma message("GLM: GLM_GTX_exterior_product extension included") 22 | #endif 23 | 24 | namespace glm 25 | { 26 | /// @addtogroup gtx_exterior_product 27 | /// @{ 28 | 29 | /// Returns the cross product of x and y. 30 | /// 31 | /// @tparam T Floating-point scalar types 32 | /// @tparam Q Value from qualifier enum 33 | /// 34 | /// @see Exterior product 35 | template 36 | GLM_FUNC_DECL T cross(vec<2, T, Q> const& v, vec<2, T, Q> const& u); 37 | 38 | /// @} 39 | } //namespace glm 40 | 41 | #include "exterior_product.inl" 42 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/exterior_product.inl: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/detail/func_geometric.inl 3 | 4 | #include 5 | 6 | namespace glm { 7 | namespace detail 8 | { 9 | template 10 | struct compute_cross_vec2 11 | { 12 | GLM_FUNC_QUALIFIER static T call(vec<2, T, Q> const& v, vec<2, T, Q> const& u) 13 | { 14 | GLM_STATIC_ASSERT(std::numeric_limits::is_iec559, "'cross' accepts only floating-point inputs"); 15 | 16 | return v.x * u.y - u.x * v.y; 17 | } 18 | }; 19 | }//namespace detail 20 | 21 | template 22 | GLM_FUNC_QUALIFIER T cross(vec<2, T, Q> const& x, vec<2, T, Q> const& y) 23 | { 24 | return detail::compute_cross_vec2::value>::call(x, y); 25 | } 26 | }//namespace glm 27 | 28 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/float_notmalize.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_float_normalize 2 | /// @file glm/gtx/float_normalize.inl 3 | 4 | #include 5 | 6 | namespace glm 7 | { 8 | template 9 | GLM_FUNC_QUALIFIER vec floatNormalize(vec const& v) 10 | { 11 | return vec(v) / static_cast(std::numeric_limits::max()); 12 | } 13 | 14 | }//namespace glm 15 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/functions.hpp: -------------------------------------------------------------------------------- 1 | /// @ref gtx_functions 2 | /// @file glm/gtx/functions.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// @see gtc_quaternion (dependence) 6 | /// 7 | /// @defgroup gtx_functions GLM_GTX_functions 8 | /// @ingroup gtx 9 | /// 10 | /// Include to use the features of this extension. 11 | /// 12 | /// List of useful common functions. 13 | 14 | #pragma once 15 | 16 | // Dependencies 17 | #include "../detail/setup.hpp" 18 | #include "../detail/qualifier.hpp" 19 | #include "../detail/type_vec2.hpp" 20 | 21 | #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 22 | # pragma message("GLM: GLM_GTX_functions extension included") 23 | #endif 24 | 25 | namespace glm 26 | { 27 | /// @addtogroup gtx_functions 28 | /// @{ 29 | 30 | /// 1D gauss function 31 | /// 32 | /// @see gtc_epsilon 33 | template 34 | GLM_FUNC_DECL T gauss( 35 | T x, 36 | T ExpectedValue, 37 | T StandardDeviation); 38 | 39 | /// 2D gauss function 40 | /// 41 | /// @see gtc_epsilon 42 | template 43 | GLM_FUNC_DECL T gauss( 44 | vec<2, T, Q> const& Coord, 45 | vec<2, T, Q> const& ExpectedValue, 46 | vec<2, T, Q> const& StandardDeviation); 47 | 48 | /// @} 49 | }//namespace glm 50 | 51 | #include "functions.inl" 52 | 53 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/functions.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_functions 2 | /// @file glm/gtx/functions.inl 3 | 4 | #include "../exponential.hpp" 5 | 6 | namespace glm 7 | { 8 | template 9 | GLM_FUNC_QUALIFIER T gauss 10 | ( 11 | T x, 12 | T ExpectedValue, 13 | T StandardDeviation 14 | ) 15 | { 16 | return exp(-((x - ExpectedValue) * (x - ExpectedValue)) / (static_cast(2) * StandardDeviation * StandardDeviation)) / (StandardDeviation * sqrt(static_cast(6.28318530717958647692528676655900576))); 17 | } 18 | 19 | template 20 | GLM_FUNC_QUALIFIER T gauss 21 | ( 22 | vec<2, T, Q> const& Coord, 23 | vec<2, T, Q> const& ExpectedValue, 24 | vec<2, T, Q> const& StandardDeviation 25 | ) 26 | { 27 | vec<2, T, Q> const Squared = ((Coord - ExpectedValue) * (Coord - ExpectedValue)) / (static_cast(2) * StandardDeviation * StandardDeviation); 28 | return exp(-(Squared.x + Squared.y)); 29 | } 30 | }//namespace glm 31 | 32 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/gradient_paint.