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Basic.cpp
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114 lines (93 loc) · 3.62 KB
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//----------------------------------------------------------------------------------
// File: tutorial\basic/Basic.cpp
// SDK Version: v3.00
// Email: [email protected]
// Site: http://developer.nvidia.com/
//
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//----------------------------------------------------------------------------------
#include "Basic.h"
#include "NvAppBase/NvInputTransformer.h"
#include "NvAssetLoader/NvAssetLoader.h"
#include "NvGLUtils/NvGLSLProgram.h"
#include "NvGLUtils/NvShapesGL.h"
#include "NvUI/NvTweakBar.h"
#include "NV/NvLogs.h"
Basic::Basic()
{
m_transformer->setTranslationVec(nv::vec3f(0.0f, 0.0f, -2.2f));
m_transformer->setRotationVec(nv::vec3f(NV_PI*0.35f, 0.0f, 0.0f));
// Required in all subclasses to avoid silent link issues
forceLinkHack();
}
Basic::~Basic()
{
LOGI("Basic: destroyed\n");
}
void Basic::configurationCallback(NvGLConfiguration& config)
{
config.depthBits = 24;
config.stencilBits = 0;
config.apiVer = NvGLAPIVersionGL4();
}
void Basic::initRendering(void) {
NvAssetLoaderAddSearchPath("tutorial/Basic");
mProgram = NvGLSLProgram::createFromFiles("shaders/plain.vert", "shaders/plain.frag");
}
void Basic::shutdownRendering(void) {
// destroy other resources here
}
void Basic::initUI(void) {
if (mTweakBar) {
// NvTweakVarBase *var;
mTweakBar->syncValues();
}
}
void Basic::reshape(int32_t width, int32_t height)
{
glViewport( 0, 0, (GLint) width, (GLint) height );
}
void Basic::draw(void)
{
CHECK_GL_ERROR();
glClear(GL_COLOR_BUFFER_BIT);
CHECK_GL_ERROR();
nv::matrix4f projection_matrix;
nv::perspective(projection_matrix, 3.14f * 0.25f, m_width/(float)m_height, 0.1f, 30.0f);
nv::matrix4f camera_matrix = projection_matrix * m_transformer->getModelViewMat();
CHECK_GL_ERROR();
mProgram->enable();
mProgram->setUniformMatrix4fv("uViewProjMatrix", camera_matrix._array, 1, GL_FALSE);
CHECK_GL_ERROR();
NvDrawQuadGL(mProgram->getAttribLocation("aPosition"));
CHECK_GL_ERROR();
mProgram->disable();
}
NvAppBase* NvAppFactory() {
return new Basic();
}