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			886 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			886 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
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|  *
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|  * Permission is hereby granted, free of charge, to any person obtaining a
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|  * copy of this software and associated documentation files (the "Software"),
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|  * to deal in the Software without restriction, including without limitation
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|  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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|  * and/or sell copies of the Software, and to permit persons to whom the
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|  * Software is furnished to do so, subject to the following conditions:
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|  *
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|  * The above copyright notice and this permission notice shall be included
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|  * in all copies or substantial portions of the Software.
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|  *
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|  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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|  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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|  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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|  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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|  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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|  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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|  */
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| 
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| /*
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|  * Ported to GLES2.
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|  * Kristian Høgsberg <krh@bitplanet.net>
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|  * May 3, 2010
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|  *
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|  * Improve GLES2 port:
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|  *   * Refactor gear drawing.
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|  *   * Use correct normals for surfaces.
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|  *   * Improve shader.
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|  *   * Use perspective projection transformation.
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|  *   * Add FPS count.
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|  *   * Add comments.
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|  * Alexandros Frantzis <alexandros.frantzis@linaro.org>
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|  * Jul 13, 2010
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|  */
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| 
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| /*
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|  * Ported to Nintendo Switch using mesa/nouveau and EGL.
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|  * Armada & fincs
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|  * September 9th, 2018
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|  */
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| 
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| #define _GNU_SOURCE
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| #include <stdio.h>
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| #include <stdlib.h>
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| #include <string.h>
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| #include <math.h>
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| #include <switch.h>
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| 
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| #include <EGL/egl.h>    // EGL library
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| #include <GLES2/gl2.h>  // OpenGL ES 2.0 library
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| 
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| //-----------------------------------------------------------------------------
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| // nxlink support
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| //-----------------------------------------------------------------------------
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| 
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| #ifndef ENABLE_NXLINK
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| #define TRACE(fmt,...) ((void)0)
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| #else
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| #include <unistd.h>
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| #define TRACE(fmt,...) printf("%s: " fmt "\n", __PRETTY_FUNCTION__, ## __VA_ARGS__)
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| 
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| static int s_nxlinkSock = -1;
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| 
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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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| 
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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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| 
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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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| }
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| 
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| void userAppInit()
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| {
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| 	initNxLink();
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| }
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| 
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| void userAppExit()
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| {
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| 	deinitNxLink();
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| }
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| 
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| #endif
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| 
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| //-----------------------------------------------------------------------------
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| // EGL initialization
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| //-----------------------------------------------------------------------------
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| 
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| static EGLDisplay s_display;
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| static EGLContext s_context;
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| static EGLSurface s_surface;
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| 
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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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| 
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|     // Initialize the EGL display connection
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|     eglInitialize(s_display, NULL, NULL);
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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_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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| 
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|     // Create an EGL window surface
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|     s_surface = eglCreateWindowSurface(s_display, config, win, NULL);
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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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| 
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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_CLIENT_VERSION, 2, // request OpenGL ES 2.x
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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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| 
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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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| 
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| _fail2:
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|     eglDestroySurface(s_display, s_surface);
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|     s_surface = NULL;
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| _fail1:
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|     eglTerminate(s_display);
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|     s_display = NULL;
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| _fail0:
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|     return false;
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| }
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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 = NULL;
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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 = NULL;
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|         }
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|         eglTerminate(s_display);
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|         s_display = NULL;
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|     }
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| }
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| 
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| //-----------------------------------------------------------------------------
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| // Main program
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| //-----------------------------------------------------------------------------
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| 
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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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| 
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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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| 
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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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| 
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| #define STRIPS_PER_TOOTH 7
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| #define VERTICES_PER_TOOTH 34
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| #define GEAR_VERTEX_STRIDE 6
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| 
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| /**
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|  * Struct describing the vertices in triangle strip
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|  */
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| struct vertex_strip {
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|    /** The first vertex in the strip */
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|    GLint first;
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|    /** The number of consecutive vertices in the strip after the first */
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|    GLint count;
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| };
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| 
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| /* Each vertex consist of GEAR_VERTEX_STRIDE GLfloat attributes */
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| typedef GLfloat GearVertex[GEAR_VERTEX_STRIDE];
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| 
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| /**
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|  * Struct representing a gear.