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_gradient_paint 2 | /// @file glm/gtx/gradient_paint.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER T radialGradient 8 | ( 9 | vec<2, T, Q> const& Center, 10 | T const& Radius, 11 | vec<2, T, Q> const& Focal, 12 | vec<2, T, Q> const& Position 13 | ) 14 | { 15 | vec<2, T, Q> F = Focal - Center; 16 | vec<2, T, Q> D = Position - Focal; 17 | T Radius2 = pow2(Radius); 18 | T Fx2 = pow2(F.x); 19 | T Fy2 = pow2(F.y); 20 | 21 | T Numerator = (D.x * F.x + D.y * F.y) + sqrt(Radius2 * (pow2(D.x) + pow2(D.y)) - pow2(D.x * F.y - D.y * F.x)); 22 | T Denominator = Radius2 - (Fx2 + Fy2); 23 | return Numerator / Denominator; 24 | } 25 | 26 | template 27 | GLM_FUNC_QUALIFIER T linearGradient 28 | ( 29 | vec<2, T, Q> const& Point0, 30 | vec<2, T, Q> const& Point1, 31 | vec<2, T, Q> const& Position 32 | ) 33 | { 34 | vec<2, T, Q> Dist = Point1 - Point0; 35 | return (Dist.x * (Position.x - Point0.x) + Dist.y * (Position.y - Point0.y)) / glm::dot(Dist, Dist); 36 | } 37 | }//namespace glm 38 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/handed_coordinate_space.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_handed_coordinate_space 2 | /// @file glm/gtx/handed_coordinate_space.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER bool rightHanded 8 | ( 9 | vec<3, T, Q> const& tangent, 10 | vec<3, T, Q> const& binormal, 11 | vec<3, T, Q> const& normal 12 | ) 13 | { 14 | return dot(cross(normal, tangent), binormal) > T(0); 15 | } 16 | 17 | template 18 | GLM_FUNC_QUALIFIER bool leftHanded 19 | ( 20 | vec<3, T, Q> const& tangent, 21 | vec<3, T, Q> const& binormal, 22 | vec<3, T, Q> const& normal 23 | ) 24 | { 25 | return dot(cross(normal, tangent), binormal) < T(0); 26 | } 27 | }//namespace glm 28 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/intersect.hpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/VFrame/depend/glm/gtx/intersect.hpp -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/log_base.hpp: -------------------------------------------------------------------------------- 1 | /// @ref gtx_log_base 2 | /// @file glm/gtx/log_base.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup gtx_log_base GLM_GTX_log_base 7 | /// @ingroup gtx 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Logarithm for any base. base can be a vector or a scalar. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../glm.hpp" 17 | 18 | #ifndef GLM_ENABLE_EXPERIMENTAL 19 | # error "GLM: GLM_GTX_log_base is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." 20 | #endif 21 | 22 | #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 23 | # pragma message("GLM: GLM_GTX_log_base extension included") 24 | #endif 25 | 26 | namespace glm 27 | { 28 | /// @addtogroup gtx_log_base 29 | /// @{ 30 | 31 | /// Logarithm for any base. 32 | /// From GLM_GTX_log_base. 33 | template 34 | GLM_FUNC_DECL genType log( 35 | genType const& x, 36 | genType const& base); 37 | 38 | /// Logarithm for any base. 39 | /// From GLM_GTX_log_base. 40 | template 41 | GLM_FUNC_DECL vec sign( 42 | vec const& x, 43 | vec const& base); 44 | 45 | /// @} 46 | }//namespace glm 47 | 48 | #include "log_base.inl" 49 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/log_base.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_log_base 2 | /// @file glm/gtx/log_base.