bgfx/examples/23-vectordisplay/main.cpp

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/*
* Copyright 2014 Kai Jourdan. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*
*/
#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;
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int _main_(int _argc, char** _argv)
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{
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Args args(_argc, _argv);
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uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init(args.m_type, args.m_pciId);
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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;
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VectorDisplay vd(originBottomLeft, texelHalf);
vd.setup(width, height);
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// Enable debug text.
bgfx::setDebug(debug);
// Set view 0 clear state.
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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// 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) )
{
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if (oldWidth != width
|| oldHeight != height)
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{
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oldWidth = width;
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oldHeight = height;
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vd.resize(width, height);
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}
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::touch(0);
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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);
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vd.beginFrame();
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//simplex test
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vd.setDrawColor(0.7f, 0.7f, 1.0f);
vd.drawSimplexFont(50.0f, 80.0f, 1.5f, "ABCDEFGHIJKLMNOPQRSTUVWXYZ");
vd.drawSimplexFont(50.0f, 140.0f, 1.5f, "abcdefghijklmnopqrstuvwxyz");
vd.drawSimplexFont(50.0f, 200.0f, 1.5f, "!@#$%^&*()-=<>/?;:'\"{}[]|\\+=-_");
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vd.setDrawColor(1.0f, 0.7f, 0.7f);
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//test pattern for lines
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for (int ii = 0; ii < 4; ii++)
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{
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for (int jj = 0; jj < ii; jj++) //draw more intensive lines
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{
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vd.drawLine(50.0f, 350.0f + 40 * ii, 200.0f, 350.0f + 40 * ii);
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}
}
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for (int ii = 0; ii < 4; ii++)
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{
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for (int jj = 0; jj <= ii; jj++)
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{
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vd.drawLine(50.0f + 40 * ii, 600.0f, 50.0f + 40 * ii, 700.0f);
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}
}
//
// test pattern for shapes
//
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vd.setDrawColor(0.7f, 0.7f, 1.0f);
vd.drawCircle(250.0f, 450.0f, 10.0f, 32.0f);
vd.drawCircle(300.0f, 450.0f, 30.0f, 32.0f);
vd.drawCircle(400.0f, 450.0f, 60.0f, 32.0f);
vd.drawCircle(500.0f, 450.0f, 80.0f, 64.0f);
vd.setDrawColor(0.7f, 1.0f, 0.7f);
vd.drawBox(250.0f, 600.0f, 10.0f, 10.0f);
vd.drawBox(300.0f, 600.0f, 30.0f, 30.0f);
vd.drawBox(350.0f, 600.0f, 60.0f, 60.0f);
vd.drawBox(450.0f, 600.0f, 80.0f, 80.0f);
vd.setDrawColor(1.0f, 0.7f, 1.0f);
vd.drawWheel(bx::pi, 800.0f, 450.0f, 80.0f);
vd.drawWheel(3.0f * bx::pi / 4.0f, 95.0f, 450.0f, 60.0f);
vd.drawWheel(bx::pi / 2.0f, 1150.0f, 450.0f, 30.0f);
vd.drawWheel(bx::pi / 4.0f, 1250.0f, 450.0f, 10.0f);
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// draw moving shape
static float counter = 0.0f;
counter += 0.01f;
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float posX = width / 2.0f + sinf(counter * 3.18378f) * (width / 2.0f);
float posY = height / 2.0f + cosf(counter) * (height / 2.0f);
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vd.drawCircle(posX, posY, 5.0f, 10.0f);
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vd.endFrame();
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// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
// Cleanup.
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vd.teardown();
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// Shutdown bgfx.
bgfx::shutdown();
return 0;
}