//---------------------------------------------------------------------------------- // File: tutorial\Basic/Basic.cpp // SDK Version: v3.00 // Email: gameworks@nvidia.com // 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) { NV_APP_BASE_SHARED_INIT(); 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(); }