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@@ -0,0 +1,349 @@
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+/*
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+ * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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+ * License: http://www.opensource.org/licenses/BSD-2-Clause
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+ */
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+
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+#include "common.h"
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+
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+#include <bgfx.h>
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+#include <bx/timer.h>
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+#include <bx/uint32_t.h>
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+#include "fpumath.h"
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+#include "imgui/imgui.h"
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+
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+#include <stdio.h>
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+#include <string.h>
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+
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+struct PosColorVertex
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+{
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+ float m_x;
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+ float m_y;
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+ float m_z;
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+ uint32_t m_abgr;
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+};
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+
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+static bgfx::VertexDecl s_PosColorDecl;
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+
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+static PosColorVertex s_cubeVertices[8] =
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+{
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+ {-1.0f, 1.0f, 1.0f, 0xff000000 },
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+ { 1.0f, 1.0f, 1.0f, 0xff0000ff },
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+ {-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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+ { 1.0f, -1.0f, 1.0f, 0xff00ffff },
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+ {-1.0f, 1.0f, -1.0f, 0xffff0000 },
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+ { 1.0f, 1.0f, -1.0f, 0xffff00ff },
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+ {-1.0f, -1.0f, -1.0f, 0xffffff00 },
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+ { 1.0f, -1.0f, -1.0f, 0xffffffff },
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+};
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+
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+static const uint16_t s_cubeIndices[36] =
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+{
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+ 0, 1, 2, // 0
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+ 1, 3, 2,
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+ 4, 6, 5, // 2
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+ 5, 6, 7,
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+ 0, 2, 4, // 4
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+ 4, 2, 6,
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+ 1, 5, 3, // 6
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+ 5, 7, 3,
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+ 0, 4, 1, // 8
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+ 4, 5, 1,
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+ 2, 3, 6, // 10
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+ 6, 3, 7,
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+};
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+
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+static const char* s_shaderPath = NULL;
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+
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+static void shaderFilePath(char* _out, const char* _name)
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+{
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+ strcpy(_out, s_shaderPath);
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+ strcat(_out, _name);
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+ strcat(_out, ".bin");
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+}
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+
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+long int fsize(FILE* _file)
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+{
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+ long int pos = ftell(_file);
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+ fseek(_file, 0L, SEEK_END);
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+ long int size = ftell(_file);
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+ fseek(_file, pos, SEEK_SET);
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+ return size;
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+}
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+
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+static const bgfx::Memory* load(const char* _filePath)
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+{
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+ FILE* file = fopen(_filePath, "rb");
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+ if (NULL != file)
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+ {
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+ uint32_t size = (uint32_t)fsize(file);
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+ const bgfx::Memory* mem = bgfx::alloc(size+1);
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+ size_t ignore = fread(mem->data, 1, size, file);
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+ BX_UNUSED(ignore);
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+ fclose(file);
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+ mem->data[mem->size-1] = '\0';
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+ return mem;
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+ }
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+
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+ return NULL;
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+}
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+
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+static const bgfx::Memory* loadShader(const char* _name)
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+{
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+ char filePath[512];
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+ shaderFilePath(filePath, _name);
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+ return load(filePath);
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+}
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+
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+int _main_(int /*_argc*/, char** /*_argv*/)
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+{
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+ uint32_t width = 1280;
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+ uint32_t height = 720;
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+ uint32_t debug = BGFX_DEBUG_TEXT;
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+ uint32_t reset = BGFX_RESET_NONE;
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+
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+ bgfx::init();
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+ bgfx::reset(width, height, reset);
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+
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+ // Enable debug text.
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+ bgfx::setDebug(debug);
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+
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+ // Set view 0 clear state.
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+ bgfx::setViewClear(0
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+ , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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+ , 0x303030ff
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+ , 1.0f
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+ , 0
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+ );
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+
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+ // Setup root path for binary shaders. Shader binaries are different
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+ // for each renderer.
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+ switch (bgfx::getRendererType() )
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+ {
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+ default:
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+ case bgfx::RendererType::Direct3D9:
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+ s_shaderPath = "shaders/dx9/";
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+ break;
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+
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+ case bgfx::RendererType::Direct3D11:
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+ s_shaderPath = "shaders/dx11/";
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+ break;
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+
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+ case bgfx::RendererType::OpenGL:
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+ s_shaderPath = "shaders/glsl/";
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+ break;
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+
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+ case bgfx::RendererType::OpenGLES2:
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+ case bgfx::RendererType::OpenGLES3:
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+ s_shaderPath = "shaders/gles/";
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+ break;
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+ }
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+
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+ // Create vertex stream declaration.
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+ s_PosColorDecl.begin();
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+ s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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+ s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
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+ s_PosColorDecl.end();
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+
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+ const bgfx::Memory* mem;
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+
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+ // Create static vertex buffer.
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+ mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
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+ bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);
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+
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+ // Create static index buffer.
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+ mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
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+ bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
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+
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+ // Load vertex shader.
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+ mem = loadShader("vs_drawstress");
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+ bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
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+
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+ // Load fragment shader.
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+ mem = loadShader("fs_drawstress");
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+ bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
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+
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+ // Create program from shaders.
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+ bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
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+
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+ // We can destroy vertex and fragment shader here since
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+ // their reference is kept inside bgfx after calling createProgram.
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+ // Vertex and fragment shader will be destroyed once program is
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+ // destroyed.
