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
@ -34,34 +34,34 @@ static int s_nxlinkSock = -1;
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static void initNxLink()
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{
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if (R_FAILED(socketInitializeDefault()))
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return;
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if (R_FAILED(socketInitializeDefault()))
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return;
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s_nxlinkSock = nxlinkStdio();
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if (s_nxlinkSock >= 0)
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TRACE("printf output now goes to nxlink server");
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else
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socketExit();
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s_nxlinkSock = nxlinkStdio();
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if (s_nxlinkSock >= 0)
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TRACE("printf output now goes to nxlink server");
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else
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socketExit();
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}
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static void deinitNxLink()
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{
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if (s_nxlinkSock >= 0)
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{
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close(s_nxlinkSock);
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socketExit();
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s_nxlinkSock = -1;
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}
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if (s_nxlinkSock >= 0)
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{
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close(s_nxlinkSock);
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socketExit();
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s_nxlinkSock = -1;
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}
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}
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extern "C" void userAppInit()
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{
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initNxLink();
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initNxLink();
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}
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extern "C" void userAppExit()
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{
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deinitNxLink();
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deinitNxLink();
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}
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#endif
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@ -76,100 +76,100 @@ static EGLSurface s_surface;
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static bool initEgl(NWindow* win)
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{
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// Connect to the EGL default display
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s_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (!s_display)
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{
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TRACE("Could not connect to display! error: %d", eglGetError());
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goto _fail0;
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}
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// Connect to the EGL default display
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s_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (!s_display)
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{
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TRACE("Could not connect to display! error: %d", eglGetError());
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goto _fail0;
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}
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// Initialize the EGL display connection
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eglInitialize(s_display, nullptr, nullptr);
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// Initialize the EGL display connection
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eglInitialize(s_display, nullptr, nullptr);
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// Select OpenGL (Core) as the desired graphics API
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if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE)
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{
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TRACE("Could not set API! error: %d", eglGetError());
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goto _fail1;
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}
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// Select OpenGL (Core) as the desired graphics API
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if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE)
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{
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TRACE("Could not set API! error: %d", eglGetError());
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goto _fail1;
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}
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// Get an appropriate EGL framebuffer configuration
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EGLConfig config;
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EGLint numConfigs;
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static const EGLint framebufferAttributeList[] =
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{
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EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_STENCIL_SIZE, 8,
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EGL_NONE
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};
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eglChooseConfig(s_display, framebufferAttributeList, &config, 1, &numConfigs);
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if (numConfigs == 0)
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{
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TRACE("No config found! error: %d", eglGetError());
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goto _fail1;
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}
