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10_TextureMapping
Loading a '.tga' texture file from disk & applying it to a triangle via 'Shader'.
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#pragma once
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#include "Vector4f.h"
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class Matrix4f
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{
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public:
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Matrix4f();
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Matrix4f initIdentity();
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Matrix4f initScreenSpaceTransform(float halfWidth, float halfHeight);
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Matrix4f initTranslation(float x, float y, float z);
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Matrix4f initRotation(float x, float y, float z, float angle);
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Matrix4f initRotation(float x, float y, float z);
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Matrix4f initScale(float x, float y, float z);
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Matrix4f initPerspective(float fov, float aspectRatio, float zNear, float zFar);
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void setPerspectiveFrustum(float l, float r, float b, float t, float n, float f);
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Matrix4f initOrthographic(float left, float right, float bottom, float top, float near, float far);
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Matrix4f initRotation(Vector4f forward, Vector4f up);
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Matrix4f initRotation(Vector4f forward, Vector4f up, Vector4f right);
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Vector4f transform(Vector4f r);
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Matrix4f mul(Matrix4f r);
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float* getM();
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float get(int x, int y);
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void setM(float* m);
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void set(int x, int y, float value);
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protected:
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private:
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float m[16];
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};
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#pragma once
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#include "Vector4f.h"
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#include "Matrix4f.h"
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class Quaternion
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{
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public:
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Quaternion();
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Quaternion(float x, float y, float z, float w);
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Quaternion(Vector4f axis, float angle);
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//From Ken Shoemake's "Quaternion Calculus and Fast Animation" article
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Quaternion(Matrix4f rot);
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float length();
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Quaternion normalized();
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Quaternion conjugate();
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Quaternion mul(float r);
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Quaternion mul(Quaternion r);
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Quaternion mul(Vector4f r);
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Quaternion sub(Quaternion r);
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Quaternion add(Quaternion r);
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Matrix4f toRotationMatrix();
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float dot(Quaternion r);
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Quaternion nLerp(Quaternion dest, float lerpFactor, bool shortest);
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Quaternion sLerp(Quaternion dest, float lerpFactor, bool shortest);
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Vector4f getForward();
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Vector4f getBack();
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Vector4f getUp();
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Vector4f getDown();
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Vector4f getRight();
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Vector4f getLeft();
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float getX();
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float getY();
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float getZ();
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float getW();
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bool equals(Quaternion r);
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protected:
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private:
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float m_x;
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float m_y;
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float m_z;
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float m_w;
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};

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