bgfx/examples/23-vectordisplay/main.cpp
2015-03-29 11:47:32 -07:00

172 lines
4.5 KiB
C++

/*
* 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 vd(originBottomLeft, texelHalf);
vd.setup(width, height);
// Enable debug text.
bgfx::setDebug(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();
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;
vd.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);
vd.beginFrame();
//simplex test
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, "!@#$%^&*()-=<>/?;:'\"{}[]|\\+=-_");
vd.setDrawColor(1.0f, 0.7f, 0.7f);
//test pattern for lines
for (int ii = 0; ii < 4; ii++)
{
for (int jj = 0; jj < ii; jj++) //draw more intensive lines
{
vd.drawLine(50.0f, 350.0f + 40 * ii, 200.0f, 350.0f + 40 * ii);
}
}
for (int ii = 0; ii < 4; ii++)
{
for (int jj = 0; jj <= ii; jj++)
{
vd.drawLine(50.0f + 40 * ii, 600.0f, 50.0f + 40 * ii, 700.0f);
}
}
//
// test pattern for shapes
//
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);
// draw moving shape
static float counter = 0.0f;
counter += 0.01f;
float posX = width / 2.0f + sinf(counter * 3.18378f) * (width / 2.0f);
float posY = height / 2.0f + cosf(counter) * (height / 2.0f);
vd.drawCircle(posX, posY, 5.0f, 10.0f);
vd.endFrame();
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
// Cleanup.
vd.teardown();
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}