#include #include #include #include #include #include #include #include #include #include #include "logvisor/logvisor.hpp" namespace boo { class DolphinSmashAdapterCallback : public IDolphinSmashAdapterCallback { void controllerConnected(unsigned idx, EDolphinControllerType) { // printf("CONTROLLER %u CONNECTED\n", idx); } void controllerDisconnected(unsigned idx) { // 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(DualshockPad& pad, 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 { pad.startRumble(EDualshockMotor::Left); pad.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 GenericPadCallback : public IGenericPadCallback { void controllerConnected() { printf("CONTROLLER CONNECTED\n"); } void controllerDisconnected() { printf("CONTROLLER DISCONNECTED\n"); } void valueUpdate(const HIDMainItem& item, int32_t value) { const char* pageName = item.GetUsagePageName(); const char* usageName = item.GetUsageName(); if (pageName) { if (usageName) printf("%s %s %d\n", pageName, usageName, int(value)); else printf("%s %d %d\n", pageName, int(item.m_usage), int(value)); } else { if (usageName) printf("page%d %s %d\n", int(item.m_usagePage), usageName, int(value)); else printf("page%d %d %d\n", int(item.m_usagePage), int(item.m_usage), int(value)); } } }; class NintendoPowerACallback : public INintendoPowerACallback { void controllerDisconnected() { fprintf(stderr, "CONTROLLER DISCONNECTED\n"); } void controllerUpdate(const NintendoPowerAState& state) { fprintf(stderr, "%i %i\n" "%i %i\n", state.leftX, state.leftY, state.rightX, state.rightY); } }; class TestDeviceFinder : public DeviceFinder { std::shared_ptr m_smashAdapter; std::shared_ptr m_nintendoPowerA; std::shared_ptr m_ds3; std::shared_ptr m_generic; DolphinSmashAdapterCallback m_cb; NintendoPowerACallback m_nintendoPowerACb; DualshockPadCallback m_ds3CB; GenericPadCallback m_genericCb; public: TestDeviceFinder() : DeviceFinder({dev_typeid(DolphinSmashAdapter), dev_typeid(NintendoPowerA), dev_typeid(GenericPad)}) {} void deviceConnected(DeviceToken& tok) { auto dev = tok.openAndGetDevice(); if (!dev) return; if (dev->getTypeHash() == dev_typeid(DolphinSmashAdapter)) { m_smashAdapter = std::static_pointer_cast(dev); m_smashAdapter->setCallback(&m_cb); } else if (dev->getTypeHash() == dev_typeid(NintendoPowerA)) { m_nintendoPowerA = std::static_pointer_cast(dev); m_nintendoPowerA->setCallback(&m_nintendoPowerACb); } else if (dev->getTypeHash() == dev_typeid(DualshockPad)) { m_ds3 = std::static_pointer_cast(dev); m_ds3->setCallback(&m_ds3CB); m_ds3->setLED(EDualshockLED::LED_1); } else if (dev->getTypeHash() == dev_typeid(GenericPad)) { m_generic = std::static_pointer_cast(dev); m_generic->setCallback(&m_genericCb); } } void deviceDisconnected(DeviceToken&, DeviceBase* device) { if (m_smashAdapter.get() == device) m_smashAdapter.reset(); if (m_ds3.get() == device) m_ds3.reset(); if (m_generic.get() == device) m_generic.reset(); if (m_nintendoPowerA.get() == device) m_nintendoPowerA.reset(); } }; struct CTestWindowCallback : IWindowCallback { bool m_fullscreenToggleRequested = false; SWindowRect m_lastRect; bool m_rectDirty = false; bool m_windowInvalid = false; void resized(const SWindowRect& rect, bool sync) { 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 && True(mods & EModifierKey::Alt)) 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 { std::shared_ptr mainWindow; boo::TestDeviceFinder devFinder; CTestWindowCallback windowCallback; bool running = true; boo::ObjToken m_binding; boo::ObjToken m_renderTarget; static void LoaderProc(TestApplicationCallback* self) { IGraphicsDataFactory* factory = self->mainWindow->getLoadContextDataFactory(); factory->commitTransaction([&](IGraphicsDataFactory::Context& ctx) { /* Create render target */ int x, y, w, h; self->mainWindow->getWindowFrame(x, y, w, h); self->m_renderTarget = ctx.newRenderTexture(w, h, boo::TextureClampMode::ClampToEdge, 1, 0); /* 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}} }; */ 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}}}; auto vbo = ctx.newStaticBuffer(BufferUse::Vertex, quad, sizeof(Vert), 4); /* Make vertex format */ VertexElementDescriptor descs[2] = {{VertexSemantic::Position3}, {VertexSemantic::UV2}}; /* 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; } boo::ObjToken texture = ctx.newStaticTexture(256, 256, 1, TextureFormat::RGBA8, boo::TextureClampMode::ClampToEdge, tex, 256 * 256 * 4) .get(); /* Make shader pipeline */ boo::ObjToken pipeline; auto plat = ctx.platform(); AdditionalPipelineInfo info = { BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, CullMode::None}; #if BOO_HAS_GL if (plat == IGraphicsDataFactory::Platform::OpenGL) { static const char* VS = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec3 in_pos;\n" "layout(location=1) in vec2 in_uv;\n" "SBINDING(0) 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" BOO_GLSL_BINDING_HEAD "precision highp float;\n" "TBINDING0 uniform sampler2D