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER genType log(genType const& x, genType const& base) 8 | { 9 | assert(!detail::compute_equal::call(x, static_cast(0))); 10 | return glm::log(x) / glm::log(base); 11 | } 12 | 13 | template 14 | GLM_FUNC_QUALIFIER vec log(vec const& x, vec const& base) 15 | { 16 | return glm::log(x) / glm::log(base); 17 | } 18 | }//namespace glm 19 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/matrix_cross_product.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_matrix_cross_product 2 | /// @file glm/gtx/matrix_cross_product.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER mat<3, 3, T, Q> matrixCross3 8 | ( 9 | vec<3, T, Q> const& x 10 | ) 11 | { 12 | mat<3, 3, T, Q> Result(T(0)); 13 | Result[0][1] = x.z; 14 | Result[1][0] = -x.z; 15 | Result[0][2] = -x.y; 16 | Result[2][0] = x.y; 17 | Result[1][2] = x.x; 18 | Result[2][1] = -x.x; 19 | return Result; 20 | } 21 | 22 | template 23 | GLM_FUNC_QUALIFIER mat<4, 4, T, Q> matrixCross4 24 | ( 25 | vec<3, T, Q> const& x 26 | ) 27 | { 28 | mat<4, 4, T, Q> Result(T(0)); 29 | Result[0][1] = x.z; 30 | Result[1][0] = -x.z; 31 | Result[0][2] = -x.y; 32 | Result[2][0] = x.y; 33 | Result[1][2] = x.x; 34 | Result[2][1] = -x.x; 35 | return Result; 36 | } 37 | 38 | }//namespace glm 39 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/matrix_factorisation.inl: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/VFrame/depend/glm/gtx/matrix_factorisation.inl -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/mixed_product.hpp: -------------------------------------------------------------------------------- 1 | /// @ref gtx_mixed_product 2 | /// @file glm/gtx/mixed_product.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup gtx_mixed_product GLM_GTX_mixed_producte 7 | /// @ingroup gtx 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Mixed product of 3 vectors. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../glm.hpp" 17 | 18 | #ifndef GLM_ENABLE_EXPERIMENTAL 19 | # error "GLM: GLM_GTX_mixed_product is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." 20 | #endif 21 | 22 | #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 23 | # pragma message("GLM: GLM_GTX_mixed_product extension included") 24 | #endif 25 | 26 | namespace glm 27 | { 28 | /// @addtogroup gtx_mixed_product 29 | /// @{ 30 | 31 | /// @brief Mixed product of 3 vectors (from GLM_GTX_mixed_product extension) 32 | template 33 | GLM_FUNC_DECL T mixedProduct( 34 | vec<3, T, Q> const& v1, 35 | vec<3, T, Q> const& v2, 36 | vec<3, T, Q> const& v3); 37 | 38 | /// @} 39 | }// namespace glm 40 | 41 | #include "mixed_product.inl" 42 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/mixed_product.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_mixed_product 2 | /// @file glm/gtx/mixed_product.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER T mixedProduct 8 | ( 9 | vec<3, T, Q> const& v1, 10 | vec<3, T, Q> const& v2, 11 | vec<3, T, Q> const& v3 12 | ) 13 | { 14 | return dot(cross(v1, v2), v3); 15 | } 16 | }//namespace glm 17 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/normal.hpp: -------------------------------------------------------------------------------- 1 | /// @ref gtx_normal 2 | /// @file glm/gtx/normal.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// @see gtx_extented_min_max (dependence) 6 | /// 7 | /// @defgroup gtx_normal GLM_GTX_normal 8 | /// @ingroup gtx 9 | /// 10 | /// Include to use the features of this extension. 11 | /// 12 | /// Compute the normal of a triangle. 13 | 14 | #pragma once 15 | 16 | // Dependency: 17 | #include "../glm.hpp" 18 | 19 | #ifndef GLM_ENABLE_EXPERIMENTAL 20 | # error "GLM: GLM_GTX_normal is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." 21 | #endif 22 | 23 | #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 24 | # pragma message("GLM: GLM_GTX_normal extension included") 25 | #endif 26 | 27 | namespace glm 28 | { 29 | /// @addtogroup gtx_normal 30 | /// @{ 31 | 32 | /// Computes triangle normal from triangle points. 