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+ bgfx::destroyVertexShader(vsh);
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+ bgfx::destroyFragmentShader(fsh);
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+
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+ FILE* file = fopen("font/droidsans.ttf", "rb");
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+ uint32_t size = (uint32_t)fsize(file);
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+ void* data = malloc(size);
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+ size_t ignore = fread(data, 1, size, file);
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+ BX_UNUSED(ignore);
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+ fclose(file);
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+
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+ imguiCreate(data, size);
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+
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+ free(data);
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+
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+ bool autoAdjust = true;
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+ int32_t scrollArea = 0;
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+ int32_t dim = 16;
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+ uint32_t transform = 0;
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+
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+ entry::MouseState mouseState;
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+
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+ int64_t timeOffset = bx::getHPCounter();
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+
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+ int64_t deltaTimeNs = 0;
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+ int64_t deltaTimeAvgNs = 0;
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+ int64_t numFrames = 0;
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+
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+ while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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+ {
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+ int64_t now = bx::getHPCounter();
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+ static int64_t last = now;
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+ const int64_t frameTime = now - last;
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+ last = now;
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+ const double freq = double(bx::getHPFrequency() );
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+ const double toMs = 1000.0/freq;
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+
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+ deltaTimeNs += frameTime*1000000/bx::getHPFrequency();
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+
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+ if (deltaTimeNs > 1000000)
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+ {
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+ deltaTimeAvgNs = deltaTimeNs / numFrames;
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+
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+ if (autoAdjust)
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+ {
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+ if (deltaTimeAvgNs < 1000000/65)
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+ {
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+ dim = bx::uint32_min(dim + 2, 40);
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+ }
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+ else if (deltaTimeAvgNs > 1000000/57)
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+ {
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+ dim = bx::uint32_max(dim - 1, 5);
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+ }
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+ }
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+
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+ deltaTimeNs = deltaTimeAvgNs;
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+ numFrames = 1;
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+ }
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+ else
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+ {
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+ ++numFrames;
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+ }
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+
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+ float time = (float)( (now-timeOffset)/freq);
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+
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+ imguiBeginFrame(mouseState.m_mx
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+ , mouseState.m_my
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+ , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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+ | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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+ , 0
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+ , width
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+ , height
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+ );
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+
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+ imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, height / 3, &scrollArea);
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+ imguiSeparatorLine();
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+
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+ transform = imguiChoose(transform
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+ , "Rotate"
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+ , "No fragments"
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+ );
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+ imguiSeparatorLine();
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+
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+ if (imguiCheck("Auto adjust", autoAdjust) )
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+ {
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+ autoAdjust ^= true;
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+ }
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+
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+ imguiSlider("Dim", &dim, 5, 40);
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+ imguiLabel("Draw calls: %d", dim*dim*dim);
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+ imguiLabel("Avg Delta Time (1 second) [ms]: %0.4f", deltaTimeAvgNs/1000.0f);
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+
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+ imguiEndScrollArea();
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+ imguiEndFrame();
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+
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+ float at[3] = { 0.0f, 0.0f, 0.0f };
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+ float eye[3] = { 0.0f, 0.0f, -35.0f };
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+
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+ float view[16];
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+ float proj[16];
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+ mtxLookAt(view, eye, at);
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+ mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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+
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+ // Set view and projection matrix for view 0.
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+ bgfx::setViewTransform(0, view, proj);
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+
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+ // Set view 0 default viewport.
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+ bgfx::setViewRect(0, 0, 0, width, height);
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+
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+ // This dummy draw call is here to make sure that view 0 is cleared
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+ // if no other draw calls are submitted to view 0.
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+ bgfx::submit(0);
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+
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+ // Use debug font to print information about this example.
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+ bgfx::dbgTextClear();
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+ bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/xx-drawstress");
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+ bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Draw stress, maximizing number of draw calls.");
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+ bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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+
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+ float mtxS[16];
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+ const float scale = 0 == transform ? 0.25f : 0.0f;
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+ mtxScale(mtxS, scale, scale, scale);
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+
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+ const float step = 0.6f;
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+ float pos[3];
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+ pos[0] = -step*dim / 2.0f;
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+ pos[1] = -step*dim / 2.0f;
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+ pos[2] = -15.0;
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+
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+ for (uint32_t zz = 0; zz < uint32_t(dim); ++zz)
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+ {
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+ for (uint32_t yy = 0; yy < uint32_t(dim); ++yy)
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+ {
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+ for (uint32_t xx = 0; xx < uint32_t(dim); ++xx)
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+ {
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+ float mtxR[16];
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+ mtxRotateXYZ(mtxR, time + xx*0.21f, time + yy*0.37f, time + yy*0.13f);
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+
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+ float mtx[16];
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+ mtxMul(mtx, mtxS, mtxR);
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+
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+ mtx[12] = pos[0] + float(xx)*step;
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+ mtx[13] = pos[1] + float(yy)*step;
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+ mtx[14] = pos[2] + float(zz)*step;
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+
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+ // Set model matrix for rendering.
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+ bgfx::setTransform(mtx);
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+
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+ // Set vertex and fragment shaders.
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+ bgfx::setProgram(program);
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+
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+ // Set vertex and index buffer.
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+ bgfx::setVertexBuffer(vbh);
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+ bgfx::setIndexBuffer(ibh);
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+
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+ // Set render states.
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+ bgfx::setState(BGFX_STATE_DEFAULT);
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+
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+ // Submit primitive for rendering to view 0.
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+ bgfx::submit(0);
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+ }
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+ }
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+ }
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+
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+ // Advance to next frame. Rendering thread will be kicked to
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+ // process submitted rendering primitives.
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+ bgfx::frame();
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+ }
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+
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+ // Cleanup.
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+ bgfx::destroyIndexBuffer(ibh);
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+ bgfx::destroyVertexBuffer(vbh);
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+ bgfx::destroyProgram(program);
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+
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+ // Shutdown bgfx.
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+ bgfx::shutdown();
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+
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+ return 0;
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+}
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