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// Get an appropriate EGL framebuffer configuration
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EGLConfig config;
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EGLint numConfigs;
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static const EGLint framebufferAttributeList[] =
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{
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EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_STENCIL_SIZE, 8,
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EGL_NONE
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};
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eglChooseConfig(s_display, framebufferAttributeList, &config, 1, &numConfigs);
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if (numConfigs == 0)
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{
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TRACE("No config found! error: %d", eglGetError());
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goto _fail1;
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}
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// Create an EGL window surface
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s_surface = eglCreateWindowSurface(s_display, config, win, nullptr);
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if (!s_surface)
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{
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TRACE("Surface creation failed! error: %d", eglGetError());
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goto _fail1;
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}
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// Create an EGL window surface
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s_surface = eglCreateWindowSurface(s_display, config, win, nullptr);
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if (!s_surface)
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{
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TRACE("Surface creation failed! error: %d", eglGetError());
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goto _fail1;
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}
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// Create an EGL rendering context
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static const EGLint contextAttributeList[] =
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{
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EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR,
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EGL_CONTEXT_MAJOR_VERSION_KHR, 4,
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EGL_CONTEXT_MINOR_VERSION_KHR, 3,
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EGL_NONE
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};
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s_context = eglCreateContext(s_display, config, EGL_NO_CONTEXT, contextAttributeList);
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if (!s_context)
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{
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TRACE("Context creation failed! error: %d", eglGetError());
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goto _fail2;
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}
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// Create an EGL rendering context
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static const EGLint contextAttributeList[] =
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{
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EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR,
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EGL_CONTEXT_MAJOR_VERSION_KHR, 4,
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EGL_CONTEXT_MINOR_VERSION_KHR, 3,
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EGL_NONE
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};
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s_context = eglCreateContext(s_display, config, EGL_NO_CONTEXT, contextAttributeList);
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if (!s_context)
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{
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TRACE("Context creation failed! error: %d", eglGetError());
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goto _fail2;
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}
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// Connect the context to the surface
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eglMakeCurrent(s_display, s_surface, s_surface, s_context);
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return true;
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// Connect the context to the surface
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eglMakeCurrent(s_display, s_surface, s_surface, s_context);
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return true;
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_fail2:
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eglDestroySurface(s_display, s_surface);
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s_surface = nullptr;
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eglDestroySurface(s_display, s_surface);
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s_surface = nullptr;
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_fail1:
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eglTerminate(s_display);
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s_display = nullptr;
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eglTerminate(s_display);
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s_display = nullptr;
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_fail0:
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return false;
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return false;
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}
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static void deinitEgl()
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{
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if (s_display)
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{
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eglMakeCurrent(s_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (s_context)
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{
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eglDestroyContext(s_display, s_context);
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s_context = nullptr;
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}
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if (s_surface)
