sdl
This commit is contained in:
1
src/.ignore
Normal file
1
src/.ignore
Normal file
@@ -0,0 +1 @@
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dependency/
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@@ -5,9 +5,15 @@ if (MSVC)
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else()
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add_compile_options(-g -gcodeview)
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add_link_options(-fuse-ld=lld -g -Wl,--pdb=)
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add_link_options(-g -Wl,--pdb=)
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# add_link_options(-fuse-ld=lld -g -Wl,--pdb=)
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endif()
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# set the output directory for built objects.
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# This makes sure that the dynamic library goes into the build directory automatically.
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
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# Engine
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file(GLOB_RECURSE sources_engine engine/*.cpp engine/*.h)
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add_executable(PuzGameEngine ${sources_engine})
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@@ -22,11 +28,15 @@ file(GLOB_RECURSE sources_game game/*.cpp game/*.h)
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add_library(PuzGame SHARED ${sources_game})
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set_property(TARGET PuzGame PROPERTY CXX_STANDARD 17)
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# SDL
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add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/SDL" EXCLUDE_FROM_ALL)
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# BGFX
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SET(BGFX_BUILD_TOOLS ON)
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SET(BGFX_BUILD_EXAMPLES ON)
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SET(BGFX_BUILD_EXAMPLES OFF)
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#SET(BGFX_CONFIG_MULTITHREADED OFF)
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add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/bgfx.cmake")
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target_link_libraries(PuzGame bx bimg bgfx)
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target_link_libraries(PuzGame bx bimg bgfx SDL3::SDL3)
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target_link_libraries(PuzGameEngine bx)
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set_target_properties(PuzGame PROPERTIES OUTPUT_NAME "PuzGame2")
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1
src/dependency/SDL
Submodule
1
src/dependency/SDL
Submodule
Submodule src/dependency/SDL added at 7c12c63f63
@@ -41,55 +41,6 @@ namespace
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Shutdown ShutdownFunc;
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}
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LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
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{
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LRESULT Res = 0;
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switch (message)
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{
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default:
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{
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Res = DefWindowProcW(hwnd, message, wparam, lparam);
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break;
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}
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}
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return Res;
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}
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HWND InitWindow()
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{
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uint32_t startWidth = 1920;
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uint32_t startHeight = 1080;
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HINSTANCE instance = (HINSTANCE)GetModuleHandle(NULL);
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WNDCLASSEXW wnd;
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bx::memSet(&wnd, 0, sizeof(wnd));
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wnd.cbSize = sizeof(wnd);
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wnd.style = CS_HREDRAW | CS_VREDRAW;
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wnd.lpfnWndProc = WndProc;
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wnd.hInstance = instance;
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wnd.hIcon = LoadIcon(NULL, IDI_APPLICATION);
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wnd.hCursor = LoadCursor(NULL, IDC_ARROW);
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wnd.lpszClassName = L"EngineWin";
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wnd.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
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RegisterClassExW(&wnd);
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HWND window = CreateWindowExW(0, L"EngineWin", L"PuzGame", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, startWidth, startHeight, NULL, NULL, instance, 0);
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if (window == NULL)
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{
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DWORD err = GetLastError();
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printf("Failed to create window: %#x!\n", err);
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}
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DevData.hDevDir = CreateFileW(L"cmake-build", FILE_LIST_DIRECTORY, FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE, NULL, OPEN_EXISTING, FILE_FLAG_BACKUP_SEMANTICS, NULL);
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if (DevData.hDevDir == NULL)
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{
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printf("Failed to monitor dev dir!\n");
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}
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return window;
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}
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unsigned long FileWatcherThread(void* data)
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{
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DWORD bytesReturned = 0;
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@@ -185,44 +136,28 @@ bool ReloadDLL()
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int main()
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{
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HWND window = InitWindow();
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if (window == NULL) return 1;
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char PathBuf[512]{ 0 };
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GetCurrentDirectory(sizeof(PathBuf), PathBuf);
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printf("Current path: %s\n", PathBuf);
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char PathBuf[512]{ 0 };
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GetCurrentDirectory(sizeof(PathBuf), PathBuf);
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if (!ReloadDLL()) return 1;
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printf("Current path: %s\n", PathBuf);
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DWORD fileWatcherThreadId = 0;
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CreateThread(NULL, 0, FileWatcherThread, NULL, 0, &fileWatcherThreadId);
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if (!ReloadDLL()) return 1;
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DWORD fileWatcherThreadId = 0;
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CreateThread(NULL, 0, FileWatcherThread, NULL, 0, &fileWatcherThreadId);