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|  */
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| struct gear {
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|    /** The array of vertices comprising the gear */
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|    GearVertex *vertices;
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|    /** The number of vertices comprising the gear */
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|    int nvertices;
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|    /** The array of triangle strips comprising the gear */
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|    struct vertex_strip *strips;
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|    /** The number of triangle strips comprising the gear */
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|    int nstrips;
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|    /** The Vertex Buffer Object holding the vertices in the graphics card */
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|    GLuint vbo;
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| };
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| 
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| /** The view rotation [x, y, z] */
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| static GLfloat view_rot[3] = { 20.0, 30.0, 0.0 };
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| /** The gears */
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| static struct gear *gear1, *gear2, *gear3;
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| /** The current gear rotation angle */
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| static GLfloat angle = 0.0;
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| /** The location of the shader uniforms */
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| static GLuint ModelViewProjectionMatrix_location,
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|               NormalMatrix_location,
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|               LightSourcePosition_location,
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|               MaterialColor_location;
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| /** The projection matrix */
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| static GLfloat ProjectionMatrix[16];
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| /** The direction of the directional light for the scene */
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| static const GLfloat LightSourcePosition[4] = { 5.0, 5.0, 10.0, 1.0};
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| 
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| /**
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|  * Fills a gear vertex.
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|  *
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|  * @param v the vertex to fill
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|  * @param x the x coordinate
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|  * @param y the y coordinate
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|  * @param z the z coortinate
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|  * @param n pointer to the normal table
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|  *
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|  * @return the operation error code
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|  */
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| static GearVertex *
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| vert(GearVertex *v, GLfloat x, GLfloat y, GLfloat z, GLfloat n[3])
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| {
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|    v[0][0] = x;
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|    v[0][1] = y;
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|    v[0][2] = z;
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|    v[0][3] = n[0];
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|    v[0][4] = n[1];
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|    v[0][5] = n[2];
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| 
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|    return v + 1;
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| }
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| 
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| /**
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|  *  Create a gear wheel.
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|  *
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|  *  @param inner_radius radius of hole at center
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|  *  @param outer_radius radius at center of teeth
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|  *  @param width width of gear
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|  *  @param teeth number of teeth
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|  *  @param tooth_depth depth of tooth
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|  *
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|  *  @return pointer to the constructed struct gear
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|  */
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| static struct gear *
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| create_gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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|       GLint teeth, GLfloat tooth_depth)
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| {
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|    GLfloat r0, r1, r2;
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|    GLfloat da;
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|    GearVertex *v;
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|    struct gear *gear;
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|    double s[5], c[5];
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|    GLfloat normal[3];
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|    int cur_strip = 0;
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|    int i;
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| 
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|    /* Allocate memory for the gear */
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|    gear = malloc(sizeof *gear);
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|    if (gear == NULL)
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|       return NULL;
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| 
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|    /* Calculate the radii used in the gear */
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|    r0 = inner_radius;
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|    r1 = outer_radius - tooth_depth / 2.0;
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|    r2 = outer_radius + tooth_depth / 2.0;
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| 
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|    da = 2.0 * M_PI / teeth / 4.0;
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| 
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|    /* Allocate memory for the triangle strip information */
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|    gear->nstrips = STRIPS_PER_TOOTH * teeth;
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|    gear->strips = calloc(gear->nstrips, sizeof (*gear->strips));
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| 
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|    /* Allocate memory for the vertices */
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|    gear->vertices = calloc(VERTICES_PER_TOOTH * teeth, sizeof(*gear->vertices));
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|    v = gear->vertices;
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| 
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|    for (i = 0; i < teeth; i++) {
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|       /* Calculate needed sin/cos for varius angles */
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|       sincos(i * 2.0 * M_PI / teeth, &s[0], &c[0]);
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|       sincos(i * 2.0 * M_PI / teeth + da, &s[1], &c[1]);
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|       sincos(i * 2.0 * M_PI / teeth + da * 2, &s[2], &c[2]);