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{
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eglDestroySurface(s_display, s_surface);
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s_surface = nullptr;
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}
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eglTerminate(s_display);
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s_display = nullptr;
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}
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if (s_display)
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{
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eglMakeCurrent(s_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (s_context)
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{
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eglDestroyContext(s_display, s_context);
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s_context = nullptr;
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}
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if (s_surface)
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{
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eglDestroySurface(s_display, s_surface);
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s_surface = nullptr;
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}
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eglTerminate(s_display);
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s_display = nullptr;
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}
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}
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//-----------------------------------------------------------------------------
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@ -178,18 +178,18 @@ static void deinitEgl()
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static void setMesaConfig()
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{
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// Uncomment below to disable error checking and save CPU time (useful for production):
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//setenv("MESA_NO_ERROR", "1", 1);
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// Uncomment below to disable error checking and save CPU time (useful for production):
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//setenv("MESA_NO_ERROR", "1", 1);
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// Uncomment below to enable Mesa logging:
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//setenv("EGL_LOG_LEVEL", "debug", 1);
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//setenv("MESA_VERBOSE", "all", 1);
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//setenv("NOUVEAU_MESA_DEBUG", "1", 1);
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// Uncomment below to enable Mesa logging:
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//setenv("EGL_LOG_LEVEL", "debug", 1);
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//setenv("MESA_VERBOSE", "all", 1);
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//setenv("NOUVEAU_MESA_DEBUG", "1", 1);
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// Uncomment below to enable shader debugging in Nouveau:
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//setenv("NV50_PROG_OPTIMIZE", "0", 1);
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//setenv("NV50_PROG_DEBUG", "1", 1);
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//setenv("NV50_PROG_CHIPSET", "0x120", 1);
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// Uncomment below to enable shader debugging in Nouveau:
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//setenv("NV50_PROG_OPTIMIZE", "0", 1);
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//setenv("NV50_PROG_DEBUG", "1", 1);
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//setenv("NV50_PROG_CHIPSET", "0x120", 1);
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}
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static const char* const vertexShaderSource = R"text(
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@ -308,35 +308,35 @@ static const char* const fragmentShaderSource = R"text(
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static GLuint createAndCompileShader(GLenum type, const char* source)
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{
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GLint success;
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GLchar msg[512];
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GLint success;
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GLchar msg[512];
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GLuint handle = glCreateShader(type);
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if (!handle)
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{
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TRACE("%u: cannot create shader", type);
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return 0;
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}
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glShaderSource(handle, 1, &source, nullptr);
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glCompileShader(handle);
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glGetShaderiv(handle, GL_COMPILE_STATUS, &success);
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GLuint handle = glCreateShader(type);
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if (!handle)
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{
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TRACE("%u: cannot create shader", type);
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return 0;
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}
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glShaderSource(handle, 1, &source, nullptr);
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glCompileShader(handle);
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glGetShaderiv(handle, GL_COMPILE_STATUS, &success);
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if (success == GL_FALSE)
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{
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glGetShaderInfoLog(handle, sizeof(msg), nullptr, msg);
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TRACE("%u: %s\n", type, msg);
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glDeleteShader(handle);
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return 0;
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}
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if (success == GL_FALSE)
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{
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glGetShaderInfoLog(handle, sizeof(msg), nullptr, msg);
