311 строки
7.3 KiB
C++
311 строки
7.3 KiB
C++
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include <entry/input.h>
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#include <bx/string.h>
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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};
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorVertex::ms_decl;
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static PosColorVertex s_cubeVertices[8] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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};
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#define MAX_WINDOWS 8
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entry::WindowState windows[MAX_WINDOWS];
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void cmdCreateWindow(const void* /*_userData*/)
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{
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entry::WindowHandle handle = entry::createWindow(rand()%1280, rand()%720, 640, 480);
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if (entry::isValid(handle) )
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{
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char str[256];
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bx::snprintf(str, BX_COUNTOF(str), "Window - handle %d", handle.idx);
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entry::setWindowTitle(handle, str);
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windows[handle.idx].m_handle = handle;
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}
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}
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void cmdDestroyWindow(const void* /*_userData*/)
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{
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for (uint32_t ii = 0; ii < MAX_WINDOWS; ++ii)
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{
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if (entry::isValid(windows[ii].m_handle) )
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{
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entry::destroyWindow(windows[ii].m_handle);
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windows[ii].m_handle.idx = UINT16_MAX;
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return;
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}
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}
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}
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static const InputBinding s_bindings[] =
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{
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{ entry::Key::KeyC, entry::Modifier::None, 1, cmdCreateWindow, NULL },
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{ entry::Key::KeyD, entry::Modifier::None, 1, cmdDestroyWindow, NULL },
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INPUT_BINDING_END
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};
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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const bgfx::Caps* caps = bgfx::getCaps();
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bool swapChainSupported = 0 != (caps->supported & BGFX_CAPS_SWAP_CHAIN);
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if (swapChainSupported)
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{
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inputAddBindings("22-windows", s_bindings);
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}
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// Enable debug text.
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Create vertex stream declaration.
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PosColorVertex::init();
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// Create static vertex buffer.
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosColorVertex::ms_decl
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);
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// Create static index buffer.
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) )
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);
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// Create program from shaders.
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bgfx::ProgramHandle program = loadProgram("vs_cubes", "fs_cubes");
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -35.0f };
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int64_t timeOffset = bx::getHPCounter();
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bgfx::FrameBufferHandle fbh[MAX_WINDOWS];
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memset(fbh, 0xff, sizeof(fbh) );
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entry::WindowState state;
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while (!entry::processWindowEvents(state, debug, reset) )
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{
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if (isValid(state.m_handle) )
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{
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if (0 == state.m_handle.idx)
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{
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width = state.m_width;
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height = state.m_height;
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}
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else
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{
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uint8_t viewId = (uint8_t)state.m_handle.idx;
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entry::WindowState& win = windows[viewId];
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if (win.m_nwh != state.m_nwh
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|| (win.m_width != state.m_width
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|| win.m_height != state.m_height) )
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{
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// When window changes size or native window handle changed
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// frame buffer must be recreated.
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if (bgfx::isValid(fbh[viewId]) )
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{
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bgfx::destroyFrameBuffer(fbh[viewId]);
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fbh[viewId].idx = bgfx::invalidHandle;
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}
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win.m_nwh = state.m_nwh;
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win.m_width = state.m_width;
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win.m_height = state.m_height;
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if (NULL != win.m_nwh)
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{
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fbh[viewId] = bgfx::createFrameBuffer(win.m_nwh, win.m_width, win.m_height);
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}
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else
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{
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win.m_handle.idx = UINT16_MAX;
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}
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}
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}
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}
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float view[16];
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float proj[16];
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bx::mtxLookAt(view, eye, at);
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bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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bgfx::setViewRect(0, 0, 0, width, height);
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::submit(0);
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// Set view and projection matrix for view 0.
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for (uint32_t ii = 1; ii < MAX_WINDOWS; ++ii)
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{
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bgfx::setViewTransform(ii, view, proj);
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bgfx::setViewFrameBuffer(ii, fbh[ii]);
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if (!bgfx::isValid(fbh[ii]) )
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{
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// Set view to default viewport.
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bgfx::setViewRect(ii, 0, 0, width, height);
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bgfx::setViewClear(ii, BGFX_CLEAR_NONE);
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}
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else
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{
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bgfx::setViewRect(ii, 0, 0, windows[ii].m_width, windows[ii].m_height);
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bgfx::setViewClear(ii
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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}
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}
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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float time = (float)( (now-timeOffset)/double(bx::getHPFrequency() ) );
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/22-windows");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Rendering into multiple windows.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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if (swapChainSupported)
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{
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bgfx::dbgTextPrintf(0, 5, 0x2f, "Press 'c' to create or 'd' to destroy window.");
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}
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else
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{
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bool blink = uint32_t(time*3.0f)&1;
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bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " Multiple windows is not supported by `%s` renderer. ", bgfx::getRendererName(caps->rendererType) );
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}
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uint32_t count = 0;
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// Submit 11x11 cubes.
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for (uint32_t yy = 0; yy < 11; ++yy)
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{
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for (uint32_t xx = 0; xx < 11; ++xx)
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{
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float mtx[16];
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bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
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mtx[12] = -15.0f + float(xx)*3.0f;
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mtx[13] = -15.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and fragment shaders.
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bgfx::setProgram(program);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(count%MAX_WINDOWS);
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++count;
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}
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}
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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}
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for (uint32_t ii = 0; ii < MAX_WINDOWS; ++ii)
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{
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if (bgfx::isValid(fbh[ii]) )
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{
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bgfx::destroyFrameBuffer(fbh[ii]);
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}
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}
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// entry::destroyWindow(win.m_handle);
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// Cleanup.
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bgfx::destroyIndexBuffer(ibh);
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bgfx::destroyVertexBuffer(vbh);
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bgfx::destroyProgram(program);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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