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StartupFunc(window);
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bool isRunning = true;
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while (isRunning)
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{
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MSG msg;
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while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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StartupFunc(nullptr);
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bool isRunning = true;
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while (isRunning)
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{
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if (DevData.FileWatcher.Change)
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{
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if (msg.message == WM_QUIT)
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{
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isRunning = false;
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}
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DevData.FileWatcher.Change = false;
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ShutdownFunc();
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ReloadDLL();
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StartupFunc(nullptr);
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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if (DevData.FileWatcher.Change)
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{
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DevData.FileWatcher.Change = false;
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ShutdownFunc();
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ReloadDLL();
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StartupFunc(window);
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}
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UpdateFunc();
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}
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return 0;
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UpdateFunc();
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}
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return 0;
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}
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@@ -1,7 +1,9 @@
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#include "Setup.h"
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#include "Log.h"
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#include "SDL3/SDL_video.h"
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#include "rendering/Rendering.h"
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#include <cstdint>
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#include <SDL3/SDL.h>
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namespace Game
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{
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@@ -20,7 +22,29 @@ namespace Game
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void Setup(void* window)
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{
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Log("Game Setup Start!");
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Instance.Rendering.Setup(window);
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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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Log("Failed to init SDL!");
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return;
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}
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SDL_Window* sdlWindow = SDL_CreateWindow("SDL", 1920, 1080, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
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if (sdlWindow == nullptr)
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{
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Log("Failed to init SDL Window!");
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return;
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}
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auto props = SDL_GetWindowProperties(sdlWindow);
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SDL_EnumerateProperties(props, [](void*, SDL_PropertiesID id, const char* name)
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{
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Log("Prop: %s", name);
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}, nullptr);
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void* hwnd = SDL_GetPointerProperty(props, "SDL.window.win32.hwnd", nullptr);
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if (hwnd == nullptr)
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{
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Log("Failed to get window pointer!");
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return;
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}
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Instance.Rendering.Setup(hwnd);
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}
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void Update()
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@@ -1,188 +1,161 @@
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#include "Rendering.h"
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#include "../Log.h"
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#include "bgfx/defines.h"
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#include "bgfx/platform.h"
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#include "bx/timer.h"
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#include <bx/file.h>
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#include <bgfx/bgfx.h>
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#include <bx/filepath.h>
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#include <bx/readerwriter.h>
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namespace Game
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{
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static VertexData CubeVertices[] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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const uint16_t CubeIndices[] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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};
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namespace
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{
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static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const bx::FilePath& _filePath)
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{
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if (bx::open(_reader, _filePath) )
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{
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uint32_t size = (uint32_t)bx::getSize(_reader);
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const bgfx::Memory* mem = bgfx::alloc(size+1);
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bx::read(_reader, mem->data, size, bx::ErrorAssert{});
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bx::close(_reader);
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mem->data[mem->size-1] = '\0';
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return mem;
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}
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struct PosColorVertex
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{
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float x;
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float y;
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float z;
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uint32_t abgr;
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};
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Log("Failed to load %s.", _filePath.getCPtr() );
