Fix the abstractions.
Don't place code instructions in the wrong order..
This commit is contained in:
parent
8f303eec6a
commit
eb21ac1dc7
13 changed files with 65 additions and 25 deletions
4
.vscode/launch.json
vendored
4
.vscode/launch.json
vendored
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@ -7,7 +7,7 @@
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"program": "${workspaceFolder}/build/src/hello.elf",
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"program": "${workspaceFolder}/build/src/hello.elf",
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"args": [],
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"args": [],
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"stopAtEntry": false,
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"stopAtEntry": false,
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"cwd": "${fileDirname}",
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"cwd": "${workspaceFolder}/romdisk",
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"environment": [],
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"environment": [],
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"externalConsole": false,
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"externalConsole": false,
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"MIMode": "gdb",
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"MIMode": "gdb",
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@ -31,7 +31,7 @@
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"program": "${workspaceFolder}/build/src/gl.elf",
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"program": "${workspaceFolder}/build/src/gl.elf",
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"args": [],
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"args": [],
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"stopAtEntry": false,
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"stopAtEntry": false,
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"cwd": "${fileDirname}",
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"cwd": "${workspaceFolder}/romdisk",
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"environment": [],
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"environment": [],
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"externalConsole": false,
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"externalConsole": false,
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"MIMode": "gdb",
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"MIMode": "gdb",
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29
src/cube.cc
29
src/cube.cc
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@ -4,24 +4,31 @@
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#include <GL/glkos.h>
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#include <GL/glkos.h>
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#include <GL/glu.h>
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#include <GL/glu.h>
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#include <stb_image/stb_image.h>
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#include <stb_image/stb_image.h>
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#define SANIC_LOCATION "/rd/sanic.png"
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#define CUBE_LOCATION "/rd/cube.obj"
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#else
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#else
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include <GLFW/glfw3.h>
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#include <GL/glu.h>
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#include <GL/glu.h>
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#include <GLFW/glfw3.h>
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#include <stb/stb_image.h>
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#include <stb/stb_image.h>
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#define SANIC_LOCATION "./sanic.png"
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#define CUBE_LOCATION "./cube.obj"
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#endif
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#endif
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#include <tiny_obj_loader.h>
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#include <tiny_obj_loader.h>
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#include <cstdio>
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#include <cstdio>
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#include <stdexcept>
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#include <vector>
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#include <vector>
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#include "engine/engine.hh"
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#include "engine/engine.hh"
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class Cube : public Engine {
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class Cube : public Engine {
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unsigned int texture;
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unsigned int texture;
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tinyobj::ObjReader reader;
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tinyobj::ObjReader reader;
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bool parseObj(std::string objFile, tinyobj::ObjReader& reader);
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bool parseObj(std::string objFile, tinyobj::ObjReader& reader,
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char* message);
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void cube();
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void cube();
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void displayStuff();
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void displayStuff();
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void gameLoop() override { displayStuff(); }
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void gameLoop() override { displayStuff(); }
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@ -63,7 +70,6 @@ void Cube::model() {
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// glVertex3f(vx, vy, vz);
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// glVertex3f(vx, vy, vz);
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// drawCalls += 1;
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// drawCalls += 1;
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// Check if `normal_index` is zero or positive. negative = no
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// Check if `normal_index` is zero or positive. negative = no
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// normal data
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// normal data
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if (idx.normal_index >= 0) {
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if (idx.normal_index >= 0) {
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@ -107,21 +113,23 @@ void Cube::model() {
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glNormalPointer(GL_FLOAT, 0, &normals[0]);
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glNormalPointer(GL_FLOAT, 0, &normals[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, &textureCoords[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, &textureCoords[0]);
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glDrawArrays(GL_TRIANGLES, 0, vertexes.size());
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glDrawArrays(GL_TRIANGLES, 0, vertexes.size());
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// glDrawElements(GL_TRIANGLES, shapes[s].mesh.indices.size(), GL_UNSIGNED_INT, &shapes[s].mesh.indices[0]);
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// glDrawElements(GL_TRIANGLES, shapes[s].mesh.indices.size(),
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// GL_UNSIGNED_INT, &shapes[s].mesh.indices[0]);
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drawCalls += 1;
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drawCalls += 1;
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}
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}
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printf("Draw Calls: %i\n", drawCalls);
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// printf("Draw Calls: %i\n", drawCalls);
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drawCalls = 0;
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drawCalls = 0;
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// glDrawArrays(GL_QUADS, 0, susSize);
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// glDrawArrays(GL_QUADS, 0, susSize);
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}
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}
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bool Cube::parseObj(std::string objFile, tinyobj::ObjReader& reader) {
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bool Cube::parseObj(std::string objFile, tinyobj::ObjReader& reader,
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char* message) {
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tinyobj::ObjReaderConfig readerConfig;
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tinyobj::ObjReaderConfig readerConfig;
