30-picking: Show error when blit is not supported.
This commit is contained in:
parent
84692b51b3
commit
a6ac22d435
@ -184,175 +184,6 @@ public:
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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bgfx::setViewFrameBuffer(RENDER_PASS_ID, m_pickingFB);
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float time = (float)( (bx::getHPCounter() - m_timeOffset) / double(bx::getHPFrequency() ) );
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// Set up matrices for basic forward renderer
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const float camSpeed = 0.25;
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float cameraSpin = (float)m_cameraSpin;
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float eyeDist = 2.5f;
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float eye[3] =
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{
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-eyeDist * bx::fsin(time*cameraSpin*camSpeed),
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0.0f,
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-eyeDist * bx::fcos(time*cameraSpin*camSpeed),
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};
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float at[3] = { 0.0f, 0.0f, 0.0f };
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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(m_width) / float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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// Set up view rect and transform for the shaded pass
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bgfx::setViewRect(RENDER_PASS_SHADING, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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bgfx::setViewTransform(RENDER_PASS_SHADING, view, proj);
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// Set up picking pass
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float viewProj[16];
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bx::mtxMul(viewProj, view, proj);
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float invViewProj[16];
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bx::mtxInverse(invViewProj, viewProj);
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// Mouse coord in NDC
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float mouseXNDC = ( m_mouseState.m_mx / (float)m_width ) * 2.0f - 1.0f;
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float mouseYNDC = ((m_height - m_mouseState.m_my) / (float)m_height) * 2.0f - 1.0f;
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float pickEye[3];
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float mousePosNDC[3] = { mouseXNDC, mouseYNDC, 0.0f };
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bx::vec3MulMtxH(pickEye, mousePosNDC, invViewProj);
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float pickAt[3];
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float mousePosNDCEnd[3] = { mouseXNDC, mouseYNDC, 1.0f };
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bx::vec3MulMtxH(pickAt, mousePosNDCEnd, invViewProj);
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// Look at our unprojected point
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float pickView[16];
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bx::mtxLookAt(pickView, pickEye, pickAt);
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// Tight FOV is best for picking
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float pickProj[16];
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bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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// View rect and transforms for picking pass
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bgfx::setViewRect(RENDER_PASS_ID, 0, 0, ID_DIM, ID_DIM);
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bgfx::setViewTransform(RENDER_PASS_ID, pickView, pickProj);
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// Now that our passes are set up, we can finally draw each mesh
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// Picking highlights a mesh so we'll set up this tint color
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const float tintBasic[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const float tintHighlighted[4] = { 0.3f, 0.3f, 2.0f, 1.0f };
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for (uint32_t mesh = 0; mesh < 12; ++mesh)
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{
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const float scale = m_meshScale[mesh];
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// Set up transform matrix for each mesh
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float mtx[16];
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bx::mtxSRT(mtx
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, scale, scale, scale
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, 0.0f
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, time*0.37f*(mesh % 2 ? 1.0f : -1.0f)
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, 0.0f
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, (mesh % 4) - 1.5f
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, (mesh / 4) - 1.25f
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, 0.0f
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);
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// Submit mesh to both of our render passes
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// Set uniform based on if this is the highlighted mesh
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bgfx::setUniform(u_tint
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, mesh == m_highlighted
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? tintHighlighted
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: tintBasic
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);
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meshSubmit(m_meshes[mesh], RENDER_PASS_SHADING, m_shadingProgram, mtx);
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// Submit ID pass based on mesh ID
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bgfx::setUniform(u_id, m_idsF[mesh]);
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meshSubmit(m_meshes[mesh], RENDER_PASS_ID, m_idProgram, mtx);
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}
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// If the user previously clicked, and we're done reading data from GPU, look at ID buffer on CPU
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// Whatever mesh has the most pixels in the ID buffer is the one the user clicked on.
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if (m_reading == m_currFrame)
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{
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m_reading = 0;
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std::map<uint32_t, uint32_t> ids; // This contains all the IDs found in the buffer
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uint32_t maxAmount = 0;
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for (uint8_t *x = m_blitData; x < m_blitData + ID_DIM * ID_DIM * 4;)
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{
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uint8_t rr = *x++;
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uint8_t gg = *x++;
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uint8_t bb = *x++;
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uint8_t aa = *x++;
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const bgfx::Caps* caps = bgfx::getCaps();
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if (bgfx::RendererType::Direct3D9 == caps->rendererType)
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{
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// Comes back as BGRA
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uint8_t temp = rr;
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rr = bb;
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bb = temp;
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}
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if (0 == (rr|gg|bb) ) // Skip background
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{
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continue;
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}
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uint32_t hashKey = rr + (gg << 8) + (bb << 16) + (aa << 24);
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std::map<uint32_t, uint32_t>::iterator mapIter = ids.find(hashKey);
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uint32_t amount = 1;
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if (mapIter != ids.end() )
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{
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amount = mapIter->second + 1;
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}
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ids[hashKey] = amount; // Amount of times this ID (color) has been clicked on in buffer
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maxAmount = maxAmount > amount
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? maxAmount
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: amount
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;
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}
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uint32_t idKey = 0;
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m_highlighted = UINT32_MAX;
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if (maxAmount)
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{
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for (std::map<uint32_t, uint32_t>::iterator mapIter = ids.begin(); mapIter != ids.end(); mapIter++)
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{
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if (mapIter->second == maxAmount)
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{
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idKey = mapIter->first;
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break;
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}
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}
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for (uint32_t ii = 0; ii < 12; ++ii)
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{
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if (m_idsU[ii] == idKey)
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{
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m_highlighted = ii;
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break;
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}
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}
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}
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}
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// Start a new readback?