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return NULL;
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}
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bgfx::ShaderHandle LoadShader(const char* name)
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{
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bx::FilePath filePath{"game/compiled-shaders/"};
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switch (bgfx::getRendererType())
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{
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case bgfx::RendererType::Noop:
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case bgfx::RendererType::Direct3D11:
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case bgfx::RendererType::Direct3D12: filePath.join("dx11"); break;
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case bgfx::RendererType::Agc:
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case bgfx::RendererType::Gnm: filePath.join("pssl"); break;
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case bgfx::RendererType::Metal: filePath.join("metal"); break;
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case bgfx::RendererType::Nvn: filePath.join("nvn"); break;
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case bgfx::RendererType::OpenGL: filePath.join("glsl"); break;
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case bgfx::RendererType::OpenGLES: filePath.join("essl"); break;
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case bgfx::RendererType::Vulkan: filePath.join("spirv"); break;
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static PosColorVertex cubeVertices[] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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case bgfx::RendererType::Count:
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BX_ASSERT(false, "You should not be here!");
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break;
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}
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static const uint16_t cubeTriList[] =
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{
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0, 1, 2,
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1, 3, 2,
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4, 6, 5,
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5, 6, 7,
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0, 2, 4,
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4, 2, 6,
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1, 5, 3,
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5, 7, 3,
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0, 4, 1,
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4, 5, 1,
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2, 3, 6,
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6, 3, 7,
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};
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char fileName[512]{0};
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bx::strCopy(fileName, sizeof(fileName), name);
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bx::strCat(fileName, sizeof(fileName), ".bin");
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filePath.join(fileName);
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namespace
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{
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bx::FileReader fileReader;
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const bgfx::Memory* mem = loadMem(&fileReader, filePath.getCPtr());
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if (mem == nullptr) return {};
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bgfx::ShaderHandle result = bgfx::createShader(mem);
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return result;
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}
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}
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void GameRendering::Setup(void* window)
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{
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bgfx::Init init;
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init.type = bgfx::RendererType::OpenGL;
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//init.debug = true;
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//init.callback = &Callback;
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init.platformData.nwh = (void*)window;
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init.platformData.ndt = nullptr;
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init.platformData.type = bgfx::NativeWindowHandleType::Default;
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init.resolution.width = State.WindowWidth;
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init.resolution.height = State.WindowHeight;
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init.resolution.reset = BGFX_RESET_VSYNC;
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if (!bgfx::init(init))
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{
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Log("BGFX setup failed!");
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}
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else
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{
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Log("BGFX setup succeded!");
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}
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bgfx::setDebug(BGFX_DEBUG_TEXT);
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bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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VertLayout.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const bx::FilePath& _filePath)
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{
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if (bx::open(_reader, _filePath))
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{
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uint32_t size = (uint32_t)bx::getSize(_reader);
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const bgfx::Memory* mem = bgfx::alloc(size + 1);
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bx::read(_reader, mem->data, size, bx::ErrorAssert{});
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bx::close(_reader);
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mem->data[mem->size - 1] = '\0';
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return mem;
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}
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VertexBuffer = bgfx::createVertexBuffer(bgfx::makeRef(CubeVertices, sizeof(CubeVertices)), VertLayout);
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IndexBuffer = bgfx::createIndexBuffer(bgfx::makeRef(CubeIndices, sizeof(CubeIndices)));
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bgfx::ShaderHandle vertexShader = LoadShader("vert");
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bgfx::ShaderHandle fragmentShader = LoadShader("frag");
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bgfx::createProgram(vertexShader, fragmentShader, true);
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State.StartTime = bx::getHPCounter();
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}
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void GameRendering::Update()
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{
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bgfx::setViewRect(0, 0, 0, State.WindowWidth, State.WindowHeight);
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
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// Set view and projection matrix for view 0.
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(State.WindowWidth)/float(State.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, State.WindowWidth, State.WindowHeight);
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}
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// Set render states.
