boo/test/main.cpp

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#include <cstdio>
#include <cmath>
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#include <boo/boo.hpp>
#include <boo/graphicsdev/GL.hpp>
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#include <boo/graphicsdev/Vulkan.hpp>
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#include <boo/graphicsdev/D3D.hpp>
#include <boo/graphicsdev/Metal.hpp>
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#include <thread>
#include <mutex>
#include <condition_variable>
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#include "logvisor/logvisor.hpp"
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namespace boo
{
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class DolphinSmashAdapterCallback : public IDolphinSmashAdapterCallback
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{
void controllerConnected(unsigned idx, EDolphinControllerType)
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{
// printf("CONTROLLER %u CONNECTED\n", idx);
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}
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void controllerDisconnected(unsigned idx)
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{
// printf("CONTROLLER %u DISCONNECTED\n", idx);
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}
void controllerUpdate(unsigned idx, EDolphinControllerType,
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const DolphinControllerState& state)
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{
// printf("CONTROLLER %u UPDATE %d %d\n", idx, state.m_leftStick[0], state.m_leftStick[1]);
// printf(" %d %d\n", state.m_rightStick[0], state.m_rightStick[1]);
// printf(" %d %d\n", state.m_analogTriggers[0], state.m_analogTriggers[1]);
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}
};
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class DualshockPadCallback : public IDualshockPadCallback
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{
void controllerDisconnected()
{
printf("CONTROLLER DISCONNECTED\n");
}
void controllerUpdate(DualshockPad& pad, const DualshockPadState& state)
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{
static time_t timeTotal;
static time_t lastTime = 0;
timeTotal = time(NULL);
time_t timeDif = timeTotal - lastTime;
/*
if (timeDif >= .15)
{
uint8_t led = ctrl->getLED();
led *= 2;
if (led > 0x10)
led = 2;
ctrl->setRawLED(led);
lastTime = timeTotal;
}
*/
if (state.m_psButtonState)
{
if (timeDif >= 1) // wait 30 seconds before issuing another rumble event
{
pad.startRumble(EDualshockMotor::Left);
pad.startRumble(EDualshockMotor::Right, 100);
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lastTime = timeTotal;
}
}
/*
else
ctrl->stopRumble(DS3_MOTOR_RIGHT | DS3_MOTOR_LEFT);*/
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printf("CONTROLLER UPDATE %d %d\n", state.m_leftStick[0], state.m_leftStick[1]);
printf(" %d %d\n", state.m_rightStick[0], state.m_rightStick[1]);
printf(" %f %f %f\n", state.accPitch, state.accYaw, state.gyroZ);
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}
};
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class GenericPadCallback : public IGenericPadCallback
{
void controllerConnected()
{
printf("CONTROLLER CONNECTED\n");
}
void controllerDisconnected()
{
printf("CONTROLLER DISCONNECTED\n");
}
void valueUpdate(const HIDMainItem& item, int32_t value)
{
const char* pageName = item.GetUsagePageName();
const char* usageName = item.GetUsageName();
if (pageName)
{
if (usageName)
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printf("%s %s %d\n", pageName, usageName, int(value));
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else
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printf("%s %d %d\n", pageName, int(item.m_usage), int(value));
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}
else
{
if (usageName)
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printf("page%d %s %d\n", int(item.m_usagePage), usageName, int(value));
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else
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printf("page%d %d %d\n", int(item.m_usagePage), int(item.m_usage), int(value));
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}
}
};
class NintendoPowerACallback : public INintendoPowerACallback
{
void controllerDisconnected()
{
fprintf(stderr, "CONTROLLER DISCONNECTED\n");
}
void controllerUpdate(const NintendoPowerAState& state)
{
fprintf(stderr, "%i %i\n"
"%i %i\n",
state.leftX, state.leftY,
state.rightX, state.rightY);
}
};
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class TestDeviceFinder : public DeviceFinder
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{
std::shared_ptr<DolphinSmashAdapter> m_smashAdapter;
std::shared_ptr<NintendoPowerA> m_nintendoPowerA;
std::shared_ptr<DualshockPad> m_ds3;
std::shared_ptr<GenericPad> m_generic;
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DolphinSmashAdapterCallback m_cb;
NintendoPowerACallback m_nintendoPowerACb;
DualshockPadCallback m_ds3CB;
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GenericPadCallback m_genericCb;
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public:
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TestDeviceFinder()
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: DeviceFinder({dev_typeid(DolphinSmashAdapter), dev_typeid(NintendoPowerA), dev_typeid(GenericPad)})
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{}
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void deviceConnected(DeviceToken& tok)