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|       sincos(i * 2.0 * M_PI / teeth + da * 3, &s[3], &c[3]);
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|       sincos(i * 2.0 * M_PI / teeth + da * 4, &s[4], &c[4]);
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| 
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|       /* A set of macros for making the creation of the gears easier */
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| #define  GEAR_POINT(r, da) { (r) * c[(da)], (r) * s[(da)] }
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| #define  SET_NORMAL(x, y, z) do { \
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|    normal[0] = (x); normal[1] = (y); normal[2] = (z); \
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| } while(0)
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| 
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| #define  GEAR_VERT(v, point, sign) vert((v), p[(point)].x, p[(point)].y, (sign) * width * 0.5, normal)
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| 
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| #define START_STRIP do { \
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|    gear->strips[cur_strip].first = v - gear->vertices; \
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| } while(0);
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| 
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| #define END_STRIP do { \
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|    int _tmp = (v - gear->vertices); \
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|    gear->strips[cur_strip].count = _tmp - gear->strips[cur_strip].first; \
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|    cur_strip++; \
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| } while (0)
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| 
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| #define QUAD_WITH_NORMAL(p1, p2) do { \
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|    SET_NORMAL((p[(p1)].y - p[(p2)].y), -(p[(p1)].x - p[(p2)].x), 0); \
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|    v = GEAR_VERT(v, (p1), -1); \
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|    v = GEAR_VERT(v, (p1), 1); \
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|    v = GEAR_VERT(v, (p2), -1); \
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|    v = GEAR_VERT(v, (p2), 1); \
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| } while(0)
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| 
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|       struct point {
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|          GLfloat x;
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|          GLfloat y;
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|       };
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| 
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|       /* Create the 7 points (only x,y coords) used to draw a tooth */
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|       struct point p[7] = {
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|          GEAR_POINT(r2, 1), // 0
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|          GEAR_POINT(r2, 2), // 1
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|          GEAR_POINT(r1, 0), // 2
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|          GEAR_POINT(r1, 3), // 3
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|          GEAR_POINT(r0, 0), // 4
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|          GEAR_POINT(r1, 4), // 5
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|          GEAR_POINT(r0, 4), // 6
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|       };
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| 
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|       /* Front face */
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|       START_STRIP;
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|       SET_NORMAL(0, 0, 1.0);
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|       v = GEAR_VERT(v, 0, +1);
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|       v = GEAR_VERT(v, 1, +1);
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|       v = GEAR_VERT(v, 2, +1);
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|       v = GEAR_VERT(v, 3, +1);
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|       v = GEAR_VERT(v, 4, +1);
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|       v = GEAR_VERT(v, 5, +1);
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|       v = GEAR_VERT(v, 6, +1);
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|       END_STRIP;
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| 
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|       /* Inner face */
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|       START_STRIP;
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|       QUAD_WITH_NORMAL(4, 6);
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|       END_STRIP;
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| 
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|       /* Back face */
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|       START_STRIP;
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|       SET_NORMAL(0, 0, -1.0);
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|       v = GEAR_VERT(v, 6, -1);
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|       v = GEAR_VERT(v, 5, -1);
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|       v = GEAR_VERT(v, 4, -1);
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|       v = GEAR_VERT(v, 3, -1);
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|       v = GEAR_VERT(v, 2, -1);
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|       v = GEAR_VERT(v, 1, -1);
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|       v = GEAR_VERT(v, 0, -1);
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|       END_STRIP;
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| 
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|       /* Outer face */
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|       START_STRIP;
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|       QUAD_WITH_NORMAL(0, 2);
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|       END_STRIP;
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| 
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|       START_STRIP;
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|       QUAD_WITH_NORMAL(1, 0);
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|       END_STRIP;
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| 
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|       START_STRIP;
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|       QUAD_WITH_NORMAL(3, 1);
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|       END_STRIP;
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| 
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|       START_STRIP;
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|       QUAD_WITH_NORMAL(5, 3);
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|       END_STRIP;
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|    }
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| 
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|    gear->nvertices = (v - gear->vertices);
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| 
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|    /* Store the vertices in a vertex buffer object (VBO) */
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|    glGenBuffers(1, &gear->vbo);
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|    glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
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|    glBufferData(GL_ARRAY_BUFFER, gear->nvertices * sizeof(GearVertex),
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|          gear->vertices, GL_STATIC_DRAW);
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| 
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|    return gear;
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| }
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| 
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| /**
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|  * Multiplies two 4x4 matrices.