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uint64_t state = 0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_MSAA
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;
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float time = (bx::getHPCounter() - State.StartTime) / (float)bx::getHPFrequency();
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for (int32_t i = 0; i < 11 * 11; ++i)
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{
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uint32_t xx = i % 11;
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uint32_t yy = i / 11;
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float mtx[16];
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bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
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mtx[12] = -15.0f + float(xx)*3.0f;
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mtx[13] = -15.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, VertexBuffer);
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bgfx::setIndexBuffer(IndexBuffer);
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bgfx::setState(state);
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bgfx::submit(0, Shader);
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Log("Failed to load %s.", _filePath.getCPtr());
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return NULL;
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}
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bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %f", time);
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bgfx::frame();
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}
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void GameRendering::Shutdown()
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{
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bgfx::shutdown();
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}
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bgfx::ShaderHandle loadShader(const char* FILENAME)
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{
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const char* shaderPath = "???";
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switch (bgfx::getRendererType()) {
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case bgfx::RendererType::Noop: break;
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case bgfx::RendererType::Direct3D11:
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case bgfx::RendererType::Direct3D12: shaderPath = "game/compiled-shaders/dx11/"; break;
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case bgfx::RendererType::Gnm: shaderPath = "game/compiled-shaders/pssl/"; break;
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case bgfx::RendererType::Metal: shaderPath = "game/compiled-shaders/metal/"; break;
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case bgfx::RendererType::OpenGL: shaderPath = "game/compiled-shaders/glsl/"; break;
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case bgfx::RendererType::OpenGLES: shaderPath = "game/compiled-shaders/essl/"; break;
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case bgfx::RendererType::Vulkan: shaderPath = "game/compiled-shaders/spirv/"; break;
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}
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char buffer[512]{ 0 };
|
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bx::strCopy(buffer, sizeof(buffer), shaderPath);
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bx::strCat(buffer, sizeof(buffer), FILENAME);
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bx::strCat(buffer, sizeof(buffer), ".bin");
|
||||
|
||||
FILE* file = fopen(buffer, "rb");
|
||||
fseek(file, 0, SEEK_END);