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TRACE("%u: %s\n", type, msg);
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glDeleteShader(handle);
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return 0;
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}
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return handle;
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return handle;
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}
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typedef struct
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{
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float position[3];
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float texcoord[2];
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float normal[3];
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float position[3];
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float texcoord[2];
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float normal[3];
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} Vertex;
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static GLuint s_program;
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@ -352,17 +352,17 @@ static GLint loc_tex_diffuse, loc_tex_specular, loc_tex_ambOcc, loc_tex_normal,
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static u64 s_startTicks;
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void readPNG(const char* path, char** data, int* size)
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{
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FILE *fp = fopen ( path , "rb" );
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{
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FILE *fp = fopen(path, "rb");
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fseek( fp , 0L , SEEK_END);
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*size = ftell( fp );
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rewind( fp );
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fseek(fp, 0L, SEEK_END);
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*size = ftell(fp);
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rewind(fp);
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*data = (char*)calloc( 1, *size+1 );
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fread( *data , *size, 1 , fp);
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*data = (char*)calloc(1, *size + 1);
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fread(*data, *size, 1, fp);
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fclose(fp);
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fclose(fp);
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}
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Vertex* gunList;
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@ -370,71 +370,71 @@ int gunNumVerts;
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void readOBJ(const char* path)
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{
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FILE* f = fopen(path, "r");
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FILE* f = fopen(path, "r");
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float x[3];
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unsigned short y[9];
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std::vector<float>verts;
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std::vector<float>uvs;
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std::vector<float>norms;
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std::vector<unsigned short>faces;
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char line[100];
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while (fgets(line, sizeof(line), f))
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{
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char line[100];
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while (fgets(line, sizeof(line), f))
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{
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if (sscanf(line, "v %f %f %f", &x[0], &x[1], &x[2]) == 3)
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{
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for(int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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verts.push_back(x[i]);
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}
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if (sscanf(line, "vt %f %f", &x[0], &x[1]) == 2)
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{
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for(int i = 0; i < 2; i++)
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for (int i = 0; i < 2; i++)
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uvs.push_back(x[i]);
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}
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if (sscanf(line, "vn %f %f %f", &x[0], &x[1], &x[2]) == 3)
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{
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for(int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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norms.push_back(x[i]);
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}
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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)
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{
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for(int i = 0; i < 9; i++)
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faces.push_back(y[i]-1);
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}
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}
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int numFaces = faces.size()/9;
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gunNumVerts = numFaces*3;
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gunList = new Vertex[gunNumVerts];
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for(int i = 0; i < (int)numFaces; i++)
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{
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for(int j = 0; j < 3; j++)
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{
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Vertex v;
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for(int k = 0; k < 3; k++)
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v.position[k] = verts[ 3*faces[9*i+3*j+0] +k];
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v.texcoord[0] = uvs[ 2*faces[9*i+3*j+1] +0];
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v.texcoord[1] = 1-uvs[ 2*faces[9*i+3*j+1] +1];
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for(int k = 0; k < 3; k++)