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readerConfig.mtl_search_path = "./";
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readerConfig.mtl_search_path = "./";
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if (!reader.ParseFromFile(objFile, readerConfig)) {
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if (!reader.ParseFromFile(objFile, readerConfig)) {
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if (!reader.Error().empty()) {
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if (!reader.Error().empty()) {
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printf("TinyOBJReader: %s\n", reader.Error().c_str());
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sprintf(message, "TinyOBJReader: %s", reader.Error().c_str());
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return false;
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return false;
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}
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}
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}
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}
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@ -138,7 +146,6 @@ void Cube::displayStuff() {
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}
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}
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void Cube::initScreen() {
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void Cube::initScreen() {
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
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gluPerspective(45.0f, 640.0f / 480.0f, 0.1f, 100.0f);
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@ -154,7 +161,7 @@ void Cube::initScreen() {
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int width, height, nr_channels;
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int width, height, nr_channels;
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unsigned char* data =
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unsigned char* data =
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stbi_load("/rd/sanic.png", &width, &height, &nr_channels, 0);
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stbi_load(SANIC_LOCATION, &width, &height, &nr_channels, 0);
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if (data) {
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if (data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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@ -168,7 +175,9 @@ void Cube::initScreen() {
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stbi_image_free(data);
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stbi_image_free(data);
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if (!parseObj("/rd/cube.obj", reader)) return;
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char* message = new char;
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if (!parseObj(CUBE_LOCATION, reader, message))
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throw std::runtime_error(message);
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}
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}
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int main() {
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int main() {
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@ -5,9 +5,11 @@ DreamcastController::DreamcastController() {
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}
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}
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bool DreamcastController::InitializeController() {
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bool DreamcastController::InitializeController() {
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controller = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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maple_device_t* cont = nullptr;
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if (this->controller) {
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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controller_state = (cont_state_t*)maple_dev_status(controller);
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if (cont->valid) {
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this->controller = cont;
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this->controller_state = (cont_state_t*)maple_dev_status(controller);
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return true;
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return true;
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} else {
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} else {
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controller = nullptr;
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controller = nullptr;
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@ -1,8 +1,18 @@
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#include "linuxController.hh"
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#include "linuxController.hh"
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <fstream>
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#include <sstream>
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bool LinuxController::InitializeController() {
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bool LinuxController::InitializeController() {
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std::ifstream gameControllerDB;
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gameControllerDB.open("./gamecontrollerdb.txt");
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if (gameControllerDB.is_open()) {
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printf("Opened gamecontrollerdb.txt\n");
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std::stringstream mappings;
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mappings << gameControllerDB.rdbuf();
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glfwUpdateGamepadMappings(mappings.str().c_str());
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}
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if (glfwJoystickIsGamepad(GLFW_JOYSTICK_1)) {
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if (glfwJoystickIsGamepad(GLFW_JOYSTICK_1)) {
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glfwGetGamepadState(GLFW_JOYSTICK_1, &controllerState);
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glfwGetGamepadState(GLFW_JOYSTICK_1, &controllerState);
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return true;
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return true;
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@ -21,4 +21,8 @@ void DreamcastEngine::initializeController() {
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void DreamcastEngine::SwapBuffers() {
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void DreamcastEngine::SwapBuffers() {
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glKosSwapBuffers();
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glKosSwapBuffers();
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}
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}
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bool DreamcastEngine::ShouldWindowClose() {
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return false;
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}
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#endif
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#endif
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@ -6,5 +6,6 @@ class DreamcastEngine : public NativeEngine {
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void initializeController() override;
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void initializeController() override;
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void initializeEngine() override;
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void initializeEngine() override;
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void SwapBuffers() override;
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void SwapBuffers() override;
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bool ShouldWindowClose() override;
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};
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};
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#endif
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#endif
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@ -20,16 +20,20 @@ void Engine::initializeEngine() {
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#endif
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#endif
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engine->initializeEngine();
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engine->initializeEngine();
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initScreen();
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initScreen();
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controller = engine->controller;
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}
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}
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void Engine::initializeController() {
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void Engine::initializeController() {
