#include #include #include #include #include #include #include #include #if _WIN32 #include #elif __APPLE__ #include #endif namespace boo { class DolphinSmashAdapterCallback : public IDolphinSmashAdapterCallback { void controllerConnected(unsigned idx, EDolphinControllerType) { printf("CONTROLLER %u CONNECTED\n", idx); } void controllerDisconnected(unsigned idx, EDolphinControllerType) { printf("CONTROLLER %u DISCONNECTED\n", idx); } void controllerUpdate(unsigned idx, EDolphinControllerType, const DolphinControllerState& state) { printf("CONTROLLER %u UPDATE %d %d\n", idx, state.m_leftStick[0], state.m_leftStick[1]); printf(" %d %d\n", state.m_rightStick[0], state.m_rightStick[1]); printf(" %d %d\n", state.m_analogTriggers[0], state.m_analogTriggers[1]); } }; class DualshockPadCallback : public IDualshockPadCallback { void controllerDisconnected() { printf("CONTROLLER DISCONNECTED\n"); } void controllerUpdate(const DualshockPadState& state) { 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(EDualshockMotor::Left); ctrl->startRumble(EDualshockMotor::Right, 100); lastTime = timeTotal; } } /* else ctrl->stopRumble(DS3_MOTOR_RIGHT | DS3_MOTOR_LEFT);*/ 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); } }; class TestDeviceFinder : public DeviceFinder { DolphinSmashAdapter* smashAdapter = NULL; DualshockPad* ds3 = nullptr; DolphinSmashAdapterCallback m_cb; DualshockPadCallback m_ds3CB; public: TestDeviceFinder() : DeviceFinder({typeid(DolphinSmashAdapter)}) {} void deviceConnected(DeviceToken& tok) { smashAdapter = dynamic_cast(tok.openAndGetDevice()); if (smashAdapter) { smashAdapter->setCallback(&m_cb); smashAdapter->startRumble(0); return; } ds3 = dynamic_cast(tok.openAndGetDevice()); if (ds3) { ds3->setCallback(&m_ds3CB); ds3->setLED(EDualshockLED::LED_1); } } void deviceDisconnected(DeviceToken&, DeviceBase* device) { if (smashAdapter == device) { delete smashAdapter; smashAdapter = NULL; } if (ds3 == device) { delete ds3; ds3 = nullptr; } } }; struct CTestWindowCallback : IWindowCallback { bool m_fullscreenToggleRequested = false; SWindowRect m_lastRect; bool m_rectDirty = false; bool m_windowInvalid = false; 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]); } void mouseDown(const SWindowCoord& coord, EMouseButton button, EModifierKey mods) { fprintf(stderr, "Mouse Down %d (%f,%f)\n", int(button), coord.norm[0], coord.norm[1]); } void mouseUp(const SWindowCoord& coord, EMouseButton button, EModifierKey mods) { fprintf(stderr, "Mouse Up %d (%f,%f)\n", int(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 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]); } void scroll(const SWindowCoord& coord, const SScrollDelta& scroll) { //fprintf(stderr, "Mouse Scroll (%f,%f) (%f,%f)\n", coord.norm[0], coord.norm[1], scroll.delta[0], scroll.delta[1]); } void touchDown(const STouchCoord& coord, uintptr_t tid) { //fprintf(stderr, "Touch Down %16lX (%f,%f)\n", tid, coord.coord[0], coord.coord[1]); } void touchUp(const STouchCoord& coord, uintptr_t tid) { //fprintf(stderr, "Touch Up %16lX (%f,%f)\n", tid, coord.coord[0], coord.coord[1]); } void touchMove(const STouchCoord& coord, uintptr_t tid) { //fprintf(stderr, "Touch Move %16lX (%f,%f)\n", tid, coord.coord[0], coord.coord[1]); } void charKeyDown(unsigned long charCode, EModifierKey mods, bool isRepeat) { } void charKeyUp(unsigned long charCode, EModifierKey mods) { } void specialKeyDown(ESpecialKey key, EModifierKey mods, bool isRepeat) { if (key == ESpecialKey::Enter && (mods & EModifierKey::Alt) != EModifierKey::None) m_fullscreenToggleRequested = true; } void specialKeyUp(ESpecialKey key, EModifierKey mods) { } void modKeyDown(EModifierKey mod, bool isRepeat) { } void modKeyUp(EModifierKey mod) { } 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; } }; struct TestApplicationCallback : IApplicationCallback { IWindow* mainWindow; boo::TestDeviceFinder devFinder; CTestWindowCallback windowCallback; bool running = true; IShaderDataBinding* m_binding = nullptr; ITextureR* m_renderTarget = nullptr; std::mutex m_mt; std::condition_variable m_cv; std::mutex m_initmt; std::condition_variable m_initcv; static void LoaderProc(TestApplicationCallback* self) { std::unique_lock lk(self->m_initmt); IGraphicsDataFactory* factory = self->mainWindow->getLoadContextDataFactory(); /* Create render target */ int x, y, w, h; self->mainWindow->getWindowFrame(x, y, w, h); self->m_renderTarget = factory->newRenderTexture(w, h, 1); /* Make Tri-strip VBO */ struct Vert { float pos[3]; float uv[2]; }; static const Vert quad[4] = { {{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}} }; IGraphicsBuffer* vbo = factory->newStaticBuffer(BufferUse::Vertex, quad, sizeof(Vert), 4); /* Make vertex format */ VertexElementDescriptor descs[2] = { {vbo, nullptr, VertexSemantic::Position3}, {vbo, nullptr, VertexSemantic::UV2} }; 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; } ITexture* texture = factory->newStaticTexture(256, 256, 1, TextureFormat::RGBA8, tex, 256*256*4); /* Make shader pipeline */ IShaderPipeline* pipeline = nullptr; if (factory->platform() == IGraphicsDataFactory::Platform::OGL) { GLDataFactory* glF = dynamic_cast(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" "precision highp float;\n" "uniform sampler2D texs[1];\n" "layout(location=0) out vec4 out_frag;\n" "in vec2 out_uv;\n" "void main()\n" "{\n" " out_frag = texture(texs[0], out_uv);\n" "}\n"; pipeline = glF->newShaderPipeline(VS, FS, 1, "texs", 0, nullptr, BlendFactor::One, BlendFactor::Zero, true, true, false); } #if _WIN32 else if (factory->platform() == IGraphicsDataFactory::Platform::D3D12 || factory->platform() == IGraphicsDataFactory::Platform::D3D11) { ID3DDataFactory* d3dF = dynamic_cast(factory); 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 vsCompile; ComPtr psCompile; ComPtr cachedPipeline; pipeline = d3dF->newShaderPipeline(VS, PS, vsCompile, psCompile, cachedPipeline, vfmt, BlendFactor::One, BlendFactor::Zero, true, true, false); } #elif BOO_HAS_METAL else if (factory->platform() == IGraphicsDataFactory::Platform::Metal) { MetalDataFactory* metalF = dynamic_cast(factory); static const char* VS = "#include \n" "using namespace metal;\n" "struct VertData {float3 in_pos [[ attribute(0) ]]; float2 in_uv [[ attribute(1) ]];};\n" "struct VertToFrag {float4 out_pos [[ position ]]; float2 out_uv;};\n" "vertex VertToFrag vmain(VertData v [[ stage_in ]])\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* FS = "#include \n" "using namespace metal;\n" "constexpr sampler samp(address::repeat);\n" "struct VertToFrag {float4 out_pos [[ position ]]; float2 out_uv;};\n" "fragment float4 fmain(VertToFrag d [[ stage_in ]], texture2d tex [[ texture(0) ]])\n" "{\n" " return tex.sample(samp, d.out_uv);\n" "}\n"; pipeline = metalF->newShaderPipeline(VS, FS, vfmt, 1, BlendFactor::One, BlendFactor::Zero, true, true, false); } #endif /* Make shader data binding */ self->m_binding = factory->newShaderDataBinding(pipeline, vfmt, vbo, nullptr, nullptr, 0, nullptr, 1, &texture); /* Commit objects */ IGraphicsDataToken data = factory->commit(); /* Return control to client */ lk.unlock(); self->m_initcv.notify_one(); /* Wait for exit */ while (self->running) { std::unique_lock lk(self->m_mt); self->m_cv.wait(lk); if (!self->running) break; } } int appMain(IApplication* app) { mainWindow = app->newWindow(_S("YAY!")); mainWindow->setCallback(&windowCallback); mainWindow->showWindow(); windowCallback.m_lastRect = mainWindow->getWindowFrame(); //mainWindow->setFullscreen(true); devFinder.startScanning(); IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue(); std::unique_lock lk(m_initmt); std::thread loaderThread(LoaderProc, this); m_initcv.wait(lk); size_t frameIdx = 0; size_t lastCheck = 0; while (running) { if (windowCallback.m_windowInvalid) { running = false; break; } mainWindow->waitForRetrace(); if (windowCallback.m_rectDirty) { gfxQ->resizeRenderTexture(m_renderTarget, windowCallback.m_lastRect.size[0], windowCallback.m_lastRect.size[1]); windowCallback.m_rectDirty = false; } if (windowCallback.m_fullscreenToggleRequested) { mainWindow->setFullscreen(!mainWindow->isFullscreen()); windowCallback.m_fullscreenToggleRequested = false; } 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(); gfxQ->setDrawPrimitive(Primitive::TriStrips); gfxQ->setShaderDataBinding(m_binding); gfxQ->draw(0, 4); gfxQ->resolveDisplay(m_renderTarget); gfxQ->execute(); //fprintf(stderr, "%zu\n", frameIdx); ++frameIdx; if ((frameIdx - lastCheck) > 100) { lastCheck = frameIdx; //mainWindow->setFullscreen(!mainWindow->isFullscreen()); } } gfxQ->stopRenderer(); m_cv.notify_one(); loaderThread.join(); return 0; } void appQuitting(IApplication*) { running = false; } void appFilesOpen(IApplication*, const std::vector& paths) { fprintf(stderr, "OPENING: "); for (const SystemString& path : paths) { #if _WIN32 fwprintf(stderr, L"%s ", path.c_str()); #else fprintf(stderr, "%s ", path.c_str()); #endif } fprintf(stderr, "\n"); } }; } #if _WIN32 int wmain(int argc, const boo::SystemChar** argv) #else int main(int argc, const boo::SystemChar** argv) #endif { LogVisor::RegisterConsoleLogger(); boo::TestApplicationCallback appCb; int ret = ApplicationRun(boo::IApplication::EPlatformType::Auto, appCb, _S("boo"), _S("Boo"), argc, argv); printf("IM DYING!!\n"); return ret; } #if _WIN32 int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR lpCmdLine, int) { 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