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https://github.com/lvgl/lvgl.git
synced 2026-05-21 22:52:46 +08:00
fix(gltf): remove designated initializers causing warnings (#9676)
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@@ -362,7 +362,7 @@ static lv_result_t add_write_op(lv_gltf_model_node_t * node, lv_gltf_node_prop_t
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return LV_RESULT_OK;
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}
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/* Else create a new one */
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lv_gltf_write_op_t write_op = {.prop = prop, .channel = channel, .value = value};
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lv_gltf_write_op_t write_op {prop, channel, value};
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lv_result_t res = lv_array_push_back(&node->write_ops, &write_op);
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if(res != LV_RESULT_OK) {
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return res;
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@@ -56,7 +56,7 @@ static lv_result_t create_default_environment(lv_gltf_t * gltf);
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static void display_refr_end_event_cb(lv_event_t * e);
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const lv_obj_class_t lv_gltf_class = {
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const lv_obj_class_t lv_gltf_class {
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&lv_3dtexture_class,
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lv_gltf_constructor,
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lv_gltf_destructor,
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@@ -83,7 +83,7 @@ const lv_obj_class_t lv_gltf_class = {
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* STATIC VARIABLES
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**********************/
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static const lv_opengl_glsl_version_t GLSL_VERSIONS[] = {
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static const lv_opengl_glsl_version_t GLSL_VERSIONS[] {
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LV_OPENGL_GLSL_VERSION_300ES,
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LV_OPENGL_GLSL_VERSION_330,
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};
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@@ -492,7 +492,7 @@ lv_3dray_t lv_gltf_get_ray_from_2d_coordinate(lv_obj_t * obj, const lv_point_t *
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float norm_mouse_x = (float)screen_pos->x / (float)(lv_obj_get_width(obj));
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float norm_mouse_y = (float)screen_pos->y / (float)(lv_obj_get_height(obj));
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lv_3dray_t outray = {0};
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lv_3dray_t outray {{0, 0, 0}, {0, 0, 0}};
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fastgltf::math::fmat4x4 proj_mat = fastgltf::math::invert(fastgltf::math::fmat4x4(viewer->projection_matrix));
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@@ -545,7 +545,7 @@ lv_3dplane_t lv_gltf_get_current_view_plane(lv_obj_t * obj, float distance)
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LV_ASSERT_NULL(obj);
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LV_ASSERT_OBJ(obj, MY_CLASS);
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lv_gltf_t * viewer = (lv_gltf_t *)obj;
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lv_3dplane_t outplane = {0};
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lv_3dplane_t outplane = {{0, 0, 0}, {0, 0, 0}};
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/* Forward vector is the third column of the matrix */
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auto forward = fastgltf::math::fvec3(viewer->view_matrix[0][2], viewer->view_matrix[1][2], viewer->view_matrix[2][2]);
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@@ -769,15 +769,8 @@ static void lv_gltf_parse_model(lv_gltf_t * viewer, lv_gltf_model_t * model)
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LV_ASSERT_MSG(result == LV_RESULT_OK, "Couldn't injest shader defines");
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lv_opengl_shader_params_t frag_shader = {.name = "__MAIN__.frag",
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.permutations = (lv_opengl_shader_define_t *) defines.data,
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.permutations_len = lv_array_size(&defines)
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};
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lv_opengl_shader_params_t vert_shader = {.name = "__MAIN__.vert",
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.permutations = (lv_opengl_shader_define_t *) defines.data,
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.permutations_len = lv_array_size(&defines)
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};
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lv_opengl_shader_params_t frag_shader {"__MAIN__.frag", (lv_opengl_shader_define_t *) defines.data, lv_array_size(&defines) };
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lv_opengl_shader_params_t vert_shader {"__MAIN__.vert", (lv_opengl_shader_define_t *) defines.data, lv_array_size(&defines) };
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lv_opengl_shader_program_t * program = lv_opengl_shader_manager_compile_program_best_version(&viewer->shader_manager,
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&frag_shader,
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@@ -787,10 +780,7 @@ static void lv_gltf_parse_model(lv_gltf_t * viewer, lv_gltf_model_t * model)
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GLuint program_id = lv_opengl_shader_program_get_id(program);
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GL_CALL(glUseProgram(program_id));
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lv_gltf_compiled_shader_t compiled_shader = {
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.uniforms = lv_gltf_uniform_locations_create(program_id),
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.program = program_id,
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};
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lv_gltf_compiled_shader_t compiled_shader { lv_gltf_uniform_locations_create(program_id), program_id, };
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lv_gltf_store_compiled_shader(model, material_index, &compiled_shader);
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const size_t n = lv_array_size(&defines);
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@@ -810,7 +800,7 @@ static void lv_gltf_parse_model(lv_gltf_t * viewer, lv_gltf_model_t * model)
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static void setup_compile_and_load_bg_shader(lv_opengl_shader_manager_t * manager)
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{
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lv_opengl_shader_define_t frag_defs[1] = { { "TONEMAP_KHR_PBR_NEUTRAL", NULL, false} };
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lv_opengl_shader_define_t frag_defs[1] { { "TONEMAP_KHR_PBR_NEUTRAL", NULL, false} };
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uint32_t frag_shader_hash ;
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uint32_t vert_shader_hash;
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lv_result_t res = lv_opengl_shader_manager_select_shader(manager, "cubemap.frag", frag_defs, 1,
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@@ -832,12 +822,12 @@ static void setup_compile_and_load_bg_shader(lv_opengl_shader_manager_t * manage
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static void setup_background_environment(GLuint program, GLuint * vao, GLuint * indexBuffer, GLuint * vertexBuffer)
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{
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int32_t indices[] = { 1, 2, 0, 2, 3, 0, 6, 2, 1, 1, 5, 6, 6, 5, 4, 4, 7, 6,
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6, 3, 2, 7, 3, 6, 3, 7, 0, 7, 4, 0, 5, 1, 0, 4, 5, 0
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};
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float verts[] = { -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f
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};
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int32_t indices[] { 1, 2, 0, 2, 3, 0, 6, 2, 1, 1, 5, 6, 6, 5, 4, 4, 7, 6,
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6, 3, 2, 7, 3, 6, 3, 7, 0, 7, 4, 0, 5, 1, 0, 4, 5, 0
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};
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float verts[] { -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f
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};
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GL_CALL(glUseProgram(program));
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GL_CALL(glGenVertexArrays(1, vao));
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@@ -1178,6 +1178,7 @@ static void setup_view_proj_matrix_from_camera(lv_gltf_t * viewer, uint32_t came
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static void setup_view_proj_matrix(lv_gltf_t * viewer, lv_gltf_view_desc_t * view_desc, lv_gltf_model_t * model,
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bool transmission_pass)
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{
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LV_UNUSED(model);
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const lv_gltf_model_t * main_model = *(lv_gltf_model_t **)lv_array_at(&viewer->models, 0);
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auto b_radius = lv_gltf_data_get_radius(main_model);
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@@ -1301,6 +1302,7 @@ static void setup_draw_environment_background(lv_opengl_shader_manager_t * manag
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static void setup_draw_solid_background(lv_gltf_t * viewer, lv_color_t bg_color, lv_opa_t bg_opa)
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{
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LV_UNUSED(viewer);
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GL_CALL(glClearDepthf(1.0f));
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/* Red / blue color order reversed below so they'll end up in the correct order
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* after the shader swaps the channels again, back to correct. */
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