|
||||
long fileSize = ftell(file);
|
||||
fseek(file, 0, SEEK_SET);
|
||||
|
||||
const bgfx::Memory* mem = bgfx::alloc(fileSize + 1);
|
||||
fread(mem->data, 1, fileSize, file);
|
||||
mem->data[mem->size - 1] = '\0';
|
||||
fclose(file);
|
||||
|
||||
return bgfx::createShader(mem);
|
||||
}
|
||||
}
|
||||
|
||||
void GameRendering::Setup(void* window)
|
||||
{
|
||||
bgfx::renderFrame();
|
||||
bgfx::Init init;
|
||||
init.type = bgfx::RendererType::Direct3D12;
|
||||
init.debug = true;
|
||||
init.callback = &Callback;
|
||||
init.platformData.nwh = window;
|
||||
init.platformData.ndt = nullptr;
|
||||
init.platformData.type = bgfx::NativeWindowHandleType::Default;
|
||||
init.resolution.width = State.WindowWidth;
|
||||
init.resolution.height = State.WindowHeight;
|
||||
init.resolution.reset = BGFX_RESET_VSYNC;
|
||||
if (!bgfx::init(init))
|
||||
{
|
||||
Log("BGFX setup failed!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Log("BGFX setup succeded!");
|
||||
}
|
||||
bgfx::setDebug(BGFX_DEBUG_TEXT);
|
||||
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
|
||||
|
||||
VertLayout.begin()
|
||||
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
|
||||
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
|
||||
.end();
|
||||
|
||||
VertexBuffer = bgfx::createVertexBuffer(bgfx::makeRef(cubeVertices, sizeof(cubeVertices)), VertLayout);
|
||||
IndexBuffer = bgfx::createIndexBuffer(bgfx::makeRef(cubeTriList, sizeof(cubeTriList)));
|
||||
bgfx::ShaderHandle vertexShader = loadShader("vert");
|
||||
bgfx::ShaderHandle fragmentShader = loadShader("frag");
|
||||
Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
|
||||
State.StartTime = bx::getHPCounter();
|
||||
}
|
||||
|
||||
void GameRendering::Update()
|
||||
{
|
||||
bgfx::touch(0);
|
||||
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
|
||||
const bx::Vec3 eye = { 0.0f, 0.0f, -5.0f };
|
||||
float view[16];
|
||||
bx::mtxLookAt(view, eye, at);
|
||||
float proj[16];
|
||||
bx::mtxProj(proj, 60.0f, float(State.WindowWidth) / float(State.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
|
||||
bgfx::setViewTransform(0, view, proj);
|
||||
|
||||
bgfx::setVertexBuffer(0, VertexBuffer);
|
||||
bgfx::setIndexBuffer(IndexBuffer);
|
||||
|
||||
bgfx::dbgTextPrintf(10, 10, 0x0F, "TEST");
|
||||
|
||||
bgfx::submit(0, Shader);
|
||||
bgfx::frame();
|
||||
}
|
||||
|
||||
void GameRendering::Shutdown()
|
||||
{
|
||||
bgfx::shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,102 +1,101 @@
|
||||
#pragma once
|
||||
#include "bimg/bimg.h"
|
||||
#include <bgfx/bgfx.h>
|
||||
#include <cstdio>
|
||||
#include <bx/string.h>
|
||||
#include <cstdio>
|
||||
|
||||
namespace Game
|
||||
{
|
||||
struct VertexData
|
||||
{
|
||||
float X;
|
||||
float Y;
|
||||
float Z;
|
||||
uint32_t VertCol;
|
||||
};
|
||||
struct VertexData
|
||||
{
|
||||
float X;
|
||||
float Y;
|
||||
float Z;
|
||||
uint32_t VertCol;
|
||||
};
|
||||
|
||||
struct BgfxCallback : public bgfx::CallbackI
|
||||
{
|
||||
virtual ~BgfxCallback()
|
||||
{
|
||||
}
|
||||
struct BgfxCallback : public bgfx::CallbackI
|
||||
{
|
||||
virtual ~BgfxCallback()
|
||||
{
|
||||
}
|
||||
|
||||
virtual void fatal(const char* _filePath, uint16_t _line, bgfx::Fatal::Enum _code, const char* _str) override
|
||||
{
|
||||
// Something unexpected happened, inform user and bail out.
|
||||
printf("Fatal error: 0x%08x: %s", _code, _str);
|
||||
virtual void fatal(const char* _filePath, uint16_t _line, bgfx::Fatal::Enum _code, const char* _str) override
|
||||
{
|
||||
// Something unexpected happened, inform user and bail out.
|
||||
printf("Fatal error: 0x%08x: %s", _code, _str);
|
||||
|
||||
// Must terminate, continuing will cause crash anyway.
|
||||
abort();
|
||||
}
|
||||
// Must terminate, continuing will cause crash anyway.