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{
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auto dev = tok.openAndGetDevice();
if (!dev)
return;
if (dev->getTypeHash() == dev_typeid(DolphinSmashAdapter))
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{
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m_smashAdapter = std::static_pointer_cast<DolphinSmashAdapter>(dev);
m_smashAdapter->setCallback(&m_cb);
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}
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else if (dev->getTypeHash() == dev_typeid(NintendoPowerA))
{
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m_nintendoPowerA = std::static_pointer_cast<NintendoPowerA>(dev);
m_nintendoPowerA->setCallback(&m_nintendoPowerACb);
}
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else if (dev->getTypeHash() == dev_typeid(DualshockPad))
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{
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m_ds3 = std::static_pointer_cast<DualshockPad>(dev);
m_ds3->setCallback(&m_ds3CB);
m_ds3->setLED(EDualshockLED::LED_1);
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}
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else if (dev->getTypeHash() == dev_typeid(GenericPad))
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{
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m_generic = std::static_pointer_cast<GenericPad>(dev);
m_generic->setCallback(&m_genericCb);
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}
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}
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void deviceDisconnected(DeviceToken&, DeviceBase* device)
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{
if (m_smashAdapter.get() == device)
m_smashAdapter.reset();
if (m_ds3.get() == device)
m_ds3.reset();
if (m_generic.get() == device)
m_generic.reset();
if (m_nintendoPowerA.get() == device)
m_nintendoPowerA.reset();
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}
};
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struct CTestWindowCallback : IWindowCallback
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{
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bool m_fullscreenToggleRequested = false;
SWindowRect m_lastRect;
bool m_rectDirty = false;
bool m_windowInvalid = false;
void resized(const SWindowRect& rect, bool sync)
{
m_lastRect = rect;
m_rectDirty = true;
fprintf(stderr, "Resized %d, %d (%d, %d)\n", rect.size[0], rect.size[1], rect.location[0], rect.location[1]);
}
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void mouseDown(const SWindowCoord& coord, EMouseButton button, EModifierKey mods)
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{
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fprintf(stderr, "Mouse Down %d (%f,%f)\n", int(button), coord.norm[0], coord.norm[1]);
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}
void mouseUp(const SWindowCoord& coord, EMouseButton button, EModifierKey mods)
{
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fprintf(stderr, "Mouse Up %d (%f,%f)\n", int(button), coord.norm[0], coord.norm[1]);
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}
void mouseMove(const SWindowCoord& coord)
{
//fprintf(stderr, "Mouse Move (%f,%f)\n", coord.norm[0], coord.norm[1]);
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}
void mouseEnter(const SWindowCoord &coord)
{
fprintf(stderr, "Mouse entered (%f,%f)\n", coord.norm[0], coord.norm[1]);
}
void mouseLeave(const SWindowCoord &coord)
{
fprintf(stderr, "Mouse left (%f,%f)\n", coord.norm[0], coord.norm[1]);
}
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void scroll(const SWindowCoord& coord, const SScrollDelta& scroll)
{
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//fprintf(stderr, "Mouse Scroll (%f,%f) (%f,%f)\n", coord.norm[0], coord.norm[1], scroll.delta[0], scroll.delta[1]);
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}
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void touchDown(const STouchCoord& coord, uintptr_t tid)
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{
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//fprintf(stderr, "Touch Down %16lX (%f,%f)\n", tid, coord.coord[0], coord.coord[1]);
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}
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void touchUp(const STouchCoord& coord, uintptr_t tid)
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{
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//fprintf(stderr, "Touch Up %16lX (%f,%f)\n", tid, coord.coord[0], coord.coord[1]);
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}
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void touchMove(const STouchCoord& coord, uintptr_t tid)
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{
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//fprintf(stderr, "Touch Move %16lX (%f,%f)\n", tid, coord.coord[0], coord.coord[1]);
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}
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void charKeyDown(unsigned long charCode, EModifierKey mods, bool isRepeat)
{
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}
void charKeyUp(unsigned long charCode, EModifierKey mods)
{
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}
void specialKeyDown(ESpecialKey key, EModifierKey mods, bool isRepeat)
{
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if (key == ESpecialKey::Enter && (mods & EModifierKey::Alt) != EModifierKey::None)
