add iOS support
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@@ -277,10 +277,10 @@ void App::initShaders()
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"in mediump vec2 uv;\n"
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"out mediump vec4 frag;\n"
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"void main(){\n"
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" const vec4 c1 = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" const vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);\n"
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" vec2 c = floor(fract(uv * 10.0) * 2.0);\n"
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" float alpha = mix(c.x, 1.0 - c.x, c.y);\n"
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" const mediump vec4 c1 = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" const mediump vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);\n"
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" mediump vec2 c = floor(fract(uv * 10.0) * 2.0);\n"
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" mediump float alpha = mix(c.x, 1.0 - c.x, c.y);\n"
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" frag = mix(c1, c2, alpha);\n"
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"}";
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@@ -302,11 +302,11 @@ void App::initShaders()
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"in mediump vec2 uv;\n"
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"out mediump vec4 frag;\n"
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"void main(){\n"
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" float anglex = uv.x;\n"
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" float angley = uv.y;\n"
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" float sx = sin(anglex);\n"
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" float cx = cos(anglex);\n"
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" vec3 dir = vec3(0.0, 0.0, 0.0);\n"
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" mediump float anglex = uv.x;\n"
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" mediump float angley = uv.y;\n"
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" mediump float sx = sin(anglex);\n"
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" mediump float cx = cos(anglex);\n"
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" mediump vec3 dir = vec3(0.0, 0.0, 0.0);\n"
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" dir.x = sin(angley) * cx;\n"
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" dir.y = cos(angley);\n"
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" dir.z = sin(angley) * sx;\n"
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@@ -2,14 +2,19 @@
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#include "log.h"
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#include "asset.h"
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#ifdef __IOS__
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#include <Foundation/Foundation.h>
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#endif
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#ifdef __ANDROID__
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AAssetManager* Asset::m_am;
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#endif
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bool Asset::open(const char* path)
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{
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//LOG("Asset::open %s", path);
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LOG("Asset::open %s", path);
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m_current_path = path;
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std::string file_path = path;
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#ifdef __ANDROID__
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if (!(m_asset = AAssetManager_open(m_am, path, AASSET_MODE_RANDOM)))
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{
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@@ -19,8 +24,16 @@ bool Asset::open(const char* path)
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m_len = (int)AAsset_getLength(m_asset);
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m_data = (uint8_t*)AAsset_getBuffer(m_asset);
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#else
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if (!(m_fp = fopen(path, "rb")))
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#ifdef __IOS__
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NSString* bundle_path = [[NSBundle mainBundle] bundlePath];
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std::string base = [bundle_path cStringUsingEncoding:1];
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file_path = base + "/" + path;
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#endif
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if (!(m_fp = fopen(file_path.c_str(), "rb")))
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{
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LOG("errno = %d", errno);
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return false;
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}
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fseek(m_fp, 0, SEEK_END);
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m_len = (int)ftell(m_fp);
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fseek(m_fp, 0, SEEK_SET);
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@@ -540,7 +540,8 @@ bool LayoutManager::load(const char* path)
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if (m_loaded)
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return true; // already loaded
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#ifndef __ANDROID__
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/*
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#if !defined(__ANDROID__)
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struct stat tmp_info;
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if (stat(path, &tmp_info) != 0)
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return false;
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@@ -548,7 +549,8 @@ bool LayoutManager::load(const char* path)
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return false;
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m_file_info = tmp_info;
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#endif // __ANDROID__
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*/
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m_path = path;
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auto old = std::move(m_layouts);
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@@ -8,11 +8,12 @@
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#include "keymap.h"
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#ifdef __APPLE__
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#ifdef TARGET_OS_OSX
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#include <CoreFoundation/CoreFoundation.h>
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#include <Cocoa/Cocoa.h>
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#include <CoreVideo/CoreVideo.h>
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#include <OpenGL/OpenGL.h>
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@interface View : NSOpenGLView
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{
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CVDisplayLinkRef dl;
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@@ -360,6 +361,7 @@ int main(int argc, const char * argv[])
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return 0;
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}
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#endif
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#endif
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#ifdef _WIN32
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24
engine/pch.h
24
engine/pch.h
@@ -4,14 +4,28 @@
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#define USE_SAMPLER 1
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#ifdef __APPLE__
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#include <OpenGL/gl3.h>
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#include <OpenGL/gl3ext.h>
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE && TARGET_IPHONE_SIMULATOR
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#define TARGET_OS_IOS 1
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#define __IOS__ 1
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#include <CoreFoundation/CoreFoundation.h>
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#include <OpenGLES/ES3/gl.h>
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#include <OpenGLES/ES3/glext.h>
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#define SHADER_VERSION "#version 300 es\n"
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#elif TARGET_OS_IPHONE
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// define something for iphone
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#else
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#define TARGET_OS_OSX 1
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#include <OpenGL/gl3.h>
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#include <OpenGL/gl3ext.h>
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#define SHADER_VERSION "#version 150\n"
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#endif
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <dirent.h>
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#define SHADER_VERSION "#version 150\n"
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#elif __ANDROID__
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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@@ -22,7 +36,7 @@
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#include <android/log.h>
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#include <android_native_app_glue.h>
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#define SHADER_VERSION "#version 300 es\n"
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#define SHADER_VERSION "#version 300 es\n"
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#elif _WIN32
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#define _USE_MATH_DEFINES
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