bgfx/examples/23-vectordisplay/main.cpp

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2014-11-16 03:10:44 +03:00
/*
* Copyright 2014 Kai Jourdan. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*
*/
#include "common.h"
#include "bgfx_utils.h"
#include "vectordisplay.h"
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorVertex::ms_decl;
int _main_(int /*_argc*/, char** /*_argv*/)
{
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
bgfx::init();
bgfx::reset(width, height, reset);
const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
float texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
bool originBottomLeft = bgfx::RendererType::OpenGL == renderer
|| bgfx::RendererType::OpenGLES == renderer;
VectorDisplay vectorDisplay(originBottomLeft, texelHalf);
vectorDisplay.setup(width, height);
// Enable debug text.
bgfx::setDebug(debug);
// Set view 0 clear state.
bgfx::setViewClear(0, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT, 0x303030ff, 1.0f, 0);
// Create vertex stream declaration.
PosColorVertex::init();
float at[3] = { 0.0f, 0.0f, 0.0f };
float eye[3] = { 0.0f, 0.0f, -35.0f };
uint32_t oldWidth = width;
uint32_t oldHeight = height;
while (!entry::processEvents(width, height, debug, reset) )
{
if ( (oldWidth != width)
|| (oldHeight != height) )
{
oldWidth = width;
oldHeight = height;
vectorDisplay.resize(width, height);
}
float view[16];
float proj[16];
bx::mtxLookAt(view, eye, at);
bx::mtxProj(proj, 60.0f, float(width) / float(height), 0.1f, 100.0f);
// Set view and projection matrix for view 0.
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, height);
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::submit(0);
int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const double freq = double(bx::getHPFrequency() );
const double toMs = 1000.0 / freq;
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/23-vectordisplay");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Rendering lines as oldschool vectors.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime) * toMs);
vectorDisplay.beginFrame();
//simplex test
vectorDisplay.setDrawColor(0.7f, 0.7f, 1.0f);
vectorDisplay.drawSimplexFont(50, 80, 1.5, "ABCDEFGHIJKLMNOPQRSTUVWXYZ");
vectorDisplay.drawSimplexFont(50, 140, 1.5, "abcdefghijklmnopqrstuvwxyz");
vectorDisplay.drawSimplexFont(50, 200, 1.5, "!@#$%^&*()-=<>/?;:'\"{}[]|\\+=-_");
vectorDisplay.setDrawColor(1.0f, 0.7f, 0.7f);
//test pattern for lines
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < i; j++) //draw more intensive lines
{
vectorDisplay.drawLine(50.0f, 350.0f + 40 * i, 200.0f, 350.0f + 40 * i);
}
}
for (int i = 0; i < 4; i++)
{
for (int j = 0; j <= i; j++)
{
vectorDisplay.drawLine(50.0f + 40 * i, 600.0f, 50.0f + 40 * i, 700.0f);
}
}
//
// test pattern for shapes
//
vectorDisplay.setDrawColor(0.7f, 0.7f, 1.0f);
vectorDisplay.drawCircle(250, 450, 10, 32);
vectorDisplay.drawCircle(300, 450, 30, 32);
vectorDisplay.drawCircle(400, 450, 60, 32);
vectorDisplay.drawCircle(500, 450, 80, 64);
vectorDisplay.setDrawColor(0.7f, 1.0f, 0.7f);
vectorDisplay.drawBox(250, 600, 10, 10);
vectorDisplay.drawBox(300, 600, 30, 30);
vectorDisplay.drawBox(350, 600, 60, 60);
vectorDisplay.drawBox(450, 600, 80, 80);
vectorDisplay.setDrawColor(1.0f, 0.7f, 1.0f);
vectorDisplay.drawWheel(bx::pi, 800, 450, 80);
vectorDisplay.drawWheel(3 * bx::pi / 4, 950, 450, 60);
vectorDisplay.drawWheel(bx::pi / 2, 1150, 450, 30);
vectorDisplay.drawWheel(bx::pi / 4, 1250, 450, 10);
// draw moving shape
static float counter = 0.0f;
counter += 0.01f;
float posX = width / 2 + sin(counter * 3.18378f) * (width / 2);
float posY = height / 2 + cos(counter) * (height / 2);
vectorDisplay.drawCircle(posX, posY, 5, 10);
vectorDisplay.endFrame();
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
// Cleanup.
vectorDisplay.teardown();
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}