tex;\n" "layout(location=0) out vec4 out_frag;\n" "SBINDING(0) in vec2 out_uv;\n" "void main()\n" "{\n" " //out_frag = texture(tex, out_uv);\n" " out_frag = vec4(out_uv.xy, 0.0, 1.0);\n" "}\n"; auto vertex = ctx.newShaderStage((uint8_t*)VS, 0, PipelineStage::Vertex); auto fragment = ctx.newShaderStage((uint8_t*)FS, 0, PipelineStage::Fragment); pipeline = ctx.newShaderPipeline(vertex, fragment, {{VertexSemantic::Position3}, { VertexSemantic::UV2 }}, info); } else #endif #if BOO_HAS_VULKAN if (plat == IGraphicsDataFactory::Platform::Vulkan) { static const char* VS = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec3 in_pos;\n" "layout(location=1) in vec2 in_uv;\n" "SBINDING(0) 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" BOO_GLSL_BINDING_HEAD "precision highp float;\n" "TBINDING0 uniform sampler2D texs[1];\n" "layout(location=0) out vec4 out_frag;\n" "SBINDING(0) in vec2 out_uv;\n" "void main()\n" "{\n" " out_frag = texture(texs[0], out_uv);\n" "}\n"; auto vertexSiprv = VulkanDataFactory::CompileGLSL(VS, PipelineStage::Vertex); auto vertexShader = ctx.newShaderStage(vertexSiprv, PipelineStage::Vertex); auto fragmentSiprv = VulkanDataFactory::CompileGLSL(FS, PipelineStage::Fragment); auto fragmentShader = ctx.newShaderStage(fragmentSiprv, PipelineStage::Fragment); pipeline = ctx.newShaderPipeline(vertexShader, fragmentShader, descs, info); } else #endif #if _WIN32 if (plat == IGraphicsDataFactory::Platform::D3D11) { 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" " return float4(d.out_uv.xy, 0.0, 1.0);\n" "}\n"; auto vertexSiprv = D3D11DataFactory::CompileHLSL(VS, PipelineStage::Vertex); auto vertexShader = ctx.newShaderStage(vertexSiprv, PipelineStage::Vertex); auto fragmentSiprv = D3D11DataFactory::CompileHLSL(PS, PipelineStage::Fragment); auto fragmentShader = ctx.newShaderStage(fragmentSiprv, PipelineStage::Fragment); pipeline = ctx.newShaderPipeline(vertexShader, fragmentShader, descs, info); } else #elif BOO_HAS_METAL if (plat == IGraphicsDataFactory::Platform::Metal) { 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" "struct VertToFrag {float4 out_pos [[ position ]]; float2 out_uv;};\n" "fragment float4 fmain(VertToFrag d [[ stage_in ]],\n" " sampler samp [[ sampler(3) ]],\n" " texture2d tex [[ texture(0) ]])\n" "{\n" " return tex.sample(samp, d.out_uv);\n" "}\n"; auto vertexMetal = MetalDataFactory::CompileMetal(VS, PipelineStage::Vertex); auto vertexShader = ctx.newShaderStage(vertexMetal, PipelineStage::Vertex); auto fragmentMetal = MetalDataFactory::CompileMetal(FS, PipelineStage::Fragment); auto fragmentShader = ctx.newShaderStage(fragmentMetal, PipelineStage::Fragment); pipeline = ctx.newShaderPipeline(vertexShader, fragmentShader, descs, info); } else #endif { } /* Make shader data binding */ self->m_binding = ctx.newShaderDataBinding(pipeline, vbo.get(), nullptr, nullptr, 0, nullptr, nullptr, 1, &texture, nullptr, nullptr); return true; } BooTrace); } int appMain(IApplication* app) { mainWindow = app->newWindow(_SYS_STR("YAY!")); mainWindow->setCallback(&windowCallback); mainWindow->showWindow(); windowCallback.m_lastRect = mainWindow->getWindowFrame(); // mainWindow->setFullscreen(true); devFinder.startScanning(); IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue(); LoaderProc(this); 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[] = {std::max(0.f, sinf(frameIdx / 60.0)), std::max(0.f, cosf(frameIdx / 60.0)), 0.0, 1.0}; float gammaT = sinf(frameIdx / 60.0) + 1.f; if (gammaT < 1.f) gammaT = gammaT * 0.5f + 0.5f; // printf("%f\n", gammaT); mainWindow->getDataFactory()->setDisplayGamma(gammaT); // gfxQ->setClearColor(rgba); gfxQ->clearTarget(); 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_renderTarget.reset(); m_binding.reset(); 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"); } }; } // namespace boo #if !WINDOWS_STORE #if _WIN32 int wmain(int argc, const boo::SystemChar** argv) #else int main(int argc, const boo::SystemChar** argv) #endif { logvisor::RegisterStandardExceptions(); logvisor::RegisterConsoleLogger(); boo::TestApplicationCallback appCb; int ret = ApplicationRun(boo::IApplication::EPlatformType::Auto, appCb, _SYS_STR("boo"), _SYS_STR("boo"), argc, argv, {}, 1, 1, true); printf("IM DYING!!\n"); return ret; } #else using namespace Windows::ApplicationModel::Core; [Platform::MTAThread] int WINAPIV main(Platform::Array ^ params) { logvisor::RegisterStandardExceptions(); logvisor::RegisterConsoleLogger(); boo::TestApplicationCallback appCb; boo::ViewProvider ^ viewProvider = ref new boo::ViewProvider(appCb, _SYS_STR("boo"), _SYS_STR("boo"), _SYS_STR("boo"), params, false); CoreApplication::Run(viewProvider); return 0; } #endif #if _WIN32 && !WINDOWS_STORE int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR lpCmdLine, int) { int argc = 0; const boo::SystemChar** argv; if (lpCmdLine[0]) 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]; logvisor::CreateWin32Console(); return wmain(argc + 1, booArgv); } #endif