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if (!m_reading
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&& m_mouseState.m_buttons[entry::MouseButton::Left])
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{
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// Blit and read
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bgfx::blit(RENDER_PASS_BLIT, m_blitTex, 0, 0, m_pickingRT);
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m_reading = bgfx::readTexture(m_blitTex, m_blitData);
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}
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// Draw UI
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imguiBeginFrame(
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m_mouseState.m_mx
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@ -365,23 +196,201 @@ public:
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, uint16_t(m_height)
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);
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showExampleDialog(this);
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const bgfx::Caps* caps = bgfx::getCaps();
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bool blitSupport = 0 != (caps->supported & BGFX_CAPS_TEXTURE_BLIT);
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiSetCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, ImVec2(m_width / 5.0f, m_height / 2.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
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showExampleDialog(this
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, !blitSupport
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? "BGFX_CAPS_TEXTURE_BLIT is not supported."
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: NULL
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);
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ImGui::Image(m_pickingRT, ImVec2(m_width / 5.0f - 16.0f, m_width / 5.0f - 16.0f) );
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ImGui::SliderFloat("Field of view", &m_fov, 1.0f, 60.0f);
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ImGui::Checkbox("Spin Camera", &m_cameraSpin);
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if (blitSupport)
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{
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiSetCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, ImVec2(m_width / 5.0f, m_height / 2.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
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);
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ImGui::End();
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ImGui::Image(m_pickingRT, ImVec2(m_width / 5.0f - 16.0f, m_width / 5.0f - 16.0f) );
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ImGui::SliderFloat("Field of view", &m_fov, 1.0f, 60.0f);
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ImGui::Checkbox("Spin Camera", &m_cameraSpin);
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ImGui::End();
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bgfx::setViewFrameBuffer(RENDER_PASS_ID, m_pickingFB);
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float time = (float)( (bx::getHPCounter() - m_timeOffset) / double(bx::getHPFrequency() ) );
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// Set up matrices for basic forward renderer
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const float camSpeed = 0.25;
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float cameraSpin = (float)m_cameraSpin;
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float eyeDist = 2.5f;
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float eye[3] =
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{
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-eyeDist * bx::fsin(time*cameraSpin*camSpeed),
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0.0f,
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-eyeDist * bx::fcos(time*cameraSpin*camSpeed),
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};
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float at[3] = { 0.0f, 0.0f, 0.0f };
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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(m_width) / float(m_height), 0.1f, 100.0f, caps->homogeneousDepth);
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// Set up view rect and transform for the shaded pass
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bgfx::setViewRect(RENDER_PASS_SHADING, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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bgfx::setViewTransform(RENDER_PASS_SHADING, view, proj);
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// Set up picking pass
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float viewProj[16];
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bx::mtxMul(viewProj, view, proj);
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float invViewProj[16];
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bx::mtxInverse(invViewProj, viewProj);
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// Mouse coord in NDC
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float mouseXNDC = ( m_mouseState.m_mx / (float)m_width ) * 2.0f - 1.0f;
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float mouseYNDC = ((m_height - m_mouseState.m_my) / (float)m_height) * 2.0f - 1.0f;
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float pickEye[3];
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float mousePosNDC[3] = { mouseXNDC, mouseYNDC, 0.0f };
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bx::vec3MulMtxH(pickEye, mousePosNDC, invViewProj);
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float pickAt[3];
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float mousePosNDCEnd[3] = { mouseXNDC, mouseYNDC, 1.0f };
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bx::vec3MulMtxH(pickAt, mousePosNDCEnd, invViewProj);
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// Look at our unprojected point
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float pickView[16];
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bx::mtxLookAt(pickView, pickEye, pickAt);
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// Tight FOV is best for picking
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float pickProj[16];
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bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f, caps->homogeneousDepth);
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// View rect and transforms for picking pass
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bgfx::setViewRect(RENDER_PASS_ID, 0, 0, ID_DIM, ID_DIM);
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bgfx::setViewTransform(RENDER_PASS_ID, pickView, pickProj);
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// Now that our passes are set up, we can finally draw each mesh
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// Picking highlights a mesh so we'll set up this tint color
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const float tintBasic[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const float tintHighlighted[4] = { 0.3f, 0.3f, 2.0f, 1.0f };
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for (uint32_t mesh = 0; mesh < 12; ++mesh)
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{
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const float scale = m_meshScale[mesh];
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// Set up transform matrix for each mesh
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float mtx[16];
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bx::mtxSRT(mtx
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, scale, scale, scale
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, 0.0f
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, time*0.37f*(mesh % 2 ? 1.0f : -1.0f)
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, 0.0f
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, (mesh % 4) - 1.5f
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, (mesh / 4) - 1.25f
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, 0.0f
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);
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// Submit mesh to both of our render passes
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// Set uniform based on if this is the highlighted mesh
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bgfx::setUniform(u_tint
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, mesh == m_highlighted
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? tintHighlighted
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: tintBasic
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);
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meshSubmit(m_meshes[mesh], RENDER_PASS_SHADING, m_shadingProgram, mtx);
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// Submit ID pass based on mesh ID
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bgfx::setUniform(u_id, m_idsF[mesh]);
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meshSubmit(m_meshes[mesh], RENDER_PASS_ID, m_idProgram, mtx);
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}
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// If the user previously clicked, and we're done reading data from GPU, look at ID buffer on CPU
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// Whatever mesh has the most pixels in the ID buffer is the one the user clicked on.
