protot/src/main.cc

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//========================================================================
// Simple GLFW example
// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
//! [code]
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//#define USE_GLAD
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#ifdef USE_GLEW
#include <GL/glew.h>
#endif
#ifdef USE_GLAD
#include <glad/glad.h>
#endif
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#define GLFW_EXPOSE_NATIVE_GLX
#define GLFW_EXPOSE_NATIVE_X11
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
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#include <X11/Xlib.h>
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
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#include <iostream>
#include "bgfx/bgfxplatform.h"
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#include "bx/timer.h"
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#include "Renderer.h"
#include "RuntimeModuleManager.h"
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using namespace std;
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static const struct
{
float x, y;
float r, g, b;
} vertices[3] =
{
{ -0.6f, -0.4f, 1.f, 0.f, 0.f },
{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
{ 0.f, 0.6f, 0.f, 0.f, 1.f }
};
static const char* vertex_shader_text =
"uniform mat4 MVP;\n"
"attribute vec3 vCol;\n"
"attribute vec2 vPos;\n"
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
" color = vCol;\n"
"}\n";
static const char* fragment_shader_text =
"varying vec3 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(color, 1.0);\n"
"}\n";
namespace bgfx {
inline void glfwSetWindow(GLFWwindow* _window)
{
bgfx::PlatformData pd;
# if BX_PLATFORM_LINUX || BX_PLATFORM_BSD
pd.ndt = glfwGetX11Display();
pd.nwh = (void*)(uintptr_t)glfwGetGLXWindow(_window);
pd.context = glfwGetGLXContext(_window);
# elif BX_PLATFORM_OSX
pd.ndt = NULL;
pd.nwh = glfwGetCocoaWindow(_window);
pd.context = glfwGetNSGLContext(_window);
# elif BX_PLATFORM_WINDOWS
pd.ndt = NULL;
pd.nwh = glfwGetWin32Window(_window);
pd.context = NULL;
# endif // BX_PLATFORM_WINDOWS
pd.backBuffer = NULL;
pd.backBufferDS = NULL;
bgfx::setPlatformData(pd);
}
}
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static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error (%d): %s\n", error, description);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
int main(void)
{
// TODO GLFW error checking
glfwSetErrorCallback(error_callback);
glfwInit();
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE);
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GLFWwindow* win = glfwCreateWindow(800, 600, "ProtoT", NULL, NULL);
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glfwMakeContextCurrent(win);
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int width, height;
glfwGetWindowSize(win, &width, &height);
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Renderer renderer;
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bgfx::glfwSetWindow(win);
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bgfx::renderFrame();
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renderer.initialize(width, height);
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// bgfx::init();
// bgfx::reset(width, height, BGFX_RESET_VSYNC);
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// printf("bgfx renderer is %s\n", bgfx::getRendererName(bgfx::getRendererType()));
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// Enable debug text.
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// bgfx::setDebug(BGFX_DEBUG_TEXT);
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// Set view 0 clear state.
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// bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x3070F0FF);
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printf("Initializing ModuleManager...\n");
RuntimeModuleManager module_manager;
module_manager.RegisterModule("libTestModule.so");
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printf("Starting main loop...\n");
glfwSetKeyCallback(win, key_callback);
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int64_t time_offset = bx::getHPCounter();
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while(!glfwWindowShouldClose(win)) {
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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;
float time = (float)( (now-time_offset)/double(bx::getHPFrequency() ) );
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int width, height;
glfwGetWindowSize(win, &width, &height);
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if (width != renderer.width || height != renderer.height) {
renderer.resize(width, height);
}
module_manager.Update((float)(frameTime / freq));
renderer.paintGL();
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// bgfx::setViewRect(0, 0, 0, width, height);
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// Dummy submit call to make sure view 0 is cleared
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// bgfx::touch(0);
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// bgfx::dbgTextClear();
// bgfx::dbgTextPrintf(0, 1, 0x4f, "Test text");
// bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
//
// bgfx::frame();
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glfwPollEvents();
// send inputs to the input state of the renderer
double mouse_x, mouse_y;
glfwGetCursorPos(win, &mouse_x, &mouse_y);
renderer.inputState.mouseX = mouse_x;
renderer.inputState.mouseY = mouse_y;
renderer.inputState.mouseButton =
glfwGetMouseButton(win, 0)
+ (glfwGetMouseButton(win, 1) << 1)
+ (glfwGetMouseButton(win, 2) << 2);
usleep(16000);
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}
module_manager.UnloadModules();
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}
//! [code]