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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#if _WIN32
#include <boo/graphicsdev/D3D.hpp>
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#elif __APPLE__
#include <boo/graphicsdev/Metal.hpp>
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#endif
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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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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");
}
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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
{
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ctrl->startRumble(EDualshockMotor::Left);
ctrl->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 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);
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ds3->setLED(EDualshockLED::LED_1);
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}
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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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bool m_fullscreenToggleRequested = false;
SWindowRect m_lastRect;
bool m_rectDirty = false;
bool m_windowInvalid = false;
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void resized(const SWindowRect& rect)
{
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)
{
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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)
{
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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{
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IWindow* mainWindow;
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boo::TestDeviceFinder devFinder;
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CTestWindowCallback windowCallback;
bool running = true;
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IShaderDataBinding* m_binding = nullptr;
ITextureR* m_renderTarget = nullptr;
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std::mutex m_mt;
std::condition_variable m_cv;
std::mutex m_initmt;
std::condition_variable m_initcv;
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static void LoaderProc(TestApplicationCallback* self)
{
std::unique_lock<std::mutex> lk(self->m_initmt);
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IGraphicsDataFactory* factory = self->mainWindow->getLoadContextDataFactory();
/* Create render target */
int x, y, w, h;
self->mainWindow->getWindowFrame(x, y, w, h);
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self->m_renderTarget = factory->newRenderTexture(w, h);
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/* Make Tri-strip VBO */
struct Vert
{
float pos[3];
float uv[2];
};
static const Vert quad[4] =
{
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{{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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};
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IGraphicsBuffer* vbo =
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factory->newStaticBuffer(BufferUse::Vertex, quad, sizeof(Vert), 4);
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/* Make vertex format */
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VertexElementDescriptor descs[2] =
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{
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{vbo, nullptr, VertexSemantic::Position3},
{vbo, nullptr, VertexSemantic::UV2}
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};
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IVertexFormat* vfmt = factory->newVertexFormat(2, descs);
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/* 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;
}
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ITexture* texture =
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factory->newStaticTexture(256, 256, 1, TextureFormat::RGBA8, tex, 256*256*4);
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/* Make shader pipeline */
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IShaderPipeline* pipeline = nullptr;
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if (factory->platform() == IGraphicsDataFactory::Platform::OGL)
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{
GLDataFactory* glF = dynamic_cast<GLDataFactory*>(factory);
static const char* VS =
"#version 330\n"
"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"
" out_uv = in_uv;\n"
"}\n";
static const char* FS =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"precision highp float;\n"
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"TBINDING0 uniform sampler2D texs[1];\n"
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"layout(location=0) out vec4 out_frag;\n"
"in vec2 out_uv;\n"
"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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pipeline = glF->newShaderPipeline(VS, FS, 1, "texs", 0, nullptr,
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BlendFactor::One, BlendFactor::Zero,
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true, true, false);
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}
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#if _WIN32
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else if (factory->platform() == IGraphicsDataFactory::Platform::D3D12 ||
factory->platform() == IGraphicsDataFactory::Platform::D3D11)
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{
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ID3DDataFactory* d3dF = dynamic_cast<ID3DDataFactory*>(factory);
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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"
" return tex.Sample(samp, d.out_uv);\n"
"}\n";
ComPtr<ID3DBlob> vsCompile;
ComPtr<ID3DBlob> psCompile;
ComPtr<ID3DBlob> cachedPipeline;
pipeline = d3dF->newShaderPipeline(VS, PS, vsCompile, psCompile, cachedPipeline, vfmt,
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BlendFactor::One, BlendFactor::Zero, true, true, false);
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}
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#elif BOO_HAS_METAL
else if (factory->platform() == IGraphicsDataFactory::Platform::Metal)
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{
MetalDataFactory* metalF = dynamic_cast<MetalDataFactory*>(factory);
static const char* VS =
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"#include <metal_stdlib>\n"
"using namespace metal;\n"
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"struct VertData {float3 in_pos [[ attribute(0) ]]; float2 in_uv [[ attribute(1) ]];};\n"
"struct VertToFrag {float4 out_pos [[ position ]]; float2 out_uv;};\n"
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"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 =
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"#include <metal_stdlib>\n"
"using namespace metal;\n"
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"constexpr sampler samp(address::repeat);\n"
"struct VertToFrag {float4 out_pos [[ position ]]; float2 out_uv;};\n"
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"fragment float4 fmain(VertToFrag d [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
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"{\n"
" return tex.sample(samp, d.out_uv);\n"
"}\n";
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pipeline = metalF->newShaderPipeline(VS, FS, vfmt, 1,
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BlendFactor::One, BlendFactor::Zero, true, true, false);
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}
#endif
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/* Make shader data binding */
self->m_binding =
factory->newShaderDataBinding(pipeline, vfmt, vbo, nullptr, nullptr, 0, nullptr, 1, &texture);
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/* Commit objects */
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GraphicsDataToken data = factory->commit();
/* Return control to client */
lk.unlock();
self->m_initcv.notify_one();
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/* Wait for exit */
while (self->running)
{
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std::unique_lock<std::mutex> lk(self->m_mt);
self->m_cv.wait(lk);
if (!self->running)
break;
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}
}
int appMain(IApplication* app)
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{
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mainWindow = app->newWindow(_S("YAY!"), 1);
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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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std::unique_lock<std::mutex> lk(m_initmt);
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std::thread loaderThread(LoaderProc, this);
m_initcv.wait(lk);
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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);
float rgba[] = {sinf(frameIdx / 60.0), cosf(frameIdx / 60.0), 0.0, 1.0};
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_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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#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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{
LogVisor::RegisterConsoleLogger();
boo::TestApplicationCallback appCb;
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int ret = ApplicationRun(boo::IApplication::EPlatformType::Auto,
appCb, _S("boo"), _S("Boo"), argc, argv);
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printf("IM DYING!!\n");
return ret;
}
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#if _WIN32
int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR lpCmdLine, int)
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{
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int argc = 0;
const boo::SystemChar** 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