33 | /// 34 | /// @see gtx_normal 35 | template 36 | GLM_FUNC_DECL vec<3, T, Q> triangleNormal(vec<3, T, Q> const& p1, vec<3, T, Q> const& p2, vec<3, T, Q> const& p3); 37 | 38 | /// @} 39 | }//namespace glm 40 | 41 | #include "normal.inl" 42 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/normal.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_normal 2 | /// @file glm/gtx/normal.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER vec<3, T, Q> triangleNormal 8 | ( 9 | vec<3, T, Q> const& p1, 10 | vec<3, T, Q> const& p2, 11 | vec<3, T, Q> const& p3 12 | ) 13 | { 14 | return normalize(cross(p1 - p2, p1 - p3)); 15 | } 16 | }//namespace glm 17 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/normalize_dot.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_normalize_dot 2 | /// @file glm/gtx/normalize_dot.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER T normalizeDot(vec const& x, vec const& y) 8 | { 9 | return glm::dot(x, y) * glm::inversesqrt(glm::dot(x, x) * glm::dot(y, y)); 10 | } 11 | 12 | template 13 | GLM_FUNC_QUALIFIER T fastNormalizeDot(vec const& x, vec const& y) 14 | { 15 | return glm::dot(x, y) * glm::fastInverseSqrt(glm::dot(x, x) * glm::dot(y, y)); 16 | } 17 | }//namespace glm 18 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/number_precision.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_number_precision 2 | /// @file glm/gtx/number_precision.inl 3 | 4 | namespace glm 5 | { 6 | 7 | } 8 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/optimum_pow.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_optimum_pow 2 | /// @file glm/gtx/optimum_pow.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER genType pow2(genType const& x) 8 | { 9 | return x * x; 10 | } 11 | 12 | template 13 | GLM_FUNC_QUALIFIER genType pow3(genType const& x) 14 | { 15 | return x * x * x; 16 | } 17 | 18 | template 19 | GLM_FUNC_QUALIFIER genType pow4(genType const& x) 20 | { 21 | return (x * x) * (x * x); 22 | } 23 | }//namespace glm 24 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/orthonormalize.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_orthonormalize 2 | /// @file glm/gtx/orthonormalize.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER mat<3, 3, T, Q> orthonormalize(mat<3, 3, T, Q> const& m) 8 | { 9 | mat<3, 3, T, Q> r = m; 10 | 11 | r[0] = normalize(r[0]); 12 | 13 | T d0 = dot(r[0], r[1]); 14 | r[1] -= r[0] * d0; 15 | r[1] = normalize(r[1]); 16 | 17 | T d1 = dot(r[1], r[2]); 18 | d0 = dot(r[0], r[2]); 19 | r[2] -= r[0] * d0 + r[1] * d1; 20 | r[2] = normalize(r[2]); 21 | 22 | return r; 23 | } 24 | 25 | template 26 | GLM_FUNC_QUALIFIER vec<3, T, Q> orthonormalize(vec<3, T, Q> const& x, vec<3, T, Q> const& y) 27 | { 28 | return normalize(x - y * dot(y, x)); 29 | } 30 | }//namespace glm 31 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/perpendicular.hpp: -------------------------------------------------------------------------------- 1 | /// @ref gtx_perpendicular 2 | /// @file glm/gtx/perpendicular.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// @see gtx_projection (dependence) 6 | /// 7 | /// @defgroup gtx_perpendicular GLM_GTX_perpendicular 8 | /// @ingroup gtx 9 | /// 10 | /// Include to use the features of this extension. 11 | /// 12 | /// Perpendicular of a vector from other one 13 | 14 | #pragma once 15 | 16 | // Dependency: 17 | #include "../glm.hpp" 18 | #include "../gtx/projection.hpp" 19 | 20 | #ifndef GLM_ENABLE_EXPERIMENTAL 21 | # error "GLM: GLM_GTX_perpendicular is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." 