bgfx/examples/22-windows/windows.cpp
2014-09-23 20:35:39 -07:00

310 lines
7.3 KiB
C++

/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include <entry/input.h>
#include <bx/string.h>
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorVertex::ms_decl;
static PosColorVertex s_cubeVertices[8] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeIndices[36] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
#define MAX_WINDOWS 8
entry::WindowState windows[MAX_WINDOWS];
void cmdCreateWindow(const void* /*_userData*/)
{
entry::WindowHandle handle = entry::createWindow(rand()%1280, rand()%720, 640, 480);
if (entry::isValid(handle) )
{
char str[256];
bx::snprintf(str, BX_COUNTOF(str), "Window - handle %d", handle.idx);
entry::setWindowTitle(handle, str);
windows[handle.idx].m_handle = handle;
}
}
void cmdDestroyWindow(const void* /*_userData*/)
{
for (uint32_t ii = 0; ii < MAX_WINDOWS; ++ii)
{
if (entry::isValid(windows[ii].m_handle) )
{
entry::destroyWindow(windows[ii].m_handle);
windows[ii].m_handle.idx = UINT16_MAX;
return;
}
}
}
static const InputBinding s_bindings[] =
{
{ entry::Key::KeyC, entry::Modifier::None, 1, cmdCreateWindow, NULL },
{ entry::Key::KeyD, entry::Modifier::None, 1, cmdDestroyWindow, NULL },
INPUT_BINDING_END
};
int _main_(int /*_argc*/, char** /*_argv*/)
{
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
bgfx::init();
bgfx::reset(width, height, reset);
const bgfx::Caps* caps = bgfx::getCaps();
bool swapChainSupported = 0 != (caps->supported & BGFX_CAPS_SWAP_CHAIN);
if (swapChainSupported)
{
inputAddBindings("22-windows", s_bindings);
}
// Enable debug text.
bgfx::setDebug(debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 0x303030ff
, 1.0f
, 0
);
// Create vertex stream declaration.
PosColorVertex::init();
// Create static vertex buffer.
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosColorVertex::ms_decl
);
// Create static index buffer.
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) )
);
// Create program from shaders.
bgfx::ProgramHandle program = loadProgram("vs_cubes", "fs_cubes");
float at[3] = { 0.0f, 0.0f, 0.0f };
float eye[3] = { 0.0f, 0.0f, -35.0f };
int64_t timeOffset = bx::getHPCounter();
bgfx::FrameBufferHandle fbh[MAX_WINDOWS];
memset(fbh, 0xff, sizeof(fbh) );
entry::WindowState state;
while (!entry::processWindowEvents(state, debug, reset) )
{
if (isValid(state.m_handle) )
{
if (0 == state.m_handle.idx)
{
width = state.m_width;
height = state.m_height;
}
else
{
uint8_t viewId = (uint8_t)state.m_handle.idx;
entry::WindowState& win = windows[viewId];
if (win.m_nwh != state.m_nwh
|| (win.m_width != state.m_width
|| win.m_height != state.m_height) )
{
// When window changes size or native window handle changed
// frame buffer must be recreated.
if (bgfx::isValid(fbh[viewId]) )
{
bgfx::destroyFrameBuffer(fbh[viewId]);
fbh[viewId].idx = bgfx::invalidHandle;
}
win.m_nwh = state.m_nwh;
win.m_width = state.m_width;
win.m_height = state.m_height;
if (NULL != win.m_nwh)
{
fbh[viewId] = bgfx::createFrameBuffer(win.m_nwh, win.m_width, win.m_height);
}
else
{
win.m_handle.idx = UINT16_MAX;
}
}
}
}
float view[16];
float proj[16];
bx::mtxLookAt(view, eye, at);
bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
bgfx::setViewTransform(0, view, proj);
bgfx::setViewRect(0, 0, 0, width, height);
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::submit(0);
// Set view and projection matrix for view 0.
for (uint32_t ii = 1; ii < MAX_WINDOWS; ++ii)
{
bgfx::setViewTransform(ii, view, proj);
bgfx::setViewFrameBuffer(ii, fbh[ii]);
if (!bgfx::isValid(fbh[ii]) )
{
// Set view to default viewport.
bgfx::setViewRect(ii, 0, 0, width, height);
bgfx::setViewClear(ii, BGFX_CLEAR_NONE);
}
else
{
bgfx::setViewRect(ii, 0, 0, windows[ii].m_width, windows[ii].m_height);
bgfx::setViewClear(ii
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 0x303030ff
, 1.0f
, 0
);
}
}
int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const double freq = double(bx::getHPFrequency() );
const double toMs = 1000.0/freq;
float time = (float)( (now-timeOffset)/double(bx::getHPFrequency() ) );
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/22-windows");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Rendering into multiple windows.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
if (swapChainSupported)
{
bgfx::dbgTextPrintf(0, 5, 0x2f, "Press 'c' to create or 'd' to destroy window.");
}
else
{
bool blink = uint32_t(time*3.0f)&1;
bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " Multiple windows is not supported by `%s` renderer. ", bgfx::getRendererName(caps->rendererType) );
}
uint32_t count = 0;
// Submit 11x11 cubes.
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx < 11; ++xx)
{
float mtx[16];
bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
mtx[12] = -15.0f + float(xx)*3.0f;
mtx[13] = -15.0f + float(yy)*3.0f;
mtx[14] = 0.0f;
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and fragment shaders.
bgfx::setProgram(program);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering to view 0.
bgfx::submit(count%MAX_WINDOWS);
++count;
}
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
for (uint32_t ii = 0; ii < MAX_WINDOWS; ++ii)
{
if (bgfx::isValid(fbh[ii]) )
{
bgfx::destroyFrameBuffer(fbh[ii]);
}
}
// entry::destroyWindow(win.m_handle);
// Cleanup.
bgfx::destroyIndexBuffer(ibh);
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyProgram(program);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}