bgfx/examples/22-windows/windows.cpp
Бранимир Караџић 82f56b5987 Happy New Year!
2020-01-14 21:37:06 -08:00

397 lines
9.1 KiB
C++

/*
* Copyright 2011-2020 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include <entry/input.h>
#include <bx/string.h>
#include "imgui/imgui.h"
void cmdCreateWindow(const void* _userData);
void cmdDestroyWindow(const void* _userData);
namespace
{
#define MAX_WINDOWS 8
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_layout
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexLayout ms_layout;
};
bgfx::VertexLayout PosColorVertex::ms_layout;
static PosColorVertex s_cubeVertices[8] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeIndices[36] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
class ExampleWindows : public entry::AppI
{
public:
ExampleWindows(const char* _name, const char* _description, const char* _url)
: entry::AppI(_name, _description, _url)
{
}
void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
{
Args args(_argc, _argv);
m_width = _width;
m_height = _height;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.resolution.width = m_width;
init.resolution.height = m_height;
init.resolution.reset = m_reset;
bgfx::init(init);
const bgfx::Caps* caps = bgfx::getCaps();
bool swapChainSupported = 0 != (caps->supported & BGFX_CAPS_SWAP_CHAIN);
if (swapChainSupported)
{
m_bindings = (InputBinding*)BX_ALLOC(entry::getAllocator(), sizeof(InputBinding)*3);
m_bindings[0].set(entry::Key::KeyC, entry::Modifier::None, 1, cmdCreateWindow, this);
m_bindings[1].set(entry::Key::KeyD, entry::Modifier::None, 1, cmdDestroyWindow, this);
m_bindings[2].end();
inputAddBindings("22-windows", m_bindings);
}
else
{
m_bindings = NULL;
}
// Enable m_debug text.
bgfx::setDebug(m_debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
// Create vertex stream declaration.
PosColorVertex::init();
// Create static vertex buffer.
m_vbh = bgfx::createVertexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosColorVertex::ms_layout
);
// Create static index buffer.
m_ibh = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) )
);
// Create program from shaders.
m_program = loadProgram("vs_cubes", "fs_cubes");
m_timeOffset = bx::getHPCounter();
bx::memSet(m_fbh, 0xff, sizeof(m_fbh) );
imguiCreate();
}
virtual int shutdown() override
{
imguiDestroy();
for (uint32_t ii = 0; ii < MAX_WINDOWS; ++ii)
{
if (bgfx::isValid(m_fbh[ii]) )
{
bgfx::destroy(m_fbh[ii]);
}
}
inputRemoveBindings("22-windows");
BX_FREE(entry::getAllocator(), m_bindings);
// Cleanup.
bgfx::destroy(m_ibh);
bgfx::destroy(m_vbh);
bgfx::destroy(m_program);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() override
{
if (!entry::processWindowEvents(m_state, m_debug, m_reset) )
{
entry::MouseState mouseState = m_state.m_mouse;
imguiBeginFrame(mouseState.m_mx
, mouseState.m_my
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
| (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, mouseState.m_mz
, uint16_t(m_width)
, uint16_t(m_height)
);
showExampleDialog(this);
imguiEndFrame();
if (isValid(m_state.m_handle) )
{
if (0 == m_state.m_handle.idx)
{
m_width = m_state.m_width;
m_height = m_state.m_height;
}
else
{
uint8_t viewId = (uint8_t)m_state.m_handle.idx;
entry::WindowState& win = m_windows[viewId];
if (win.m_nwh != m_state.m_nwh
|| (win.m_width != m_state.m_width
|| win.m_height != m_state.m_height) )
{
// When window changes size or native window handle changed
// frame buffer must be recreated.
if (bgfx::isValid(m_fbh[viewId]) )
{
bgfx::destroy(m_fbh[viewId]);
m_fbh[viewId].idx = bgfx::kInvalidHandle;
}
win.m_nwh = m_state.m_nwh;
win.m_width = m_state.m_width;
win.m_height = m_state.m_height;
if (NULL != win.m_nwh)
{
m_fbh[viewId] = bgfx::createFrameBuffer(win.m_nwh, uint16_t(win.m_width), uint16_t(win.m_height) );
}
else
{
win.m_handle.idx = UINT16_MAX;
}
}
}
}
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_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);
// Set view and projection matrix for view 0.
for (uint8_t ii = 1; ii < MAX_WINDOWS; ++ii)
{
bgfx::setViewTransform(ii, view, proj);
bgfx::setViewFrameBuffer(ii, m_fbh[ii]);
if (!bgfx::isValid(m_fbh[ii]) )
{
// Set view to default viewport.
bgfx::setViewRect(ii, 0, 0, uint16_t(m_width), uint16_t(m_height) );
bgfx::setViewClear(ii, BGFX_CLEAR_NONE);
}
else
{
bgfx::setViewRect(ii, 0, 0, uint16_t(m_windows[ii].m_width), uint16_t(m_windows[ii].m_height) );
bgfx::setViewClear(ii
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
}
}
int64_t now = bx::getHPCounter();
float time = (float)( (now-m_timeOffset)/double(bx::getHPFrequency() ) );
if (NULL != m_bindings)
{
bgfx::dbgTextPrintf(0, 1, 0x2f, "Press 'c' to create or 'd' to destroy window.");
}
else
{
bool blink = uint32_t(time*3.0f)&1;
bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " Multiple windows is not supported by `%s` renderer. ", bgfx::getRendererName(bgfx::getCaps()->rendererType) );
}
uint32_t count = 0;
// Submit 11x11 cubes.
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx < 11; ++xx)
{
float mtx[16];
bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
mtx[12] = -15.0f + float(xx)*3.0f;
mtx[13] = -15.0f + float(yy)*3.0f;
mtx[14] = 0.0f;
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, m_vbh);
bgfx::setIndexBuffer(m_ibh);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering.
bgfx::submit(count%MAX_WINDOWS, m_program);
++count;
}
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
void createWindow()
{
entry::WindowHandle handle = entry::createWindow(rand()%1280, rand()%720, 640, 480);
if (entry::isValid(handle) )
{
char str[256];
bx::snprintf(str, BX_COUNTOF(str), "Window - handle %d", handle.idx);
entry::setWindowTitle(handle, str);
m_windows[handle.idx].m_handle = handle;
}
}
void destroyWindow()
{
for (uint32_t ii = 0; ii < MAX_WINDOWS; ++ii)
{
if (bgfx::isValid(m_fbh[ii]) )
{
bgfx::destroy(m_fbh[ii]);
m_fbh[ii].idx = bgfx::kInvalidHandle;
// Flush destruction of swap chain before destroying window!
bgfx::frame();
bgfx::frame();
}
if (entry::isValid(m_windows[ii].m_handle) )
{
entry::destroyWindow(m_windows[ii].m_handle);
m_windows[ii].m_handle.idx = UINT16_MAX;
return;
}
}
}
entry::WindowState m_state;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
bgfx::ProgramHandle m_program;
entry::WindowState m_windows[MAX_WINDOWS];
bgfx::FrameBufferHandle m_fbh[MAX_WINDOWS];
InputBinding* m_bindings;
int64_t m_timeOffset;
};
} // namespace
ENTRY_IMPLEMENT_MAIN(
ExampleWindows
, "22-windows"
, "Rendering into multiple windows."
, "https://bkaradzic.github.io/bgfx/examples.html#windows"
);
void cmdCreateWindow(const void* _userData)
{
( (ExampleWindows*)_userData)->createWindow();
}
void cmdDestroyWindow(const void* _userData)
{
( (ExampleWindows*)_userData)->destroyWindow();
}