Integrated GLEW; began migration to Xlib

This commit is contained in:
Jack Andersen
2015-10-30 18:28:21 -10:00
parent b73ecde4aa
commit d013f1e25c
19 changed files with 42193 additions and 486 deletions

View File

@@ -1,9 +1,11 @@
#include <stdio.h>
#include <math.h>
#include <boo/boo.hpp>
#include <boo/graphicsdev/GLES3.hpp>
#include <boo/graphicsdev/GL.hpp>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <LogVisor/LogVisor.hpp>
namespace boo
{
@@ -226,19 +228,20 @@ struct TestApplicationCallback : IApplicationCallback
/* Make shader pipeline */
static const char* VS =
"#version 300\n"
"#version 300 es\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"
" gl_Position = vec4(in_pos, 1.0);\n"
" out_uv = in_uv;\n"
"}\n";
static const char* FS =
"#version 300\n"
"layout(binding=0) uniform sampler2D tex;\n"
"#version 300 es\n"
"precision highp float;\n"
"uniform sampler2D tex;\n"
"layout(location=0) out vec4 out_frag;\n"
"in vec2 out_uv;\n"
"void main()\n"
@@ -246,8 +249,10 @@ struct TestApplicationCallback : IApplicationCallback
" out_frag = texture(tex, out_uv);\n"
"}\n";
static const char* TexNames[] = {"tex"};
const IShaderPipeline* pipeline =
factory->newShaderPipeline(VS, FS, BlendFactorOne, BlendFactorZero, true, true, false);
factory->newShaderPipeline(VS, FS, 1, TexNames, BlendFactorOne, BlendFactorZero, true, true, false);
/* Make shader data binding */
self->m_binding =
@@ -278,18 +283,23 @@ struct TestApplicationCallback : IApplicationCallback
IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
std::thread loaderThread(LoaderProc, this);
size_t retraceCount = 0;
size_t frameIdx = 0;
while (running)
{
retraceCount = mainWindow->waitForRetrace(retraceCount);
mainWindow->waitForRetrace();
float rgba[] = {sinf(frameIdx / 60.0), cosf(frameIdx / 60.0), 0.0, 1.0};
gfxQ->setClearColor(rgba);
gfxQ->clearTarget();
if (m_binding)
{
gfxQ->setDrawPrimitive(PrimitiveTriStrips);
gfxQ->clearTarget();
gfxQ->setShaderDataBinding(m_binding);
gfxQ->draw(0, 4);
gfxQ->execute();
}
gfxQ->present();
gfxQ->execute();
fprintf(stderr, "%zu\n", frameIdx++);
}
m_cv.notify_one();
@@ -323,6 +333,7 @@ int wmain(int argc, const wchar_t** argv)
int main(int argc, const char** argv)
#endif
{
LogVisor::RegisterConsoleLogger();
boo::TestApplicationCallback appCb;
std::unique_ptr<boo::IApplication> app =
ApplicationBootstrap(boo::IApplication::PLAT_AUTO,