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m_fullscreenToggleRequested = true;
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}
void specialKeyUp(ESpecialKey key, EModifierKey mods)
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{
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}
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void modKeyDown(EModifierKey mod, bool isRepeat)
{
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}
void modKeyUp(EModifierKey mod)
{
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}
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void windowMoved(const SWindowRect& rect)
{
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//fprintf(stderr, "Moved %d, %d (%d, %d)\n", rect.size[0], rect.size[1], rect.location[0], rect.location[1]);
}
void destroyed()
{
m_windowInvalid = true;
}
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};
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struct TestApplicationCallback : IApplicationCallback
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{
std::shared_ptr<IWindow> mainWindow;
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boo::TestDeviceFinder devFinder;
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CTestWindowCallback windowCallback;
bool running = true;
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boo::ObjToken<IShaderDataBinding> m_binding;
boo::ObjToken<ITextureR> m_renderTarget;
static void LoaderProc(TestApplicationCallback* self)
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{
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IGraphicsDataFactory* factory = self->mainWindow->getLoadContextDataFactory();
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factory->commitTransaction([&](IGraphicsDataFactory::Context& ctx)
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{
/* Create render target */
int x, y, w, h;
self->mainWindow->getWindowFrame(x, y, w, h);
self->m_renderTarget = ctx.newRenderTexture(w, h, boo::TextureClampMode::ClampToEdge, 1, 0);
/* Make Tri-strip VBO */
struct Vert
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{
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float pos[3];
float uv[2];
};
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/*
static const Vert quad[4] =
{
{{0.5,0.5},{1.0,1.0}},
{{-0.5,0.5},{0.0,1.0}},
{{0.5,-0.5},{1.0,0.0}},
{{-0.5,-0.5},{0.0,0.0}}
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};
*/
static const Vert quad[4] =
{
{{1.0,1.0},{1.0,1.0}},
{{-1.0,1.0},{0.0,1.0}},
{{1.0,-1.0},{1.0,0.0}},
{{-1.0,-1.0},{0.0,0.0}}
};
auto vbo = ctx.newStaticBuffer(BufferUse::Vertex, quad, sizeof(Vert), 4);
/* Make vertex format */
VertexElementDescriptor descs[2] =
{
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{VertexSemantic::Position3},
{VertexSemantic::UV2}
};
/* Make ramp texture */
using Pixel = uint8_t[4];
static Pixel tex[256][256];
for (int i=0 ; i<256 ; ++i)
for (int j=0 ; j<256 ; ++j)
{
tex[i][j][0] = i;
tex[i][j][1] = j;
tex[i][j][2] = 0;
tex[i][j][3] = 0xff;
}
boo::ObjToken<ITexture> texture = ctx.newStaticTexture(256, 256, 1, TextureFormat::RGBA8,
boo::TextureClampMode::ClampToEdge, tex, 256*256*4).get();
/* Make shader pipeline */
boo::ObjToken<IShaderPipeline> pipeline;
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auto plat = ctx.platform();
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AdditionalPipelineInfo info =
{
BlendFactor::One, BlendFactor::Zero,
Primitive::TriStrips, boo::ZTest::LEqual,
true, true, false, CullMode::None
};
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#if BOO_HAS_GL
if (plat == IGraphicsDataFactory::Platform::OpenGL)
{
static const char* VS =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec3 in_pos;\n"
"layout(location=1) in vec2 in_uv;\n"
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"SBINDING(0) out vec2 out_uv;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(in_pos, 1.0);\n"
" out_uv = in_uv;\n"
"}\n";
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static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"precision highp float;\n"
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"TBINDING0 uniform sampler2D tex;\n"
"layout(location=0) out vec4 out_frag;\n"
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"SBINDING(0) in vec2 out_uv;\n"
"void main()\n"
"{\n"
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" //out_frag = texture(tex, out_uv);\n"
" out_frag = vec4(out_uv.xy, 0.0, 1.0);\n"
"}\n";
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auto vertex = ctx.newShaderStage((uint8_t*)VS, 0, PipelineStage::Vertex);
auto fragment = ctx.newShaderStage((uint8_t*)FS, 0, PipelineStage::Fragment);
pipeline = ctx.newShaderPipeline(vertex, fragment,
{{VertexSemantic::Position3},
{VertexSemantic::UV2}}, info);
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} else
#endif
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#if BOO_HAS_VULKAN
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if (plat == IGraphicsDataFactory::Platform::Vulkan)
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{
static const char* VS =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec3 in_pos;\n"
"layout(location=1) in vec2 in_uv;\n"
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"SBINDING(0) out vec2 out_uv;\n"
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"void main()\n"
"{\n"
" gl_Position = vec4(in_pos, 1.0);\n"
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" out_uv = in_uv;\n"
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"}\n";
