Various fixes

This commit is contained in:
2015-11-02 01:31:06 -08:00
parent e54c8a7c6b
commit d5cd0bfb50
10 changed files with 146 additions and 93 deletions

View File

@@ -115,6 +115,9 @@ public:
struct CTestWindowCallback : IWindowCallback
{
void resized(const SWindowRect& rect)
{ fprintf(stderr, "Resized %d, %d (%d, %d)\n", rect.size[0], rect.size[1], rect.location[0], rect.location[1]); }
void mouseDown(const SWindowCoord& coord, EMouseButton button, EModifierKey mods)
{
fprintf(stderr, "Mouse Down %d (%f,%f)\n", button, coord.norm[0], coord.norm[1]);
@@ -125,7 +128,7 @@ struct CTestWindowCallback : IWindowCallback
}
void mouseMove(const SWindowCoord& coord)
{
//fprintf(stderr, "Mouse Move (%f,%f)\n", coord.norm[0], coord.norm[1]);
fprintf(stderr, "Mouse Move (%f,%f)\n", coord.norm[0], coord.norm[1]);
}
void scroll(const SWindowCoord& coord, const SScrollDelta& scroll)
{
@@ -201,16 +204,16 @@ struct TestApplicationCallback : IApplicationCallback
{{0.5,-0.5},{1.0,0.0}},
{{-0.5,-0.5},{0.0,0.0}}
};
const IGraphicsBuffer* vbo =
factory->newStaticBuffer(BufferUseVertex, quad, sizeof(quad));
IGraphicsBuffer* vbo =
factory->newStaticBuffer(BufferUseVertex, quad, sizeof(quad), 4);
/* Make vertex format */
const VertexElementDescriptor descs[2] =
VertexElementDescriptor descs[2] =
{
{vbo, nullptr, VertexSemanticPosition},
{vbo, nullptr, VertexSemanticUV}
};
const IVertexFormat* vfmt = factory->newVertexFormat(2, descs);
IVertexFormat* vfmt = factory->newVertexFormat(2, descs);
/* Make ramp texture */
using Pixel = uint8_t[4];
@@ -223,7 +226,7 @@ struct TestApplicationCallback : IApplicationCallback
tex[i][j][2] = 0;
tex[i][j][3] = 0xff;
}
const ITexture* texture =
ITexture* texture =
factory->newStaticTexture(256, 256, 1, TextureFormatRGBA8, tex, 256*256*4);
/* Make shader pipeline */
@@ -251,7 +254,7 @@ struct TestApplicationCallback : IApplicationCallback
static const char* TexNames[] = {"smplr"};
const IShaderPipeline* pipeline =
IShaderPipeline* pipeline =
factory->newShaderPipeline(VS, FS, 1, TexNames, BlendFactorOne, BlendFactorZero, true, true, false);
/* Make shader data binding */
@@ -301,7 +304,7 @@ struct TestApplicationCallback : IApplicationCallback
gfxQ->present();
gfxQ->execute();
fprintf(stderr, "%zu\n", frameIdx);
//fprintf(stderr, "%zu\n", frameIdx);
++frameIdx;
if ((frameIdx - lastCheck) > 100)