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engine->initializeController();
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engine->initializeController();
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controller = engine->controller;
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}
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}
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void Engine::SwapBuffers() {
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void Engine::SwapBuffers() {
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engine->SwapBuffers();
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engine->SwapBuffers();
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}
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}
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bool Engine::ShouldWindowClose() {
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return engine->ShouldWindowClose();
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}
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void Engine::initScreen() {
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void Engine::initScreen() {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glViewport(0, 0, 640, 480);
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glViewport(0, 0, 640, 480);
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@ -63,7 +67,7 @@ void Engine::deltaTimeLoop(T&& callback, struct timeval& beginningOfFrame,
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void Engine::initializeGameLoop() {
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void Engine::initializeGameLoop() {
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struct timeval beginningOfFrame, endOfFrame;
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struct timeval beginningOfFrame, endOfFrame;
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while (1) {
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while (!ShouldWindowClose()) {
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deltaTimeLoop(&Engine::gameLoop, beginningOfFrame, endOfFrame);
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deltaTimeLoop(&Engine::gameLoop, beginningOfFrame, endOfFrame);
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}
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}
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}
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}
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@ -19,13 +19,15 @@ class Engine {
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bool thirtyfps;
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bool thirtyfps;
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unsigned int buttonsPressed;
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unsigned int buttonsPressed;
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Controller* controller = nullptr;
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virtual void initScreen();
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virtual void initScreen();
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void printSystemInformation();
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virtual void gameLoop(){};
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virtual void gameLoop(){};
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void printSystemInformation();
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void pressButton(Controller::Button button, std::function<void()> callback);
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void pressButton(Controller::Button button, std::function<void()> callback);
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void glVertex3fNormalized(float x, float y, float z);
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void glVertex3fNormalized(float x, float y, float z);
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void SwapBuffers();
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void SwapBuffers();
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Controller* controller = nullptr;
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bool ShouldWindowClose();
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private:
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private:
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template <typename T>
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template <typename T>
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@ -41,4 +41,8 @@ void LinuxEngine::SwapBuffers() {
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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}
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}
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bool LinuxEngine::ShouldWindowClose() {
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return glfwWindowShouldClose(this->window);
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}
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#endif
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#endif
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@ -8,6 +8,7 @@ class LinuxEngine : public NativeEngine {
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void initializeController() override;
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void initializeController() override;
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void initializeEngine() override;
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void initializeEngine() override;
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void SwapBuffers() override;
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void SwapBuffers() override;
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bool ShouldWindowClose() override;
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GLFWwindow* window = nullptr;
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GLFWwindow* window = nullptr;
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};
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};
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#endif
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#endif
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@ -6,6 +6,7 @@ class NativeEngine {
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virtual void initializeController(){};
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virtual void initializeController(){};
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virtual void initializeEngine(){};
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virtual void initializeEngine(){};
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virtual void SwapBuffers(){};
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virtual void SwapBuffers(){};
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virtual bool ShouldWindowClose(){return false;};
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Controller* controller = nullptr;
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Controller* controller = nullptr;
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};
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};
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#endif
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#endif
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@ -55,6 +55,7 @@ void Glcc::displayStuff() {
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}
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}
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void Glcc::process_input() {
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void Glcc::process_input() {
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controller->PollController();
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pressButton(Controller::Button::DPAD_LEFT, [&]() { speed -= 1.0f; });
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pressButton(Controller::Button::DPAD_LEFT, [&]() { speed -= 1.0f; });
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pressButton(Controller::Button::DPAD_RIGHT, [&]() { speed += 1.0f; });
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pressButton(Controller::Button::DPAD_RIGHT, [&]() { speed += 1.0f; });
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pressButton(Controller::Button::A, [&]() { thirtyfps = !thirtyfps; });
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pressButton(Controller::Button::A, [&]() { thirtyfps = !thirtyfps; });
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@ -63,6 +64,7 @@ void Glcc::process_input() {
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angle += controller->GetLeftJoystickXAxis() * deltaTime * speed;
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angle += controller->GetLeftJoystickXAxis() * deltaTime * speed;
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printf("%f\n", speed);
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printf("%f\n", speed);
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// printf("%f\n", controller->GetLeftJoystickXAxis());
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}
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}
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int main() {
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int main() {
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Reference in a new issue