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|  *
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|  * The result is stored in matrix m.
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|  *
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|  * @param m the first matrix to multiply
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|  * @param n the second matrix to multiply
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|  */
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| static void
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| multiply(GLfloat *m, const GLfloat *n)
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| {
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|    GLfloat tmp[16];
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|    const GLfloat *row, *column;
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|    div_t d;
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|    int i, j;
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| 
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|    for (i = 0; i < 16; i++) {
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|       tmp[i] = 0;
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|       d = div(i, 4);
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|       row = n + d.quot * 4;
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|       column = m + d.rem;
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|       for (j = 0; j < 4; j++)
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|          tmp[i] += row[j] * column[j * 4];
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|    }
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|    memcpy(m, &tmp, sizeof tmp);
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| }
 | |
| 
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| /**
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|  * Rotates a 4x4 matrix.
 | |
|  *
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|  * @param[in,out] m the matrix to rotate
 | |
|  * @param angle the angle to rotate
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|  * @param x the x component of the direction to rotate to
 | |
|  * @param y the y component of the direction to rotate to
 | |
|  * @param z the z component of the direction to rotate to
 | |
|  */
 | |
| static void
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| rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
 | |
| {
 | |
|    double s, c;
 | |
| 
 | |
|    sincos(angle, &s, &c);
 | |
|    GLfloat r[16] = {
 | |
|       x * x * (1 - c) + c,     y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
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|       x * y * (1 - c) - z * s, y * y * (1 - c) + c,     y * z * (1 - c) + x * s, 0,
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|       x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c,     0,
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|       0, 0, 0, 1
 | |
|    };
 | |
| 
 | |
|    multiply(m, r);
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| }
 | |
| 
 | |
| 
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| /**
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|  * Translates a 4x4 matrix.
 | |
|  *
 | |
|  * @param[in,out] m the matrix to translate
 | |
|  * @param x the x component of the direction to translate to
 | |
|  * @param y the y component of the direction to translate to
 | |
|  * @param z the z component of the direction to translate to
 | |
|  */
 | |
| static void
 | |
| translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
 | |
| {
 | |
|    GLfloat t[16] = { 1, 0, 0, 0,  0, 1, 0, 0,  0, 0, 1, 0,  x, y, z, 1 };
 | |
| 
 | |
|    multiply(m, t);
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| }
 | |
| 
 | |
| /**
 | |
|  * Creates an identity 4x4 matrix.
 | |
|  *
 | |
|  * @param m the matrix make an identity matrix
 | |
|  */
 | |
| static void
 | |
| identity(GLfloat *m)
 | |
| {
 | |
|    GLfloat t[16] = {
 | |
|       1.0, 0.0, 0.0, 0.0,
 | |
|       0.0, 1.0, 0.0, 0.0,
 | |
|       0.0, 0.0, 1.0, 0.0,
 | |
|       0.0, 0.0, 0.0, 1.0,
 | |
|    };
 | |
| 
 | |
|    memcpy(m, t, sizeof(t));
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Transposes a 4x4 matrix.
