memory setup
This commit is contained in:
33
src/game/Global.cpp
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33
src/game/Global.cpp
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@@ -0,0 +1,33 @@
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#include "Global.h"
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#include <cassert>
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namespace
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{
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SharedData* SharedInstance = nullptr;
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Game::GameInstance* GameInst = nullptr;
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}
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namespace Game
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{
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SharedData& GetShared()
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{
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assert(SharedInstance != nullptr);
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return *SharedInstance;
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}
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void SetShared(SharedData& instance)
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{
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SharedInstance = &instance;
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}
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GameInstance& GetInstance()
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{
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assert(GameInst != nullptr);
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return *GameInst;
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}
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void SetInstance(Game::GameInstance& instance)
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{
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GameInst = &instance;
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}
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}
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20
src/game/Global.h
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20
src/game/Global.h
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@@ -0,0 +1,20 @@
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#pragma once
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#include <cstdint>
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struct SharedData;
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namespace Game
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{
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struct GameInstance
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{
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bool IsInitialized = false;
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uint64_t Size = sizeof(GameInstance);
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uint32_t FrameCounter = 0;
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int64_t StartTime = 0;
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};
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SharedData& GetShared();
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void SetShared(SharedData& instance);
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GameInstance& GetInstance();
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void SetInstance(GameInstance& instance);
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}
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@@ -1,9 +1,7 @@
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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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#include "Global.h"
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namespace Game
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{
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@@ -11,59 +9,37 @@ namespace Game
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{
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public:
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GameRendering Rendering;
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int32_t FrameCounter = 0;
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};
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namespace
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{
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GameSetup Instance;
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GameSetup SetupInstance;
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}
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void Setup(void* window)
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void Setup(SharedData& shared)
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{
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Log("Game Setup Start!");
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if (!SDL_Init(SDL_INIT_VIDEO))
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GameInstance& instance = *reinterpret_cast<GameInstance*>(&shared.Game.PermanentStorage);
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if (sizeof(GameInstance) != instance.Size)
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{
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Log("Failed to init SDL!");
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return;
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Log("Game instance size changed, resetting!");
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instance = {};
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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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SetShared(shared);
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SetInstance(instance);
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SetupInstance.Rendering.Setup();
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}
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void Update()
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{
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SDL_Event evt;
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while (SDL_PollEvent(&evt)) {}
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++Instance.FrameCounter;
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if (Instance.FrameCounter % 100 == 0)
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{
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Log("Frame!");
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}
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Instance.Rendering.Update();
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++GetInstance().FrameCounter;
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SetupInstance.Rendering.Update();
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}
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void Shutdown()
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{
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Log("Shutdown");
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Instance.Rendering.Shutdown();
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SetupInstance.Rendering.Shutdown();
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}
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}
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@@ -1,10 +1,12 @@
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#pragma once
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#include "../engine/Shared.h"
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#define DLLEXPORT __declspec(dllexport)
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namespace Game
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{
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DLLEXPORT void Setup(void* window);
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DLLEXPORT void Setup(SharedData& shared);
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DLLEXPORT void Update();
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DLLEXPORT void Shutdown();
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}
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@@ -1,7 +1,8 @@
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#include "Rendering.h"
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#include "../Log.h"
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#include "../../engine/Shared.h"
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#include "../Global.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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@@ -46,7 +47,6 @@ namespace Game
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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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@@ -68,6 +68,9 @@ namespace Game
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const char* shaderPath = "???";
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switch (bgfx::getRendererType()) {
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case bgfx::RendererType::Agc:
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case bgfx::RendererType::Nvn:
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case bgfx::RendererType::Count:
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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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@@ -99,20 +102,24 @@ namespace Game
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}
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}
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void GameRendering::Setup(void* window)
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void GameRendering::Setup()
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{
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Log("Game rendering setup...");
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bgfx::renderFrame();
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SharedData& shared = GetShared();
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bgfx::Init init;
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init.type = bgfx::RendererType::Direct3D12;
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init.debug = true;
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init.callback = &Callback;
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init.platformData.nwh = window;
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init.platformData.nwh = shared.Window.Handle;
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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.width = shared.Window.WindowWidth;
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init.resolution.height = shared.Window.WindowHeight;
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init.resolution.reset = BGFX_RESET_VSYNC;
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Log("%i by %i", init.resolution.width, init.resolution.height);
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if (!bgfx::init(init))
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{
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Log("BGFX setup failed!");
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@@ -134,12 +141,19 @@ namespace Game
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bgfx::ShaderHandle vertexShader = loadShader("vert");
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bgfx::ShaderHandle fragmentShader = loadShader("frag");
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Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
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State.StartTime = bx::getHPCounter();
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if (!GetInstance().IsInitialized)
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{
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GetInstance().IsInitialized = true;
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GetInstance().StartTime = bx::getHPCounter();
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}
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}
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void GameRendering::Update()
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{
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float time = (float)((bx::getHPCounter() - State.StartTime) / double(bx::getHPFrequency()));
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SharedData& shared = GetShared();
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int64_t tickDelta = bx::getHPCounter() - GetInstance().StartTime;
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double time = tickDelta / double(bx::getHPFrequency());
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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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@@ -150,11 +164,11 @@ namespace Game
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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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bx::mtxProj(proj, 60.0f, float(shared.Window.WindowWidth) / float(shared.Window.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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bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
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}
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// This dummy draw call is here to make sure that view 0 is cleared
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@@ -163,15 +177,12 @@ namespace Game
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bgfx::IndexBufferHandle ibh = IndexBuffer;
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uint64_t state = 0
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| (true ? BGFX_STATE_WRITE_R : 0)
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| (true ? BGFX_STATE_WRITE_G : 0)
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| (true ? BGFX_STATE_WRITE_B : 0)
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| (true ? BGFX_STATE_WRITE_A : 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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| 0
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;
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// Submit 11x11 cubes.
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@@ -200,10 +211,9 @@ namespace Game
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}
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}
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bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %f", time);
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bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", time);
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bgfx::dbgTextPrintf(1, 2, 0x0f, "Frame: %u", GetInstance().FrameCounter);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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}
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@@ -79,9 +79,6 @@ namespace Game
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struct RenderState
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{
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int64_t StartTime = 0;
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uint32_t WindowWidth = 1920;
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uint32_t WindowHeight = 1080;
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};
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class GameRendering
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@@ -94,7 +91,7 @@ namespace Game
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BgfxCallback Callback;
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RenderState State;
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public:
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void Setup(void* window);
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void Setup();
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void Update();
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void Shutdown();
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};
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