//======================================================================== // Simple GLFW example // Copyright (c) Camilla Berglund // // 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] //#define USE_GLAD #ifdef USE_GLEW #include #endif #ifdef USE_GLAD #include #endif #define GLFW_EXPOSE_NATIVE_GLX #define GLFW_EXPOSE_NATIVE_X11 #include #include #include #include #include #include #include #include "bgfx/bgfxplatform.h" #include "bx/timer.h" #include "Renderer.h" #include "RuntimeModuleManager.h" using namespace std; 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); } } 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); GLFWwindow* win = glfwCreateWindow(800, 600, "ProtoT", NULL, NULL); glfwMakeContextCurrent(win); int width, height; glfwGetWindowSize(win, &width, &height); Renderer renderer; bgfx::glfwSetWindow(win); bgfx::renderFrame(); renderer.initialize(width, height); // bgfx::init(); // bgfx::reset(width, height, BGFX_RESET_VSYNC); // printf("bgfx renderer is %s\n", bgfx::getRendererName(bgfx::getRendererType())); // Enable debug text. // bgfx::setDebug(BGFX_DEBUG_TEXT); // Set view 0 clear state. // bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x3070F0FF); printf("Initializing ModuleManager...\n"); RuntimeModuleManager module_manager; module_manager.RegisterModule("libTestModule.so"); printf("Starting main loop...\n"); glfwSetKeyCallback(win, key_callback); int64_t time_offset = bx::getHPCounter(); while(!glfwWindowShouldClose(win)) { 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() ) ); int width, height; glfwGetWindowSize(win, &width, &height); if (width != renderer.width || height != renderer.height) { renderer.resize(width, height); } module_manager.Update((float)(frameTime / freq)); renderer.paintGL(); // bgfx::setViewRect(0, 0, 0, width, height); // Dummy submit call to make sure view 0 is cleared // bgfx::touch(0); // bgfx::dbgTextClear(); // bgfx::dbgTextPrintf(0, 1, 0x4f, "Test text"); // bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); // // bgfx::frame(); 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); } module_manager.UnloadModules(); } //! 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