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v.normal[k] = norms[ 3*faces[9*i+3*j+2] +k];
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gunList[3*i + j] = v;
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for (int i = 0; i < 9; i++)
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faces.push_back(y[i] - 1);
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}
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}
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fclose(f);
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int numFaces = faces.size() / 9;
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gunNumVerts = numFaces * 3;
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gunList = new Vertex[gunNumVerts];
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|
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for (int i = 0; i < (int)numFaces; i++)
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{
|
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for (int j = 0; j < 3; j++)
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{
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Vertex v;
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for (int k = 0; k < 3; k++)
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v.position[k] = verts[3 * faces[9 * i + 3 * j + 0] + k];
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v.texcoord[0] = uvs[2 * faces[9 * i + 3 * j + 1] + 0];
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v.texcoord[1] = 1 - uvs[2 * faces[9 * i + 3 * j + 1] + 1];
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for (int k = 0; k < 3; k++)
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v.normal[k] = norms[3 * faces[9 * i + 3 * j + 2] + k];
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gunList[3 * i + j] = v;
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}
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}
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fclose(f);
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}
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@ -456,230 +456,230 @@ int Specular_png_size;
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static void sceneInit()
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{
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consoleInit(NULL);
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romfsInit();
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readPNG("romfs:/AmbOcc.png", &AmbOcc_png, &AmbOcc_png_size);
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romfsInit();
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readPNG("romfs:/AmbOcc.png", &AmbOcc_png, &AmbOcc_png_size);
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readPNG("romfs:/Diffuse.png", &Diffuse_png, &Diffuse_png_size);
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readPNG("romfs:/Normal.png", &Normal_png, &Normal_png_size);
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readPNG("romfs:/Rough.png", &Rough_png, &Rough_png_size);
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readPNG("romfs:/Specular.png", &Specular_png, &Specular_png_size);
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|
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|
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readOBJ("romfs:/gun.3Dobj");
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//readOBJ("romfs:/cube.3Dobj");
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|
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GLint vsh = createAndCompileShader(GL_VERTEX_SHADER, vertexShaderSource);
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GLint fsh = createAndCompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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|
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s_program = glCreateProgram();
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glAttachShader(s_program, vsh);
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glAttachShader(s_program, fsh);
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glLinkProgram(s_program);
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GLint vsh = createAndCompileShader(GL_VERTEX_SHADER, vertexShaderSource);
|
||||
GLint fsh = createAndCompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(s_program, GL_LINK_STATUS, &success);
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
char buf[512];
|
||||
glGetProgramInfoLog(s_program, sizeof(buf), nullptr, buf);
|
||||
TRACE("Link error: %s", buf);
|
||||
}
|
||||
glDeleteShader(vsh);
|
||||
glDeleteShader(fsh);
|
||||
s_program = glCreateProgram();
|
||||
glAttachShader(s_program, vsh);
|
||||
glAttachShader(s_program, fsh);
|
||||
glLinkProgram(s_program);
|
||||
|
||||
loc_mdlvMtx = glGetUniformLocation(s_program, "mdlvMtx");
|
||||
loc_projMtx = glGetUniformLocation(s_program, "projMtx");
|
||||
loc_lightPos = glGetUniformLocation(s_program, "lightPos");
|
||||
loc_ambient = glGetUniformLocation(s_program, "lightAmbient");
|
||||
loc_diffuse = glGetUniformLocation(s_program, "lightDiffuse");
|
||||
loc_specular = glGetUniformLocation(s_program, "lightSpecular");
|
||||
loc_tex_diffuse = glGetUniformLocation(s_program, "tex_diffuse");
|
||||
GLint success;
|
||||
glGetProgramiv(s_program, GL_LINK_STATUS, &success);
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
char buf[512];
|
||||
glGetProgramInfoLog(s_program, sizeof(buf), nullptr, buf);
|
||||
TRACE("Link error: %s", buf);
|
||||
}
|
||||
glDeleteShader(vsh);
|
||||
glDeleteShader(fsh);
|
||||
|
||||
loc_mdlvMtx = glGetUniformLocation(s_program, "mdlvMtx");
|
||||
loc_projMtx = glGetUniformLocation(s_program, "projMtx");
|
||||
loc_lightPos = glGetUniformLocation(s_program, "lightPos");
|
||||
loc_ambient = glGetUniformLocation(s_program, "lightAmbient");
|
||||
loc_diffuse = glGetUniformLocation(s_program, "lightDiffuse");
|
||||
loc_specular = glGetUniformLocation(s_program, "lightSpecular");
|
||||
loc_tex_diffuse = glGetUniformLocation(s_program, "tex_diffuse");
|
||||
loc_tex_specular = glGetUniformLocation(s_program, "tex_specular");
|
||||
loc_tex_ambOcc = glGetUniformLocation(s_program, "tex_ambOcc");
|
||||
loc_tex_normal = glGetUniformLocation(s_program, "tex_normal");
|
||||
loc_tex_rough = glGetUniformLocation(s_program, "tex_rough");
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
glGenVertexArrays(1, &s_vao);
|
||||
glGenBuffers(1, &s_vbo);
|
||||
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||
glBindVertexArray(s_vao);
|
||||
glGenVertexArrays(1, &s_vao);
|
||||
glGenBuffers(1, &s_vbo);
|
||||
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||
glBindVertexArray(s_vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*gunNumVerts, gunList, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texcoord));
