Added LogVisor

This commit is contained in:
Jack Andersen
2015-10-29 20:26:02 -10:00
parent 2814da014f
commit b73ecde4aa
12 changed files with 277 additions and 81 deletions

View File

@@ -1,2 +1,2 @@
add_executable(booTest main.cpp)
target_link_libraries(booTest Boo ${BOO_SYS_LIBS})
target_link_libraries(booTest Boo LogVisor ${BOO_SYS_LIBS})

View File

@@ -1,5 +1,9 @@
#include <stdio.h>
#include <boo/boo.hpp>
#include <boo/graphicsdev/GLES3.hpp>
#include <thread>
#include <mutex>
#include <condition_variable>
namespace boo
{
@@ -165,7 +169,6 @@ struct CTestWindowCallback : IWindowCallback
}
};
struct TestApplicationCallback : IApplicationCallback
{
@@ -173,6 +176,98 @@ struct TestApplicationCallback : IApplicationCallback
boo::TestDeviceFinder devFinder;
CTestWindowCallback windowCallback;
bool running = true;
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\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 = in_pos;\n"
" out_uv = in_uv;\n"
"}\n";
static const char* FS =
"#version 300\n"
"layout(binding=0) uniform sampler2D tex;\n"
"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";
const IShaderPipeline* pipeline =
factory->newShaderPipeline(VS, FS, BlendFactorOne, BlendFactorZero, true, true, false);
/* 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)
{
mainWindow = app->newWindow(_S("YAY!"));
@@ -180,13 +275,25 @@ struct TestApplicationCallback : IApplicationCallback
mainWindow->showWindow();
devFinder.startScanning();
IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
std::thread loaderThread(LoaderProc, this);
size_t retraceCount = 0;
while (running)
{
retraceCount = mainWindow->waitForRetrace(retraceCount);
if (m_binding)
{
gfxQ->setDrawPrimitive(PrimitiveTriStrips);
gfxQ->clearTarget();
gfxQ->setShaderDataBinding(m_binding);
gfxQ->draw(0, 4);
gfxQ->execute();
}
}
m_cv.notify_one();
loaderThread.join();
return 0;
}
void appQuitting(IApplication*)