mirror of
https://github.com/switchbrew/switch-examples.git
synced 2025-07-01 09:12:14 +02:00
fixed spacing with VS17 CTRL + K, CTRL + F
This commit is contained in:
parent
43772d9466
commit
7b94f48aab
@ -353,14 +353,14 @@ static u64 s_startTicks;
|
||||
|
||||
void readPNG(const char* path, char** data, int* size)
|
||||
{
|
||||
FILE *fp = fopen ( path , "rb" );
|
||||
FILE *fp = fopen(path, "rb");
|
||||
|
||||
fseek( fp , 0L , SEEK_END);
|
||||
*size = ftell( fp );
|
||||
rewind( fp );
|
||||
fseek(fp, 0L, SEEK_END);
|
||||
*size = ftell(fp);
|
||||
rewind(fp);
|
||||
|
||||
*data = (char*)calloc( 1, *size+1 );
|
||||
fread( *data , *size, 1 , fp);
|
||||
*data = (char*)calloc(1, *size + 1);
|
||||
fread(*data, *size, 1, fp);
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
@ -385,52 +385,52 @@ void readOBJ(const char* path)
|
||||
{
|
||||
if (sscanf(line, "v %f %f %f", &x[0], &x[1], &x[2]) == 3)
|
||||
{
|
||||
for(int i = 0; i < 3; i++)
|
||||
for (int i = 0; i < 3; i++)
|
||||
verts.push_back(x[i]);
|
||||
}
|
||||
|
||||
if (sscanf(line, "vt %f %f", &x[0], &x[1]) == 2)
|
||||
{
|
||||
for(int i = 0; i < 2; i++)
|
||||
for (int i = 0; i < 2; i++)
|
||||
uvs.push_back(x[i]);
|
||||
}
|
||||
|
||||
if (sscanf(line, "vn %f %f %f", &x[0], &x[1], &x[2]) == 3)
|
||||
{
|
||||
for(int i = 0; i < 3; i++)
|
||||
for (int i = 0; i < 3; i++)
|
||||
norms.push_back(x[i]);
|
||||
|
||||
}
|
||||
|
||||
if (sscanf(line, "f %hu/%hu/%hu %hu/%hu/%hu %hu/%hu/%hu", &y[0], &y[1], &y[2], &y[3], &y[4], &y[5], &y[6], &y[7], &y[8]) == 9)
|
||||
{
|
||||
for(int i = 0; i < 9; i++)
|
||||
faces.push_back(y[i]-1);
|
||||
for (int i = 0; i < 9; i++)
|
||||
faces.push_back(y[i] - 1);
|
||||
}
|
||||
}
|
||||
|
||||
int numFaces = faces.size()/9;
|
||||
int numFaces = faces.size() / 9;
|
||||
|
||||
gunNumVerts = numFaces*3;
|
||||
gunNumVerts = numFaces * 3;
|
||||
gunList = new Vertex[gunNumVerts];
|
||||
|
||||
for(int i = 0; i < (int)numFaces; i++)
|
||||
for (int i = 0; i < (int)numFaces; i++)
|
||||
{
|
||||
for(int j = 0; j < 3; j++)
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
Vertex v;
|
||||
|
||||
for(int k = 0; k < 3; k++)
|
||||
v.position[k] = verts[ 3*faces[9*i+3*j+0] +k];
|
||||
for (int k = 0; k < 3; k++)
|
||||
v.position[k] = verts[3 * faces[9 * i + 3 * j + 0] + k];
|
||||
|
||||
|
||||
v.texcoord[0] = uvs[ 2*faces[9*i+3*j+1] +0];
|
||||
v.texcoord[1] = 1-uvs[ 2*faces[9*i+3*j+1] +1];
|
||||
v.texcoord[0] = uvs[2 * faces[9 * i + 3 * j + 1] + 0];
|
||||
v.texcoord[1] = 1 - uvs[2 * faces[9 * i + 3 * j + 1] + 1];
|
||||
|
||||
for(int k = 0; k < 3; k++)
|
||||
v.normal[k] = norms[ 3*faces[9*i+3*j+2] +k];
|
||||
for (int k = 0; k < 3; k++)
|
||||
v.normal[k] = norms[3 * faces[9 * i + 3 * j + 2] + k];
|
||||
|
||||
gunList[3*i + j] = v;
|
||||
gunList[3 * i + j] = v;
|
||||
}
|
||||
}
|
||||
|
||||
@ -590,7 +590,7 @@ static void sceneInit()
|
||||
|
||||
// Uniforms
|
||||
glUseProgram(s_program);
|
||||
auto projMtx = glm::perspective(40.0f*TAU/360.0f, 1280.0f/720.0f, 0.01f, 1000.0f);
|
||||
auto projMtx = glm::perspective(40.0f*TAU / 360.0f, 1280.0f / 720.0f, 0.01f, 1000.0f);
|
||||
glUniformMatrix4fv(loc_projMtx, 1, GL_FALSE, glm::value_ptr(projMtx));
|
||||
glUniform4f(loc_lightPos, 0.0f, 0.0f, 0.5f, 1.0f);
|
||||
glUniform3f(loc_ambient, 0.5f, 0.5f, 0.5f);
|
||||
@ -612,18 +612,18 @@ static float getTime()
|
||||
|
||||
static void sceneUpdate()
|
||||
{
|
||||
glm::mat4 mdlvMtx{1.0};
|
||||
glm::mat4 mdlvMtx{ 1.0 };
|
||||
|
||||
mdlvMtx = glm::translate(mdlvMtx, glm::vec3{0.0f, 0.0f, -2.0f});
|
||||
mdlvMtx = glm::translate(mdlvMtx, glm::vec3{ 0.0f, 0.0f, -2.0f });
|
||||
|
||||
//mdlvMtx = glm::rotate(mdlvMtx, getTime() * TAU * 0.00234375f, glm::vec3{1.0f, 0.0f, 0.0f});
|
||||
mdlvMtx = glm::rotate(mdlvMtx, getTime() * TAU * 0.00234375f / 2.0f, glm::vec3{0.0f, 1.0f, 0.0f});
|
||||
mdlvMtx = glm::rotate(mdlvMtx, getTime() * TAU * 0.00234375f / 2.0f, glm::vec3{ 0.0f, 1.0f, 0.0f });
|
||||
glUniformMatrix4fv(loc_mdlvMtx, 1, GL_FALSE, glm::value_ptr(mdlvMtx));
|
||||
}
|
||||
|
||||
static void sceneRender()
|
||||
{
|
||||
glClearColor(0x68/255.0f, 0xB0/255.0f, 0xD8/255.0f, 1.0f);
|
||||
glClearColor(0x68 / 255.0f, 0xB0 / 255.0f, 0xD8 / 255.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// draw our textured cube
|
||||
|
Loading…
Reference in New Issue
Block a user