|
||||
abort();
|
||||
}
|
||||
|
||||
virtual void traceVargs(const char* _filePath, uint16_t _line, const char* _format, va_list _argList) override
|
||||
{
|
||||
printf("%s (%d): ", _filePath, _line);
|
||||
vprintf(_format, _argList);
|
||||
}
|
||||
virtual void traceVargs(const char* _filePath, uint16_t _line, const char* _format, va_list _argList) override
|
||||
{
|
||||
printf("%s (%d): ", _filePath, _line);
|
||||
vprintf(_format, _argList);
|
||||
}
|
||||
|
||||
virtual void profilerBegin(const char* /*_name*/, uint32_t /*_abgr*/, const char* /*_filePath*/, uint16_t /*_line*/) override
|
||||
{
|
||||
}
|
||||
virtual void profilerBegin(const char* /*_name*/, uint32_t /*_abgr*/, const char* /*_filePath*/, uint16_t /*_line*/) override
|
||||
{
|
||||
}
|
||||
|
||||
virtual void profilerBeginLiteral(const char* /*_name*/, uint32_t /*_abgr*/, const char* /*_filePath*/, uint16_t /*_line*/) override
|
||||
{
|
||||
}
|
||||
virtual void profilerBeginLiteral(const char* /*_name*/, uint32_t /*_abgr*/, const char* /*_filePath*/, uint16_t /*_line*/) override
|
||||
{
|
||||
}
|
||||
|
||||
virtual void profilerEnd() override
|
||||
{
|
||||
}
|
||||
virtual void profilerEnd() override
|
||||
{
|
||||
}
|
||||
|
||||
virtual uint32_t cacheReadSize(uint64_t _id) override
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
virtual uint32_t cacheReadSize(uint64_t _id) override
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
virtual bool cacheRead(uint64_t _id, void* _data, uint32_t _size) override
|
||||
{
|
||||
return false;
|
||||
}
|
||||
virtual bool cacheRead(uint64_t _id, void* _data, uint32_t _size) override
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual void cacheWrite(uint64_t _id, const void* _data, uint32_t _size) override
|
||||
{
|
||||
}
|
||||
virtual void cacheWrite(uint64_t _id, const void* _data, uint32_t _size) override
|
||||
{
|
||||
}
|
||||
|
||||
virtual void screenShot(const char* _filePath, uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _data, uint32_t /*_size*/, bool _yflip) override
|
||||
{
|
||||
}
|
||||
virtual void screenShot(const char* _filePath, uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _data, uint32_t /*_size*/, bool _yflip) override
|
||||
{
|
||||
}
|
||||
|
||||
virtual void captureBegin(uint32_t _width, uint32_t _height, uint32_t /*_pitch*/, bgfx::TextureFormat::Enum /*_format*/, bool _yflip) override
|
||||
{
|
||||
}
|
||||
virtual void captureBegin(uint32_t _width, uint32_t _height, uint32_t /*_pitch*/, bgfx::TextureFormat::Enum /*_format*/, bool _yflip) override
|
||||
{
|
||||
}
|
||||
|
||||
virtual void captureEnd() override
|
||||
{
|
||||
}
|
||||
virtual void captureEnd() override
|
||||
{
|
||||
}
|
||||
|
||||
virtual void captureFrame(const void* _data, uint32_t /*_size*/) override
|
||||
{
|
||||
}
|
||||
};
|
||||
virtual void captureFrame(const void* _data, uint32_t /*_size*/) override
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
struct RenderState
|
||||
{
|
||||
int64_t StartTime = 0;
|
||||
uint32_t WindowWidth = 1920;
|
||||
uint32_t WindowHeight = 1080;
|
||||
};
|
||||
|
||||
class GameRendering
|
||||
{
|
||||
private:
|
||||
bgfx::VertexLayout VertLayout;
|
||||
bgfx::VertexBufferHandle VertexBuffer;
|
||||
bgfx::IndexBufferHandle IndexBuffer;
|
||||
bgfx::ProgramHandle Shader;
|
||||
BgfxCallback Callback;
|
||||
RenderState State;
|
||||
public:
|
||||
void Setup(void* window);
|
||||
void Update();
|
||||
void Shutdown();
|
||||
};
|
||||
struct RenderState
|
||||
{
|
||||
int64_t StartTime = 0;
|
||||
uint32_t WindowWidth = 1920;
|
||||
uint32_t WindowHeight = 1080;
|
||||
};
|
||||
|
||||
class GameRendering
|
||||
{
|
||||
private:
|
||||
bgfx::VertexLayout VertLayout;
|
||||
bgfx::VertexBufferHandle VertexBuffer;
|
||||
bgfx::IndexBufferHandle IndexBuffer;
|
||||
bgfx::ProgramHandle Shader;
|
||||
BgfxCallback Callback;
|
||||
RenderState State;
|
||||
public:
|
||||
void Setup(void* window);
|
||||
void Update();
|
||||
void Shutdown();
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user