 | |
|  *
 | |
|  * @param m the matrix to transpose
 | |
|  */
 | |
| static void
 | |
| transpose(GLfloat *m)
 | |
| {
 | |
|    GLfloat t[16] = {
 | |
|       m[0], m[4], m[8],  m[12],
 | |
|       m[1], m[5], m[9],  m[13],
 | |
|       m[2], m[6], m[10], m[14],
 | |
|       m[3], m[7], m[11], m[15]};
 | |
| 
 | |
|    memcpy(m, t, sizeof(t));
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Inverts a 4x4 matrix.
 | |
|  *
 | |
|  * This function can currently handle only pure translation-rotation matrices.
 | |
|  * Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118
 | |
|  * for an explanation.
 | |
|  */
 | |
| static void
 | |
| invert(GLfloat *m)
 | |
| {
 | |
|    GLfloat t[16];
 | |
|    identity(t);
 | |
| 
 | |
|    // Extract and invert the translation part 't'. The inverse of a
 | |
|    // translation matrix can be calculated by negating the translation
 | |
|    // coordinates.
 | |
|    t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14];
 | |
| 
 | |
|    // Invert the rotation part 'r'. The inverse of a rotation matrix is
 | |
|    // equal to its transpose.
 | |
|    m[12] = m[13] = m[14] = 0;
 | |
|    transpose(m);
 | |
| 
 | |
|    // inv(m) = inv(r) * inv(t)
 | |
|    multiply(m, t);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Calculate a perspective projection transformation.
 | |
|  *
 | |
|  * @param m the matrix to save the transformation in
 | |
|  * @param fovy the field of view in the y direction
 | |
|  * @param aspect the view aspect ratio
 | |
|  * @param zNear the near clipping plane
 | |
|  * @param zFar the far clipping plane
 | |
|  */
 | |
| void perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
 | |
| {
 | |
|    GLfloat tmp[16];
 | |
|    identity(tmp);
 | |
| 
 | |
|    double sine, cosine, cotangent, deltaZ;
 | |
|    GLfloat radians = fovy / 2 * M_PI / 180;
 | |
| 
 | |
|    deltaZ = zFar - zNear;
 | |
|    sincos(radians, &sine, &cosine);
 | |
| 
 | |
|    if ((deltaZ == 0) || (sine == 0) || (aspect == 0))
 | |
|       return;
 | |
| 
 | |
|    cotangent = cosine / sine;
 | |
| 
 | |
|    tmp[0] = cotangent / aspect;
 | |
|    tmp[5] = cotangent;
 | |
|    tmp[10] = -(zFar + zNear) / deltaZ;
 | |
|    tmp[11] = -1;
 | |
|    tmp[14] = -2 * zNear * zFar / deltaZ;
 | |
|    tmp[15] = 0;
 | |
| 
 | |
|    memcpy(m, tmp, sizeof(tmp));
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Draws a gear.
 | |
|  *
 | |
|  * @param gear the gear to draw
 | |
|  * @param transform the current transformation matrix
 | |
|  * @param x the x position to draw the gear at
 | |
|  * @param y the y position to draw the gear at
 | |
|  * @param angle the rotation angle of the gear
 | |
|  * @param color the color of the gear
 | |
|  */
 | |
| static void
 | |
| draw_gear(struct gear *gear, GLfloat *transform,
 | |
|       GLfloat x, GLfloat y, GLfloat angle, const GLfloat color[4])
 | |
| {
 | |
|    GLfloat model_view[16];
 | |
|    GLfloat normal_matrix[16];
 | |
|    GLfloat model_view_projection[16];
 | |
| 
 | |
|    /* Translate and rotate the gear */
 | |
|    memcpy(model_view, transform, sizeof (model_view));
 | |
|    translate(model_view, x, y, 0);
 | |
|    rotate(model_view, 2 * M_PI * angle / 360.0, 0, 0, 1);
 | |
| 
 | |
|    /* Create and set the ModelViewProjectionMatrix */
 | |
|    memcpy(model_view_projection, ProjectionMatrix, sizeof(model_view_projection));
 | |
|    multiply(model_view_projection, model_view);
 | |
| 
 | |
|    glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, GL_FALSE,
 | |
|                       model_view_projection);
 | |
| 
 | |
|    /*
 | |
|     * Create and set the NormalMatrix. It's the inverse transpose of the
 | |
|     * ModelView matrix.