22 | #endif 23 | 24 | #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 25 | # pragma message("GLM: GLM_GTX_perpendicular extension included") 26 | #endif 27 | 28 | namespace glm 29 | { 30 | /// @addtogroup gtx_perpendicular 31 | /// @{ 32 | 33 | //! Projects x a perpendicular axis of Normal. 34 | //! From GLM_GTX_perpendicular extension. 35 | template 36 | GLM_FUNC_DECL genType perp(genType const& x, genType const& Normal); 37 | 38 | /// @} 39 | }//namespace glm 40 | 41 | #include "perpendicular.inl" 42 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/perpendicular.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_perpendicular 2 | /// @file glm/gtx/perpendicular.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER genType perp(genType const& x, genType const& Normal) 8 | { 9 | return x - proj(x, Normal); 10 | } 11 | }//namespace glm 12 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/polar_coordinates.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_polar_coordinates 2 | /// @file glm/gtx/polar_coordinates.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER vec<3, T, Q> polar 8 | ( 9 | vec<3, T, Q> const& euclidean 10 | ) 11 | { 12 | T const Length(length(euclidean)); 13 | vec<3, T, Q> const tmp(euclidean / Length); 14 | T const xz_dist(sqrt(tmp.x * tmp.x + tmp.z * tmp.z)); 15 | 16 | return vec<3, T, Q>( 17 | asin(tmp.y), // latitude 18 | atan(tmp.x, tmp.z), // longitude 19 | xz_dist); // xz distance 20 | } 21 | 22 | template 23 | GLM_FUNC_QUALIFIER vec<3, T, Q> euclidean 24 | ( 25 | vec<2, T, Q> const& polar 26 | ) 27 | { 28 | T const latitude(polar.x); 29 | T const longitude(polar.y); 30 | 31 | return vec<3, T, Q>( 32 | cos(latitude) * sin(longitude), 33 | sin(latitude), 34 | cos(latitude) * cos(longitude)); 35 | } 36 | 37 | }//namespace glm 38 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/projection.hpp: -------------------------------------------------------------------------------- 1 | /// @ref gtx_projection 2 | /// @file glm/gtx/projection.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup gtx_projection GLM_GTX_projection 7 | /// @ingroup gtx 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Projection of a vector to other one 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../geometric.hpp" 17 | 18 | #ifndef GLM_ENABLE_EXPERIMENTAL 19 | # error "GLM: GLM_GTX_projection is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." 20 | #endif 21 | 22 | #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 23 | # pragma message("GLM: GLM_GTX_projection extension included") 24 | #endif 25 | 26 | namespace glm 27 | { 28 | /// @addtogroup gtx_projection 29 | /// @{ 30 | 31 | /// Projects x on Normal. 32 | /// 33 | /// @see gtx_projection 34 | template 35 | GLM_FUNC_DECL genType proj(genType const& x, genType const& Normal); 36 | 37 | /// @} 38 | }//namespace glm 39 | 40 | #include "projection.inl" 41 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/projection.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_projection 2 | /// @file glm/gtx/projection.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER genType proj(genType const& x, genType const& Normal) 8 | { 9 | return glm::dot(x, Normal) / glm::dot(Normal, Normal) * Normal; 10 | } 11 | }//namespace glm 12 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/raw_data.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_raw_data 2 | /// @file glm/gtx/raw_data.inl 3 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/scalar_relational.hpp: -------------------------------------------------------------------------------- 1 | /// @ref gtx_scalar_relational 2 | /// @file glm/gtx/scalar_relational.hpp 3 | /// 4 | /// @see core (dependence) 5 | /// 6 | /// @defgroup gtx_scalar_relational GLM_GTX_scalar_relational 7 | /// @ingroup gtx 8 | /// 9 | /// Include to use the features of this extension. 