/*---------------------------------------------------------------------------* Project: Horizon File: demo_Utility.cpp Copyright (C)2009-2012 Nintendo Co., Ltd. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Rev: 46365 $ *---------------------------------------------------------------------------*/ #include "demo/Utility/demo_Utility.h" namespace demo { /*! @brief If a GL error occurs, the error type is debug output, and NN_TPANIC_function is called. */ void PrintGLError(const GLenum errorCode) { if ( errorCode != GL_NO_ERROR ) { switch ( errorCode ) { case GL_INVALID_ENUM: NN_TLOG_("GL Error : GL_INVALID_ENUM\n"); break; case GL_INVALID_VALUE: NN_TLOG_("GL Error : GL_INVALID_VALUE\n"); break; case GL_INVALID_OPERATION: NN_TLOG_("GL Error : GL_INVALID_OPERATION\n"); break; case GL_OUT_OF_MEMORY: NN_TLOG_("GL Error : GL_OUT_OF_MEMORY\n"); break; case GL_INVALID_FRAMEBUFFER_OPERATION: NN_TLOG_("GL Error : GL_INVALID_FRAMEBUFFER_OPERATION\n"); break; default: NN_TLOG_("GL Error : errorCode = 0x%x\n", errorCode); break; } } } /* ------------------------------------------------------------------------ Utility functions ------------------------------------------------------------------------ */ s32 s_UniformLocations[MAX_UNIFORM_LOCATIONS_NUM]; void InitializeUniforms(const GLuint programId) { DEMO_ASSERT_GL_ERROR(); for (u32 uniformIndex = 0; uniformIndex < MAX_UNIFORM_LOCATIONS_NUM; uniformIndex++) { s_UniformLocations[uniformIndex] = -1; } // Vertex uniform s_UniformLocations[VERTEX_UNIFORM_PROJECTION] = glGetUniformLocation(programId, "uProjection"); s_UniformLocations[VERTEX_UNIFORM_MODELVIEW] = glGetUniformLocation(programId, "uModelView"); DEMO_ASSERT_GL_ERROR(); // Fragment uniform s_UniformLocations[FRAGMENT_UNIFORM_ALPHA_TEST] = glGetUniformLocation(programId, "dmp_FragOperation.enableAlphaTest"); // Fragment uniform : Texture samplerType s_UniformLocations[FRAGMENT_UNIFORM_TEXTURE0_SAMPLER_TYPE] = glGetUniformLocation(programId, "dmp_Texture[0].samplerType"); s_UniformLocations[FRAGMENT_UNIFORM_TEXTURE1_SAMPLER_TYPE] = glGetUniformLocation(programId, "dmp_Texture[1].samplerType"); s_UniformLocations[FRAGMENT_UNIFORM_TEXTURE2_SAMPLER_TYPE] = glGetUniformLocation(programId, "dmp_Texture[2].samplerType"); s_UniformLocations[FRAGMENT_UNIFORM_TEXTURE3_SAMPLER_TYPE] = glGetUniformLocation(programId, "dmp_Texture[3].samplerType"); DEMO_ASSERT_GL_ERROR(); s_UniformLocations[FRAGMENT_UNIFORM_LIGHT_ENV_CONFIG] = glGetUniformLocation(programId, "dmp_LightEnv.config"); s_UniformLocations[FRAGMENT_UNIFORM_LIGHT_ENV_CLAMP_HIGHLIGHTS] = glGetUniformLocation(programId, "dmp_LightEnv.clampHighlights"); s_UniformLocations[FRAGMENT_UNIFORM_LIGHT_ENV_LUT_ENABLED_REFL] = glGetUniformLocation(programId, "dmp_LightEnv.lutEnabledRefl"); s_UniformLocations[FRAGMENT_UNIFORM_LIGHT_ENV_LUT_ENABLED_D0] = glGetUniformLocation(programId, "dmp_LightEnv.lutEnabledD0"); s_UniformLocations[FRAGMENT_UNIFORM_LIGHT_ENV_LUT_INPUT_D0] = glGetUniformLocation(programId, "dmp_LightEnv.lutInputD0"); s_UniformLocations[FRAGMENT_UNIFORM_LIGHT_ENV_ABS_LUT_INPUT_D0] = glGetUniformLocation(programId, "dmp_LightEnv.absLutInputD0"); s_UniformLocations[FRAGMENT_UNIFORM_LIGHT_ENV_LUT_ENABLED_D1] = glGetUniformLocation(programId, "dmp_LightEnv.lutEnabledD1"); s_UniformLocations[FRAGMENT_UNIFORM_LIGHT_ENV_LUT_INPUT_D1] = glGetUniformLocation(programId, "dmp_LightEnv.lutInputD1"); s_UniformLocations[FRAGMENT_UNIFORM_LIGHT_ENV_ABS_LUT_INPUT_D1] = glGetUniformLocation(programId, "dmp_LightEnv.absLutInputD1"); // Fragment uniform : Fragment lighting s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_ENABLED] = glGetUniformLocation(programId, "dmp_FragmentLighting.enabled"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHTING_AMBIENT] = glGetUniformLocation(programId, "dmp_FragmentLighting.ambient"); DEMO_ASSERT_GL_ERROR(); // Fragment uniform : Fragment light0 