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texcoord));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||
glBindVertexArray(0);
|
||||
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
int width, height, nchan;
|
||||
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||
glBindVertexArray(0);
|
||||
|
||||
int width, height, nchan;
|
||||
stbi_uc* img;
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_diffuse);
|
||||
glActiveTexture(GL_TEXTURE0); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_diffuse);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Diffuse_png, Diffuse_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_specular);
|
||||
glActiveTexture(GL_TEXTURE1); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_specular);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Specular_png, Specular_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_ambOcc);
|
||||
glActiveTexture(GL_TEXTURE2); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_ambOcc);
|
||||
glGenTextures(1, &s_tex_diffuse);
|
||||
glActiveTexture(GL_TEXTURE0); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_diffuse);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)AmbOcc_png, AmbOcc_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_normal);
|
||||
glActiveTexture(GL_TEXTURE3); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_normal);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Normal_png, Normal_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Diffuse_png, Diffuse_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_rough);
|
||||
glActiveTexture(GL_TEXTURE4); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_rough);
|
||||
glGenTextures(1, &s_tex_specular);
|
||||
glActiveTexture(GL_TEXTURE1); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_specular);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Rough_png, Rough_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Specular_png, Specular_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Uniforms
|
||||
glUseProgram(s_program);
|
||||
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);
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_ambOcc);
|
||||
glActiveTexture(GL_TEXTURE2); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_ambOcc);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)AmbOcc_png, AmbOcc_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_normal);
|
||||
glActiveTexture(GL_TEXTURE3); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_normal);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Normal_png, Normal_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_rough);
|
||||
glActiveTexture(GL_TEXTURE4); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_rough);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Rough_png, Rough_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Uniforms
|
||||
glUseProgram(s_program);
|
||||
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);
|
||||
glUniform3f(loc_diffuse, 0.2f, 0.2f, 1.0f);
|
||||
glUniform4f(loc_specular, 0.3f, 0.3f, 0.3f, 16.0f);
|
||||
glUniform1i(loc_tex_diffuse, 0); // GL_TEXTURE0make
|
||||
glUniform1i(loc_tex_diffuse, 0); // GL_TEXTURE0make
|
||||
glUniform1i(loc_tex_specular, 1); // GL_TEXTURE1
|
||||
glUniform1i(loc_tex_ambOcc, 2);
|
||||
glUniform1i(loc_tex_normal, 3);
|
||||
glUniform1i(loc_tex_rough, 4);
|
||||
s_startTicks = armGetSystemTick();
|
||||
s_startTicks = armGetSystemTick();
|
||||
}
|
||||
|
||||
static float getTime()
|
||||
{
|
||||
u64 elapsed = armGetSystemTick() - s_startTicks;
|
||||
return (elapsed * 625 / 12) / 1000000000.0;
|
||||
u64 elapsed = armGetSystemTick() - s_startTicks;
|
||||
return (elapsed * 625 / 12) / 1000000000.0;
|
||||
}
|
||||
|
||||
static void sceneUpdate()
|
||||
{
|
||||
glm::mat4 mdlvMtx{1.0};
|
||||
|
||||
mdlvMtx = glm::translate(mdlvMtx, glm::vec3{0.0f, 0.0f, -2.0f});
|
||||
|
||||
glm::mat4 mdlvMtx{ 1.0 };
|
||||
|
||||
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});
|
||||
glUniformMatrix4fv(loc_mdlvMtx, 1, GL_FALSE, glm::value_ptr(mdlvMtx));
|
||||
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);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
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
|
||||
glBindVertexArray(s_vao); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
|
||||
|
||||
// draw our textured cube
|
||||
glBindVertexArray(s_vao); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, gunNumVerts);
|
||||
}
|
||||
|
||||
static void sceneExit()
|
||||
{
|
||||
glDeleteTextures(1, &s_tex_diffuse);
|
||||
glDeleteTextures(1, &s_tex_diffuse);
|
||||
glDeleteTextures(1, &s_tex_specular);
|
||||
glDeleteTextures(1, &s_tex_ambOcc);
|
||||
glDeleteTextures(1, &s_tex_normal);
|
||||
glDeleteTextures(1, &s_tex_rough);
|
||||
glDeleteBuffers(1, &s_vbo);
|
||||
glDeleteVertexArrays(1, &s_vao);
|
||||
glDeleteProgram(s_program);
|
||||
glDeleteBuffers(1, &s_vbo);
|
||||
glDeleteVertexArrays(1, &s_vao);
|
||||
glDeleteProgram(s_program);
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
// Set mesa configuration (useful for debugging)
|
||||
setMesaConfig();
|
||||
// Set mesa configuration (useful for debugging)
|
||||
setMesaConfig();
|
||||
|
||||
// Initialize EGL on the default window
|
||||
if (!initEgl(nwindowGetDefault()))
|
||||
return EXIT_FAILURE;
|
||||
// Initialize EGL on the default window
|
||||
if (!initEgl(nwindowGetDefault()))
|
||||
return EXIT_FAILURE;
|
||||
|
||||
// Load OpenGL routines using glad
|
||||
gladLoadGL();
|
||||
// Load OpenGL routines using glad
|
||||
gladLoadGL();
|
||||
|
||||
// Initialize our scene
|
||||
sceneInit();
|
||||
// Initialize our scene
|
||||
sceneInit();
|
||||
|
||||
// Main graphics loop
|
||||
while (appletMainLoop())
|
||||
{
|
||||
// Get and process input
|
||||
hidScanInput();
|
||||
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
|
||||
if (kDown & KEY_PLUS)
|
||||
break;
|
||||
// Main graphics loop
|
||||
while (appletMainLoop())
|
||||
{
|
||||
// Get and process input
|
||||
hidScanInput();
|
||||
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
|
||||
if (kDown & KEY_PLUS)
|
||||
break;
|
||||
|
||||
// Update our scene
|
||||
sceneUpdate();
|
||||
// Update our scene
|
||||
sceneUpdate();
|
||||
|
||||
// Render stuff!
|
||||
sceneRender();
|
||||
eglSwapBuffers(s_display, s_surface);
|
||||
}
|
||||
// Render stuff!
|
||||
sceneRender();
|
||||
eglSwapBuffers(s_display, s_surface);
|
||||
}
|
||||
|
||||
// Deinitialize our scene
|
||||
sceneExit();
|
||||
// Deinitialize our scene
|
||||
sceneExit();
|
||||
|
||||
// Deinitialize EGL
|
||||
deinitEgl();
|
||||
return EXIT_SUCCESS;
|
||||
// Deinitialize EGL
|
||||
deinitEgl();
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user