static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"precision highp float;\n"
"TBINDING0 uniform sampler2D texs[1];\n"
"layout(location=0) out vec4 out_frag;\n"
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"SBINDING(0) in vec2 out_uv;\n"
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"void main()\n"
"{\n"
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" out_frag = texture(texs[0], out_uv);\n"
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"}\n";
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auto vertexSiprv = VulkanDataFactory::CompileGLSL(VS, PipelineStage::Vertex);
auto vertexShader = ctx.newShaderStage(vertexSiprv, PipelineStage::Vertex);
auto fragmentSiprv = VulkanDataFactory::CompileGLSL(FS, PipelineStage::Fragment);
auto fragmentShader = ctx.newShaderStage(fragmentSiprv, PipelineStage::Fragment);
pipeline = ctx.newShaderPipeline(vertexShader, fragmentShader, descs, info);
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} else
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#endif
#if _WIN32
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if (plat == IGraphicsDataFactory::Platform::D3D11)
{
static const char* VS =
"struct VertData {float3 in_pos : POSITION; float2 in_uv : UV;};\n"
"struct VertToFrag {float4 out_pos : SV_Position; float2 out_uv : UV;};\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag retval;\n"
" retval.out_pos = float4(v.in_pos, 1.0);\n"
" retval.out_uv = v.in_uv;\n"
" return retval;\n"
"}\n";
static const char* PS =
"SamplerState samp : register(s0);\n"
"Texture2D tex : register(t0);\n"
"struct VertToFrag {float4 out_pos : SV_Position; float2 out_uv : UV;};\n"
"float4 main(in VertToFrag d) : SV_Target0\n"
"{\n"
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" //return tex.Sample(samp, d.out_uv);\n"
" return float4(d.out_uv.xy, 0.0, 1.0);\n"
"}\n";
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auto vertexSiprv = D3D11DataFactory::CompileHLSL(VS, PipelineStage::Vertex);
auto vertexShader = ctx.newShaderStage(vertexSiprv, PipelineStage::Vertex);
auto fragmentSiprv = D3D11DataFactory::CompileHLSL(PS, PipelineStage::Fragment);
auto fragmentShader = ctx.newShaderStage(fragmentSiprv, PipelineStage::Fragment);
pipeline = ctx.newShaderPipeline(vertexShader, fragmentShader, descs, info);
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} else
#elif BOO_HAS_METAL
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if (plat == IGraphicsDataFactory::Platform::Metal)
{
static const char* VS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData {float3 in_pos [[ attribute(0) ]]; float2 in_uv [[ attribute(1) ]];};\n"
"struct VertToFrag {float4 out_pos [[ position ]]; float2 out_uv;};\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]])\n"
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"{\n"
" VertToFrag retval;\n"
" retval.out_pos = float4(v.in_pos, 1.0);\n"
" retval.out_uv = v.in_uv;\n"
" return retval;\n"
"}\n";
static const char* FS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag {float4 out_pos [[ position ]]; float2 out_uv;};\n"
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"fragment float4 fmain(VertToFrag d [[ stage_in ]],\n"
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" sampler samp [[ sampler(3) ]],\n"
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" texture2d<float> tex [[ texture(0) ]])\n"
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"{\n"
" return tex.sample(samp, d.out_uv);\n"
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"}\n";
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auto vertexMetal = MetalDataFactory::CompileMetal(VS, PipelineStage::Vertex);
auto vertexShader = ctx.newShaderStage(vertexMetal, PipelineStage::Vertex);
auto fragmentMetal = MetalDataFactory::CompileMetal(FS, PipelineStage::Fragment);
auto fragmentShader = ctx.newShaderStage(fragmentMetal, PipelineStage::Fragment);
pipeline = ctx.newShaderPipeline(vertexShader, fragmentShader, descs, info);
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} else
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#endif
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{}
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/* Make shader data binding */
self->m_binding =
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ctx.newShaderDataBinding(pipeline, vbo.get(), nullptr, nullptr, 0, nullptr, nullptr,
1, &texture, nullptr, nullptr);
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return true;
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} BooTrace);
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}
int appMain(IApplication* app)
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{
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mainWindow = app->newWindow(_SYS_STR("YAY!"));
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mainWindow->setCallback(&windowCallback);
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mainWindow->showWindow();
windowCallback.m_lastRect = mainWindow->getWindowFrame();
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//mainWindow->setFullscreen(true);
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devFinder.startScanning();
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IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
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LoaderProc(this);
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size_t frameIdx = 0;
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size_t lastCheck = 0;
while (running)
{
if (windowCallback.m_windowInvalid)
{
running = false;
break;