s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_ENABLED] = glGetUniformLocation(programId, "dmp_FragmentLightSource[0].enabled"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_AMBIENT] = glGetUniformLocation(programId, "dmp_FragmentLightSource[0].ambient"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_DIFFUSE] = glGetUniformLocation(programId, "dmp_FragmentLightSource[0].diffuse"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_SPECULAR0] = glGetUniformLocation(programId, "dmp_FragmentLightSource[0].specular0"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_SPECULAR1] = glGetUniformLocation(programId, "dmp_FragmentLightSource[0].specular1"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_POSITION] = glGetUniformLocation(programId, "dmp_FragmentLightSource[0].position"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_GEOM_FACTOR0] = glGetUniformLocation(programId, "dmp_FragmentLightSource[0].geomFactor0"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_GEOM_FACTOR1] = glGetUniformLocation(programId, "dmp_FragmentLightSource[0].geomFactor1"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE0_TWO_SIDE_DIFFUSE] = glGetUniformLocation(programId, "dmp_FragmentLightSource[0].twoSideDiffuse"); DEMO_ASSERT_GL_ERROR(); // Fragment uniform : Fragment light1 s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_ENABLED] = glGetUniformLocation(programId, "dmp_FragmentLightSource[1].enabled"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_AMBIENT] = glGetUniformLocation(programId, "dmp_FragmentLightSource[1].ambient"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_DIFFUSE] = glGetUniformLocation(programId, "dmp_FragmentLightSource[1].diffuse"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_SPECULAR0] = glGetUniformLocation(programId, "dmp_FragmentLightSource[1].specular0"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_SPECULAR1] = glGetUniformLocation(programId, "dmp_FragmentLightSource[1].specular1"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_POSITION] = glGetUniformLocation(programId, "dmp_FragmentLightSource[1].position"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_GEOM_FACTOR0] = glGetUniformLocation(programId, "dmp_FragmentLightSource[1].geomFactor0"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_GEOM_FACTOR1] = glGetUniformLocation(programId, "dmp_FragmentLightSource[1].geomFactor1"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE1_TWO_SIDE_DIFFUSE] = glGetUniformLocation(programId, "dmp_FragmentLightSource[1].twoSideDiffuse"); DEMO_ASSERT_GL_ERROR(); // Fragment uniform : Fragment light2 s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_ENABLED] = glGetUniformLocation(programId, "dmp_FragmentLightSource[2].enabled"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_AMBIENT] = glGetUniformLocation(programId, "dmp_FragmentLightSource[2].ambient"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_DIFFUSE] = glGetUniformLocation(programId, "dmp_FragmentLightSource[2].diffuse"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_SPECULAR0] = glGetUniformLocation(programId, "dmp_FragmentLightSource[2].specular0"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_SPECULAR1] = glGetUniformLocation(programId, "dmp_FragmentLightSource[2].specular1"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_POSITION] = glGetUniformLocation(programId, "dmp_FragmentLightSource[2].position"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_GEOM_FACTOR0] = glGetUniformLocation(programId, "dmp_FragmentLightSource[2].geomFactor0"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_GEOM_FACTOR1] = glGetUniformLocation(programId, "dmp_FragmentLightSource[2].geomFactor1"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE2_TWO_SIDE_DIFFUSE] = glGetUniformLocation(programId, "dmp_FragmentLightSource[2].twoSideDiffuse"); DEMO_ASSERT_GL_ERROR(); // Fragment uniform : Fragment light3 