 | |
|     */
 | |
|    memcpy(normal_matrix, model_view, sizeof (normal_matrix));
 | |
|    invert(normal_matrix);
 | |
|    transpose(normal_matrix);
 | |
|    glUniformMatrix4fv(NormalMatrix_location, 1, GL_FALSE, normal_matrix);
 | |
| 
 | |
|    /* Set the gear color */
 | |
|    glUniform4fv(MaterialColor_location, 1, color);
 | |
| 
 | |
|    /* Set the vertex buffer object to use */
 | |
|    glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
 | |
| 
 | |
|    /* Set up the position of the attributes in the vertex buffer object */
 | |
|    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
 | |
|          6 * sizeof(GLfloat), NULL);
 | |
|    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
 | |
|          6 * sizeof(GLfloat), (GLfloat *) 0 + 3);
 | |
| 
 | |
|    /* Enable the attributes */
 | |
|    glEnableVertexAttribArray(0);
 | |
|    glEnableVertexAttribArray(1);
 | |
| 
 | |
|    /* Draw the triangle strips that comprise the gear */
 | |
|    int n;
 | |
|    for (n = 0; n < gear->nstrips; n++)
 | |
|       glDrawArrays(GL_TRIANGLE_STRIP, gear->strips[n].first, gear->strips[n].count);
 | |
| 
 | |
|    /* Disable the attributes */
 | |
|    glDisableVertexAttribArray(1);
 | |
|    glDisableVertexAttribArray(0);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Draws the gears.
 | |
|  */
 | |
| static void
 | |
| gears_draw(void)
 | |
| {
 | |
|    const static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
 | |
|    const static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
 | |
|    const static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
 | |
|    GLfloat transform[16];
 | |
|    identity(transform);
 | |
| 
 | |
|    glClearColor(0.0, 0.0, 0.0, 0.0);
 | |
|    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | |
| 
 | |
|    /* Translate and rotate the view */
 | |
|    translate(transform, 0, 0, -20);
 | |
|    rotate(transform, 2 * M_PI * view_rot[0] / 360.0, 1, 0, 0);
 | |
|    rotate(transform, 2 * M_PI * view_rot[1] / 360.0, 0, 1, 0);
 | |
|    rotate(transform, 2 * M_PI * view_rot[2] / 360.0, 0, 0, 1);
 | |
| 
 | |
|    /* Draw the gears */
 | |
|    draw_gear(gear1, transform, -3.0, -2.0, angle, red);
 | |
|    draw_gear(gear2, transform, 3.1, -2.0, -2 * angle - 9.0, green);
 | |
|    draw_gear(gear3, transform, -3.1, 4.2, -2 * angle - 25.0, blue);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Handles a new window size or exposure.