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if (m_reading == m_currFrame)
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{
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m_reading = 0;
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std::map<uint32_t, uint32_t> ids; // This contains all the IDs found in the buffer
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uint32_t maxAmount = 0;
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for (uint8_t *x = m_blitData; x < m_blitData + ID_DIM * ID_DIM * 4;)
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{
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uint8_t rr = *x++;
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uint8_t gg = *x++;
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uint8_t bb = *x++;
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uint8_t aa = *x++;
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if (bgfx::RendererType::Direct3D9 == caps->rendererType)
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{
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// Comes back as BGRA
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uint8_t temp = rr;
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rr = bb;
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bb = temp;
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}
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if (0 == (rr|gg|bb) ) // Skip background
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{
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continue;
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}
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uint32_t hashKey = rr + (gg << 8) + (bb << 16) + (aa << 24);
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std::map<uint32_t, uint32_t>::iterator mapIter = ids.find(hashKey);
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uint32_t amount = 1;
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if (mapIter != ids.end() )
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{
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amount = mapIter->second + 1;
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}
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ids[hashKey] = amount; // Amount of times this ID (color) has been clicked on in buffer
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maxAmount = maxAmount > amount
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? maxAmount
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: amount
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;
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}
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uint32_t idKey = 0;
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m_highlighted = UINT32_MAX;
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if (maxAmount)
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{
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for (std::map<uint32_t, uint32_t>::iterator mapIter = ids.begin(); mapIter != ids.end(); mapIter++)
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{
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if (mapIter->second == maxAmount)
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{
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idKey = mapIter->first;
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break;
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}
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}
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for (uint32_t ii = 0; ii < 12; ++ii)
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{
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if (m_idsU[ii] == idKey)
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{
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m_highlighted = ii;
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break;
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}
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}
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}
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}
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// Start a new readback?
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if (!m_reading
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&& m_mouseState.m_buttons[entry::MouseButton::Left])
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{
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// Blit and read
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bgfx::blit(RENDER_PASS_BLIT, m_blitTex, 0, 0, m_pickingRT);
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m_reading = bgfx::readTexture(m_blitTex, m_blitData);
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}
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}
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imguiEndFrame();
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@ -7,8 +7,11 @@
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#include "entry/entry.h"
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#include "entry/cmd.h"
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#include <bx/string.h>
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#include <bx/timer.h>
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void showExampleDialog(entry::AppI* _app)
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#include <stdio.h>
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void showExampleDialog(entry::AppI* _app, const char* _errorText)
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{
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char temp[1024];
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bx::snprintf(temp, BX_COUNTOF(temp), "Example: %s", _app->getName() );
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@ -26,6 +29,24 @@ void showExampleDialog(entry::AppI* _app)
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ImGui::TextWrapped("%s", _app->getDescription() );
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ImGui::Separator();
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if (NULL != _errorText)
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{
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const int64_t now = bx::getHPCounter();
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const int64_t freq = bx::getHPFrequency();
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const float time = float(now%freq)/float(freq);
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bool blink = time > 0.5f;
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ImGui::PushStyleColor(ImGuiCol_Text
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, blink
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? ImVec4(1.0, 0.0, 0.0, 1.0)
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: ImVec4(1.0, 1.0, 1.0, 1.0)
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);
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ImGui::TextWrapped("%s", _errorText);
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ImGui::Separator();
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ImGui::PopStyleColor();
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}
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{
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uint32_t num = entry::getNumApps();
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const char** items = (const char**)alloca(num*sizeof(void*) );
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@ -34,7 +34,7 @@ void imguiBeginFrame(int32_t _mx, int32_t _my, uint8_t _button, int32_t _scroll,
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void imguiEndFrame();
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namespace entry { class AppI; }
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void showExampleDialog(entry::AppI* _app);
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void showExampleDialog(entry::AppI* _app, const char* _errorText = NULL);
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namespace ImGui
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{
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Block a user