s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_ENABLED] = glGetUniformLocation(programId, "dmp_FragmentLightSource[3].enabled"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_AMBIENT] = glGetUniformLocation(programId, "dmp_FragmentLightSource[3].ambient"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_DIFFUSE] = glGetUniformLocation(programId, "dmp_FragmentLightSource[3].diffuse"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_SPECULAR0] = glGetUniformLocation(programId, "dmp_FragmentLightSource[3].specular0"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_SPECULAR1] = glGetUniformLocation(programId, "dmp_FragmentLightSource[3].specular1"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_POSITION] = glGetUniformLocation(programId, "dmp_FragmentLightSource[3].position"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_GEOM_FACTOR0] = glGetUniformLocation(programId, "dmp_FragmentLightSource[3].geomFactor0"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_GEOM_FACTOR1] = glGetUniformLocation(programId, "dmp_FragmentLightSource[3].geomFactor1"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_LIGHT_SOURCE3_TWO_SIDE_DIFFUSE] = glGetUniformLocation(programId, "dmp_FragmentLightSource[3].twoSideDiffuse"); DEMO_ASSERT_GL_ERROR(); // Fragment uniform : Material s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_MATERIAL_AMBIENT] = glGetUniformLocation(programId, "dmp_FragmentMaterial.ambient"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_MATERIAL_DIFFUSE] = glGetUniformLocation(programId, "dmp_FragmentMaterial.diffuse"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_MATERIAL_SPECULAR0] = glGetUniformLocation(programId, "dmp_FragmentMaterial.specular0"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_MATERIAL_SPECULAR1] = glGetUniformLocation(programId, "dmp_FragmentMaterial.specular1"); s_UniformLocations[FRAGMENT_UNIFORM_FRAGMENT_MATERIAL_SAMPLER_D0] = glGetUniformLocation(programId, "dmp_FragmentMaterial.samplerD0"); DEMO_ASSERT_GL_ERROR(); // Fragment uniform : Texture combiner0 s_UniformLocations[FRAGMENT_UNIFORM_TEXENV0_SRC_RGB] = glGetUniformLocation(programId, "dmp_TexEnv[0].srcRgb"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV0_SRC_ALPHA] = glGetUniformLocation(programId, "dmp_TexEnv[0].srcAlpha"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV0_OPERAND_RGB] = glGetUniformLocation(programId, "dmp_TexEnv[0].operandRgb"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV0_OPERAND_ALPHA] = glGetUniformLocation(programId, "dmp_TexEnv[0].operandAlpha"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV0_COMBINE_RGB] = glGetUniformLocation(programId, "dmp_TexEnv[0].combineRgb"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV0_COMBINE_ALPHA] = glGetUniformLocation(programId, "dmp_TexEnv[0].combineAlpha"); // Fragment uniform : Texture combiner1 s_UniformLocations[FRAGMENT_UNIFORM_TEXENV1_SRC_RGB] = glGetUniformLocation(programId, "dmp_TexEnv[1].srcRgb"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV1_SRC_ALPHA] = glGetUniformLocation(programId, "dmp_TexEnv[1].srcAlpha"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV1_OPERAND_RGB] = glGetUniformLocation(programId, "dmp_TexEnv[1].operandRgb"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV1_OPERAND_ALPHA] = glGetUniformLocation(programId, "dmp_TexEnv[1].operandAlpha"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV1_COMBINE_RGB] = glGetUniformLocation(programId, "dmp_TexEnv[1].combineRgb"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV1_COMBINE_ALPHA] = glGetUniformLocation(programId, "dmp_TexEnv[1].combineAlpha"); // Fragment uniform : Texture combiner2 s_UniformLocations[FRAGMENT_UNIFORM_TEXENV2_SRC_RGB] = glGetUniformLocation(programId, "dmp_TexEnv[2].srcRgb"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV2_SRC_ALPHA] = glGetUniformLocation(programId, "dmp_TexEnv[2].srcAlpha"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV2_OPERAND_RGB] = glGetUniformLocation(programId, "dmp_TexEnv[2].operandRgb"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV2_OPERAND_ALPHA] = glGetUniformLocation(programId, "dmp_TexEnv[2].operandAlpha"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV2_COMBINE_RGB] = glGetUniformLocation(programId, "dmp_TexEnv[2].combineRgb"); s_UniformLocations[FRAGMENT_UNIFORM_TEXENV2_COMBINE_ALPHA] = glGetUniformLocation(programId, "dmp_TexEnv[2].combineAlpha"); DEMO_ASSERT_GL_ERROR(); } void GetRandomColor(f32& red, f32& green, f32& blue) { static bool s_InitializeRandomSeed = false; if (! s_InitializeRandomSeed ) { ::std::srand(0x1234); s_InitializeRandomSeed = true; } red = static_cast(::std::rand() % 256) / 256.0f; green = static_cast(::std::rand() % 256) / 256.0f; blue = static_cast(::std::rand() % 256) / 256.0f; } }