 | |
|  *
 | |
|  * @param width the window width
 | |
|  * @param height the window height
 | |
|  */
 | |
| static void
 | |
| gears_reshape(int width, int height)
 | |
| {
 | |
|    /* Update the projection matrix */
 | |
|    perspective(ProjectionMatrix, 60.0, width / (float)height, 1.0, 1024.0);
 | |
| 
 | |
|    /* Set the viewport */
 | |
|    glViewport(0, 0, (GLint) width, (GLint) height);
 | |
| }
 | |
| 
 | |
| static void
 | |
| gears_idle(void)
 | |
| {
 | |
|    static int frames = 0;
 | |
|    static double tRot0 = -1.0, tRate0 = -1.0;
 | |
|    double dt, t;
 | |
|    static u64 origTicks = UINT64_MAX;
 | |
| 
 | |
|    if (origTicks == UINT64_MAX)
 | |
|       origTicks = armGetSystemTick();
 | |
| 
 | |
|    u64 ticksElapsed = armGetSystemTick() - origTicks;
 | |
|    t = (ticksElapsed * 625 / 12) / 1000000000.0;
 | |
| 
 | |
|    if (tRot0 < 0.0)
 | |
|       tRot0 = t;
 | |
|    dt = t - tRot0;
 | |
|    tRot0 = t;
 | |
| 
 | |
|    /* advance rotation for next frame */
 | |
|    angle += 70.0 * dt;  /* 70 degrees per second */
 | |
|    if (angle > 3600.0)
 | |
|       angle -= 3600.0;
 | |
| 
 | |
|    frames++;
 | |
| 
 | |
|    if (tRate0 < 0.0)
 | |
|       tRate0 = t;
 | |
|    if (t - tRate0 >= 5.0) {
 | |
|       GLfloat seconds = t - tRate0;
 | |
|       GLfloat fps = frames / seconds;
 | |
|       printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds,
 | |
|             fps);
 | |
|       tRate0 = t;
 | |
|       frames = 0;
 | |
|    }
 | |
| }
 | |
| 
 | |
| static const char vertex_shader[] =
 | |
| "attribute vec3 position;\n"
 | |
| "attribute vec3 normal;\n"
 | |
| "\n"
 | |
| "uniform mat4 ModelViewProjectionMatrix;\n"
 | |
| "uniform mat4 NormalMatrix;\n"
 | |
| "uniform vec4 LightSourcePosition;\n"
 | |
| "uniform vec4 MaterialColor;\n"
 | |
| "\n"
 | |
| "varying vec4 Color;\n"
 | |
| "\n"
 | |
| "void main(void)\n"
 | |
| "{\n"
 | |
| "    // Transform the normal to eye coordinates\n"
 | |
| "    vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));\n"
 | |
| "\n"
 | |
| "    // The LightSourcePosition is actually its direction for directional light\n"
 | |
| "    vec3 L = normalize(LightSourcePosition.xyz);\n"
 | |
| "\n"
 | |
| "    // Multiply the diffuse value by the vertex color (which is fixed in this case)\n"
 | |
| "    // to get the actual color that we will use to draw this vertex with\n"
 | |
| "    float diffuse = max(dot(N, L), 0.0);\n"
 | |
| "    Color = diffuse * MaterialColor;\n"
 | |
| "\n"
 | |
| "    // Transform the position to clip coordinates\n"
 | |
| "    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);\n"
 | |
| "}";
 | |
| 
 | |
| static const char fragment_shader[] =
 | |
| "precision mediump float;\n"
 | |
| "varying vec4 Color;\n"
 | |
| "\n"
 | |
| "void main(void)\n"
 | |
| "{\n"
 | |
| "    gl_FragColor = Color;\n"
 | |
| "}";
 | |
| 
 | |
| static void
 | |
| gears_init(void)
 | |
| {
 | |
|    GLuint v, f, program;
 | |
|    const char *p;
 | |
|    char msg[512];
 | |
| 
 | |
|    glEnable(GL_CULL_FACE);
 | |
|    glEnable(GL_DEPTH_TEST);
 | |
| 
 | |
|    /* Compile the vertex shader */
 | |
|    p = vertex_shader;
 | |