10 | /// 11 | /// Extend a position from a source to a position at a defined length. 12 | 13 | #pragma once 14 | 15 | // Dependency: 16 | #include "../glm.hpp" 17 | 18 | #ifndef GLM_ENABLE_EXPERIMENTAL 19 | # error "GLM: GLM_GTX_extend is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it." 20 | #endif 21 | 22 | #if GLM_MESSAGES == GLM_MESSAGES_ENABLED && !defined(GLM_EXT_INCLUDED) 23 | # pragma message("GLM: GLM_GTX_extend extension included") 24 | #endif 25 | 26 | namespace glm 27 | { 28 | /// @addtogroup gtx_scalar_relational 29 | /// @{ 30 | 31 | 32 | 33 | /// @} 34 | }//namespace glm 35 | 36 | #include "scalar_relational.inl" 37 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/std_based_type.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_std_based_type 2 | /// @file glm/gtx/std_based_type.inl 3 | 4 | namespace glm 5 | { 6 | 7 | } 8 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/texture.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_texture 2 | /// @file glm/gtx/texture.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | inline T levels(vec const& Extent) 8 | { 9 | return glm::log2(compMax(Extent)) + static_cast(1); 10 | } 11 | 12 | template 13 | inline T levels(T Extent) 14 | { 15 | return vec<1, T, defaultp>(Extent).x; 16 | } 17 | }//namespace glm 18 | 19 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/transform.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtx_transform 2 | /// @file glm/gtx/transform.inl 3 | 4 | namespace glm 5 | { 6 | template 7 | GLM_FUNC_QUALIFIER mat<4, 4, T, Q> translate(vec<3, T, Q> const& v) 8 | { 9 | return translate(mat<4, 4, T, Q>(static_cast(1)), v); 10 | } 11 | 12 | template 13 | GLM_FUNC_QUALIFIER mat<4, 4, T, Q> rotate(T angle, vec<3, T, Q> const& v) 14 | { 15 | return rotate(mat<4, 4, T, Q>(static_cast(1)), angle, v); 16 | } 17 | 18 | template 19 | GLM_FUNC_QUALIFIER mat<4, 4, T, Q> scale(vec<3, T, Q> const& v) 20 | { 21 | return scale(mat<4, 4, T, Q>(static_cast(1)), v); 22 | } 23 | 24 | }//namespace glm 25 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/type_aligned.inl: -------------------------------------------------------------------------------- 1 | /// @ref gtc_type_aligned 2 | /// @file glm/gtc/type_aligned.inl 3 | 4 | namespace glm 5 | { 6 | 7 | } 8 | -------------------------------------------------------------------------------- /VFrame/depend/glm/gtx/type_trait.inl: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/VFrame/depend/glm/gtx/type_trait.inl -------------------------------------------------------------------------------- /VFrame/depend/glm/simd/exponential.h: -------------------------------------------------------------------------------- 1 | /// @ref simd 2 | /// @file glm/simd/experimental.h 3 | 4 | #pragma once 5 | 6 | #include "platform.h" 7 | 8 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 9 | 10 | GLM_FUNC_QUALIFIER glm_vec4 glm_vec1_sqrt_lowp(glm_vec4 x) 11 | { 12 | return _mm_mul_ss(_mm_rsqrt_ss(x), x); 13 | } 14 | 15 | GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_sqrt_lowp(glm_vec4 x) 16 | { 17 | return _mm_mul_ps(_mm_rsqrt_ps(x), x); 18 | } 19 | 20 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 21 | -------------------------------------------------------------------------------- /VFrame/depend/glm/simd/packing.h: -------------------------------------------------------------------------------- 1 | /// @ref simd 2 | /// @file glm/simd/packing.h 3 | 4 | #pragma once 5 | 6 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 7 | 8 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 9 | -------------------------------------------------------------------------------- /VFrame/depend/glm/simd/trigonometric.h: -------------------------------------------------------------------------------- 1 | /// @ref simd 2 | /// @file glm/simd/trigonometric.h 3 | 4 | #pragma once 5 | 6 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 7 | 8 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 9 | 10 | -------------------------------------------------------------------------------- /VFrame/depend/glm/simd/vector_relational.h: -------------------------------------------------------------------------------- 1 | /// @ref simd 2 | /// @file glm/simd/vector_relational.h 3 | 4 | #pragma once 5 | 6 | #if GLM_ARCH & GLM_ARCH_SSE2_BIT 7 | 8 | #endif//GLM_ARCH & GLM_ARCH_SSE2_BIT 9 | -------------------------------------------------------------------------------- /VFrame/depend/glm/vec2.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/vec2.hpp 3 | 4 | #include "detail/setup.hpp" 5 | 6 | #pragma once 7 | 8 | #include "detail/type_vec2.hpp" 9 | -------------------------------------------------------------------------------- /VFrame/depend/glm/vec3.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/vec3.hpp 3 | 4 | #include "detail/setup.hpp" 5 | 6 | #pragma once 7 | 8 | #include "detail/type_vec3.hpp" 9 | -------------------------------------------------------------------------------- /VFrame/depend/glm/vec4.hpp: -------------------------------------------------------------------------------- 1 | /// @ref core 2 | /// @file glm/vec4.hpp 3 | 4 | #include "detail/setup.hpp" 5 | 6 | #pragma once 7 | 8 | #include "detail/type_vec4.hpp" 9 | -------------------------------------------------------------------------------- /arial.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gamepopper/Vigilante-Game-Framework/9628bd3e57e64a56bb9758e25c390d9965b25d25/arial.ttf -------------------------------------------------------------------------------- /cmake/FindFLAC.cmake: -------------------------------------------------------------------------------- 1 | # 2 | # Try to find FLAC libraries and include paths. 3 | # Once done this will define 4 | # 5 | # FLAC_FOUND 6 | # FLAC_INCLUDE_DIR 7 | # FLAC_LIBRARY 8 | # 9 | 10 | find_path(FLAC_INCLUDE_DIR FLAC/all.h) 11 | find_path(FLAC_INCLUDE_DIR FLAC/stream_decoder.h) 12 | 13 | find_library(FLAC_LIBRARY NAMES FLAC) 14 | 15 | include(FindPackageHandleStandardArgs) 16 | find_package_handle_standard_args(FLAC DEFAULT_MSG FLAC_LIBRARY FLAC_INCLUDE_DIR) 17 | 18 | mark_as_advanced(FLAC_INCLUDE_DIR FLAC_LIBRARY) 19 | -------------------------------------------------------------------------------- /cmake/FindVorbis.cmake: -------------------------------------------------------------------------------- 1 | # 2 | # Try to find Ogg/Vorbis libraries and include paths. 3 | # Once done this will define 4 | # 5 | # VORBIS_FOUND 6 | # VORBIS_INCLUDE_DIRS 7 | # VORBIS_LIBRARIES 8 | # 9 | 10 | find_path(OGG_INCLUDE_DIR ogg/ogg.h) 11 | find_path(VORBIS_INCLUDE_DIR vorbis/vorbisfile.h) 12 | 13 | find_library(OGG_LIBRARY NAMES ogg) 14 | find_library(VORBIS_LIBRARY NAMES vorbis) 15 | find_library(VORBISFILE_LIBRARY NAMES vorbisfile) 16 | find_library(VORBISENC_LIBRARY NAMES vorbisenc) 17 | 18 | include(FindPackageHandleStandardArgs) 19 | find_package_handle_standard_args(VORBIS DEFAULT_MSG VORBIS_LIBRARY VORBISFILE_LIBRARY VORBISENC_LIBRARY OGG_LIBRARY VORBIS_INCLUDE_DIR OGG_INCLUDE_DIR) 20 | 21 | set(VORBIS_INCLUDE_DIRS ${OGG_INCLUDE_DIR} ${VORBIS_INCLUDE_DIR}) 22 | set(VORBIS_LIBRARIES ${VORBISENC_LIBRARY} ${VORBISFILE_LIBRARY} ${VORBIS_LIBRARY} ${OGG_LIBRARY}) 23 | 24 | mark_as_advanced(OGG_INCLUDE_DIR VORBIS_INCLUDE_DIR OGG_LIBRARY VORBIS_LIBRARY VORBISFILE_LIBRARY VORBISENC_LIBRARY) 25 | -------------------------------------------------------------------------------- /docs/html/_v3_d_light_8h.js: 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