boo/test/main.cpp

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#include <stdio.h>
#include <math.h>
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#include <boo/boo.hpp>
#include <boo/graphicsdev/GL.hpp>
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#include <thread>
#include <mutex>
#include <condition_variable>
#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);
}
void controllerDisconnected(unsigned idx, EDolphinControllerType)
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{
printf("CONTROLLER %u DISCONNECTED\n", idx);
}
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]);
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printf(" %d %d\n", state.m_rightStick[0], state.m_rightStick[1]);
}
};
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class DualshockPadCallback : public IDualshockPadCallback
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{
void controllerDisconnected()
{
printf("CONTROLLER DISCONNECTED\n");
}
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void controllerUpdate(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
{
ctrl->startRumble(DS3_MOTOR_LEFT);
ctrl->startRumble(DS3_MOTOR_RIGHT, 100);
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 TestDeviceFinder : public DeviceFinder
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{
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DolphinSmashAdapter* smashAdapter = NULL;
DualshockPad* ds3 = nullptr;
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DolphinSmashAdapterCallback m_cb;
DualshockPadCallback m_ds3CB;
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public:
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TestDeviceFinder()
: DeviceFinder({typeid(DolphinSmashAdapter)})
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{}
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void deviceConnected(DeviceToken& tok)
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{
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smashAdapter = dynamic_cast<DolphinSmashAdapter*>(tok.openAndGetDevice());
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if (smashAdapter)
{
smashAdapter->setCallback(&m_cb);
smashAdapter->startRumble(0);
return;
}
ds3 = dynamic_cast<DualshockPad*>(tok.openAndGetDevice());
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if (ds3)
{
ds3->setCallback(&m_ds3CB);
ds3->setLED(DS3_LED_1);
}
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}
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void deviceDisconnected(DeviceToken&, DeviceBase* device)
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{
if (smashAdapter == device)
{
delete smashAdapter;
smashAdapter = NULL;
}
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if (ds3 == device)
{
delete ds3;
ds3 = nullptr;
}
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}
};
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struct CTestWindowCallback : IWindowCallback
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{
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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", button, coord.norm[0], coord.norm[1]);
}
void mouseUp(const SWindowCoord& coord, EMouseButton button, EModifierKey mods)
{
fprintf(stderr, "Mouse Up %d (%f,%f)\n", button, coord.norm[0], coord.norm[1]);
}
void mouseMove(const SWindowCoord& coord)
{
//fprintf(stderr, "Mouse Move (%f,%f)\n", coord.norm[0], coord.norm[1]);
}
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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}
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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};
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struct TestApplicationCallback : IApplicationCallback
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{
std::unique_ptr<IWindow> mainWindow;
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boo::TestDeviceFinder devFinder;
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CTestWindowCallback windowCallback;
bool running = true;
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const IShaderDataBinding* m_binding = nullptr;
std::mutex m_mt;
std::condition_variable m_cv;
static void LoaderProc(TestApplicationCallback* self)
{
GLES3DataFactory* factory =
dynamic_cast<GLES3DataFactory*>(self->mainWindow->getLoadContextDataFactory());
/* Make Tri-strip VBO */
struct Vert
{
float pos[3];
float uv[2];
};
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}}
};
const IGraphicsBuffer* vbo =
factory->newStaticBuffer(BufferUseVertex, quad, sizeof(quad));
/* Make vertex format */
const VertexElementDescriptor descs[2] =
{
{vbo, nullptr, VertexSemanticPosition},
{vbo, nullptr, VertexSemanticUV}
};
const IVertexFormat* vfmt = factory->newVertexFormat(2, descs);
/* 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;
}
const ITexture* texture =
factory->newStaticTexture(256, 256, 1, TextureFormatRGBA8, tex, 256*256*4);
/* Make shader pipeline */
static const char* VS =
"#version 300 es\n"
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"layout(location=0) in vec3 in_pos;\n"
"layout(location=1) in vec2 in_uv;\n"
"out vec2 out_uv;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(in_pos, 1.0);\n"
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" out_uv = in_uv;\n"
"}\n";
static const char* FS =
"#version 300 es\n"
"precision highp float;\n"
"uniform sampler2D tex;\n"
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"layout(location=0) out vec4 out_frag;\n"
"in vec2 out_uv;\n"
"void main()\n"
"{\n"
" out_frag = texture(tex, out_uv);\n"
"}\n";
static const char* TexNames[] = {"tex"};
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const IShaderPipeline* pipeline =
factory->newShaderPipeline(VS, FS, 1, TexNames, BlendFactorOne, BlendFactorZero, true, true, false);
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/* Make shader data binding */
self->m_binding =
factory->newShaderDataBinding(pipeline, vfmt, vbo, nullptr, 0, nullptr, 1, &texture);
/* Commit objects */
std::unique_ptr<IGraphicsData> data = factory->commit();
/* Wait for exit */
while (self->running)
{
{
std::unique_lock<std::mutex> lk(self->m_mt);
self->m_cv.wait(lk);
if (!self->running)
break;
}
}
}
int appMain(IApplication* app)
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{
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mainWindow = app->newWindow(_S("YAY!"));
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mainWindow->setCallback(&windowCallback);
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mainWindow->showWindow();
devFinder.startScanning();
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IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
std::thread loaderThread(LoaderProc, this);
size_t frameIdx = 0;
while (running)
{
mainWindow->waitForRetrace();
float rgba[] = {sinf(frameIdx / 60.0), cosf(frameIdx / 60.0), 0.0, 1.0};
gfxQ->setClearColor(rgba);
gfxQ->clearTarget();
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if (m_binding)
{
gfxQ->setDrawPrimitive(PrimitiveTriStrips);
gfxQ->setShaderDataBinding(m_binding);
gfxQ->draw(0, 4);
}
gfxQ->present();
gfxQ->execute();
fprintf(stderr, "%zu\n", frameIdx++);
}
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m_cv.notify_one();
loaderThread.join();
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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#ifdef _WIN32
int wmain(int argc, const wchar_t** argv)
#else
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int main(int argc, const char** argv)
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#endif
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{
LogVisor::RegisterConsoleLogger();
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boo::TestApplicationCallback appCb;
std::unique_ptr<boo::IApplication> app =
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ApplicationBootstrap(boo::IApplication::PLAT_AUTO,
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appCb, _S("rwk"), _S("RWK"), argc, argv);
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int ret = app->run();
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printf("IM DYING!!\n");
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return ret;
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}
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