|    v = glCreateShader(GL_VERTEX_SHADER);
 | |
|    glShaderSource(v, 1, &p, NULL);
 | |
|    glCompileShader(v);
 | |
|    glGetShaderInfoLog(v, sizeof msg, NULL, msg);
 | |
|    printf("vertex shader info: %s\n", msg);
 | |
| 
 | |
|    /* Compile the fragment shader */
 | |
|    p = fragment_shader;
 | |
|    f = glCreateShader(GL_FRAGMENT_SHADER);
 | |
|    glShaderSource(f, 1, &p, NULL);
 | |
|    glCompileShader(f);
 | |
|    glGetShaderInfoLog(f, sizeof msg, NULL, msg);
 | |
|    printf("fragment shader info: %s\n", msg);
 | |
| 
 | |
|    /* Create and link the shader program */
 | |
|    program = glCreateProgram();
 | |
|    glAttachShader(program, v);
 | |
|    glAttachShader(program, f);
 | |
|    glBindAttribLocation(program, 0, "position");
 | |
|    glBindAttribLocation(program, 1, "normal");
 | |
| 
 | |
|    glLinkProgram(program);
 | |
|    glGetProgramInfoLog(program, sizeof msg, NULL, msg);
 | |
|    printf("info: %s\n", msg);
 | |
| 
 | |
|    /* Enable the shaders */
 | |
|    glUseProgram(program);
 | |
| 
 | |
|    /* Get the locations of the uniforms so we can access them */
 | |
|    ModelViewProjectionMatrix_location = glGetUniformLocation(program, "ModelViewProjectionMatrix");
 | |
|    NormalMatrix_location = glGetUniformLocation(program, "NormalMatrix");
 | |
|    LightSourcePosition_location = glGetUniformLocation(program, "LightSourcePosition");
 | |
|    MaterialColor_location = glGetUniformLocation(program, "MaterialColor");
 | |
| 
 | |
|    /* Set the LightSourcePosition uniform which is constant throught the program */
 | |
|    glUniform4fv(LightSourcePosition_location, 1, LightSourcePosition);
 | |
| 
 | |
|    /* make the gears */
 | |
|    gear1 = create_gear(1.0, 4.0, 1.0, 20, 0.7);
 | |
|    gear2 = create_gear(0.5, 2.0, 2.0, 10, 0.7);
 | |
|    gear3 = create_gear(1.3, 2.0, 0.5, 10, 0.7);
 | |
| }
 | |
| 
 | |
| int main(int argc, char* argv[])
 | |
| {
 | |
|     // Set mesa configuration (useful for debugging)
 | |
|     setMesaConfig();
 | |
| 
 | |
|     // Initialize EGL on the default window
 | |
|     if (!initEgl(nwindowGetDefault()))
 | |
|         return EXIT_FAILURE;
 | |
| 
 | |
|     // Initialize gears demo
 | |
|     gears_init();
 | |
|     gears_reshape(1280, 720);
 | |
| 
 | |
|     // Configure our supported input layout: a single player with standard controller styles
 | |
|     padConfigureInput(1, HidNpadStyleSet_NpadStandard);
 | |
| 
 | |
|     // Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
 | |
|     PadState pad;
 | |
|     padInitializeDefault(&pad);
 | |
| 
 | |
|     // Main graphics loop
 | |
|     while (appletMainLoop())
 | |
|     {
 | |
|         // Get and process input
 | |
|         padUpdate(&pad);
 | |
|         u32 kDown = padGetButtonsDown(&pad);
 | |
|         if (kDown & HidNpadButton_Plus)
 | |
|             break;
 | |
| 
 | |
|         // Render stuff!
 | |
|         gears_draw();
 | |
|         eglSwapBuffers(s_display, s_surface);
 | |
| 
 | |
|         // Update gears state
 | |
|         gears_idle();
 | |
|     }
 | |
| 
 | |
|     // Deinitialize EGL
 | |
|     deinitEgl();
 | |
|     return EXIT_SUCCESS;
 | |
| }
 |