}
mainWindow->waitForRetrace();
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if (windowCallback.m_rectDirty)
{
gfxQ->resizeRenderTexture(m_renderTarget, windowCallback.m_lastRect.size[0], windowCallback.m_lastRect.size[1]);
windowCallback.m_rectDirty = false;
}
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if (windowCallback.m_fullscreenToggleRequested)
{
mainWindow->setFullscreen(!mainWindow->isFullscreen());
windowCallback.m_fullscreenToggleRequested = false;
}
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gfxQ->setRenderTarget(m_renderTarget);
SWindowRect r = windowCallback.m_lastRect;
r.location[0] = 0;
r.location[1] = 0;
gfxQ->setViewport(r);
gfxQ->setScissor(r);
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//float rgba[] = {std::max(0.f, sinf(frameIdx / 60.0)), std::max(0.f, cosf(frameIdx / 60.0)), 0.0, 1.0};
float gammaT = sinf(frameIdx / 60.0) + 1.f;
if (gammaT < 1.f)
gammaT = gammaT * 0.5f + 0.5f;
//printf("%f\n", gammaT);
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mainWindow->getDataFactory()->setDisplayGamma(gammaT);
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//gfxQ->setClearColor(rgba);
gfxQ->clearTarget();
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gfxQ->setShaderDataBinding(m_binding);
gfxQ->draw(0, 4);
gfxQ->resolveDisplay(m_renderTarget);
gfxQ->execute();
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//fprintf(stderr, "%zu\n", frameIdx);
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++frameIdx;
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if ((frameIdx - lastCheck) > 100)
{
lastCheck = frameIdx;
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//mainWindow->setFullscreen(!mainWindow->isFullscreen());
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}
}
gfxQ->stopRenderer();
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m_renderTarget.reset();
m_binding.reset();
return 0;
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}
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void appQuitting(IApplication*)
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{
running = false;
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}
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void appFilesOpen(IApplication*, const std::vector<SystemString>& paths)
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{
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fprintf(stderr, "OPENING: ");
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for (const SystemString& path : paths)
{
#if _WIN32
fwprintf(stderr, L"%s ", path.c_str());
#else
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fprintf(stderr, "%s ", path.c_str());
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#endif
}
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fprintf(stderr, "\n");
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}
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};
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}
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#if !WINDOWS_STORE
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#if _WIN32
int wmain(int argc, const boo::SystemChar** argv)
#else
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int main(int argc, const boo::SystemChar** argv)
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#endif
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{
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logvisor::RegisterStandardExceptions();
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logvisor::RegisterConsoleLogger();
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boo::TestApplicationCallback appCb;
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int ret = ApplicationRun(boo::IApplication::EPlatformType::Auto,
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appCb, _SYS_STR("boo"), _SYS_STR("boo"), argc, argv, {}, 1, 1, true);
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printf("IM DYING!!\n");
return ret;
}
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#else
using namespace Windows::ApplicationModel::Core;
[Platform::MTAThread]
int WINAPIV main(Platform::Array<Platform::String^>^ params)
{
logvisor::RegisterStandardExceptions();
logvisor::RegisterConsoleLogger();
boo::TestApplicationCallback appCb;
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boo::ViewProvider^ viewProvider =
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ref new boo::ViewProvider(appCb, _SYS_STR("boo"), _SYS_STR("boo"), _SYS_STR("boo"), params, false);
CoreApplication::Run(viewProvider);
return 0;
}
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#endif
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#if _WIN32 && !WINDOWS_STORE
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int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR lpCmdLine, int)
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{
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int argc = 0;
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const boo::SystemChar** argv;
if (lpCmdLine[0])
argv = (const wchar_t**)(CommandLineToArgvW(lpCmdLine, &argc));
static boo::SystemChar selfPath[1024];
GetModuleFileNameW(nullptr, selfPath, 1024);
static const boo::SystemChar* booArgv[32] = {};
booArgv[0] = selfPath;
for (int i=0 ; i<argc ; ++i)
booArgv[i+1] = argv[i];
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logvisor::CreateWin32Console();
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return wmain(argc + 1, booArgv);
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}
#endif