src/ngfx/core/BaseApplication.cpp
Namespaces
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std::placeholders |
Source code
/*
* Copyright 2020 GoPro Inc.
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
#include "ngfx/core/BaseApplication.h"
#include "ngfx/core/DebugUtil.h"
#include "ngfx/core/FPSCounter.h"
#include <cstdio>
using namespace ngfx;
using namespace std::placeholders;
BaseApplication::BaseApplication(const std::string &appName, int w, int h,
bool enableDepthStencil, bool offscreen)
: appName(appName), w(w), h(h), enableDepthStencil(enableDepthStencil),
offscreen(offscreen) {}
void BaseApplication::init() {
auto &ctx = graphicsContext;
ctx.reset(GraphicsContext::create(appName.c_str(), enableDepthStencil));
if (offscreen) {
Surface surface(w, h, true);
graphicsContext->setSurface(&surface);
} else {
createWindow();
}
graphics.reset(Graphics::create(ctx.get()));
if (window) {
window->onUpdate = std::bind(&BaseApplication::onUpdate, this);
window->onPaint = std::bind(&BaseApplication::onPaint, this);
window->onKey = std::bind(&BaseApplication::onKey, this, _1, _2);
window->onScroll = std::bind(&BaseApplication::onScroll, this, _1, _2);
window->onCursorPos =
std::bind(&BaseApplication::onCursorPos, this, _1, _2);
window->onMouseButton =
std::bind(&BaseApplication::onMouseButton, this, _1, _2);
} else if (offscreen) {
uint32_t size = w * h * 4;
outputTexture.reset(ngfx::Texture::create(
ctx.get(), graphics.get(), nullptr, PIXELFORMAT_RGBA8_UNORM, size, w, h,
1, 1,
ImageUsageFlags(IMAGE_USAGE_SAMPLED_BIT | IMAGE_USAGE_TRANSFER_SRC_BIT |
IMAGE_USAGE_TRANSFER_DST_BIT |
IMAGE_USAGE_COLOR_ATTACHMENT_BIT)));
std::vector<ngfx::Framebuffer::Attachment> attachments = {
{outputTexture.get()}};
if (enableDepthStencil) {
depthTexture.reset(ngfx::Texture::create(
ctx.get(), graphics.get(), nullptr, ctx->depthFormat, size, w, h, 1,
1, IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT));
attachments.push_back({depthTexture.get()});
}
outputFramebuffer.reset(Framebuffer::create(
ctx->device, ctx->defaultOffscreenRenderPass, attachments, w, h));
}
onInit();
if (persistentCommandBuffers)
recordCommandBuffers();
}
void BaseApplication::createWindow() {
auto &ctx = graphicsContext;
window.reset(Window::create(
ctx.get(), appName.c_str(),
[&](Window *thiz) { ctx->setSurface(thiz->surface); }, w, h));
}
void BaseApplication::run() {
if (initOnce) {
init();
initOnce = false;
}
FPSCounter fpsCounter;
while (!window->shouldClose()) {
drawFrame();
fpsCounter.update();
}
close();
}
void BaseApplication::drawFrame() {
if (initOnce) {
init();
initOnce = false;
}
if (window)
window->pollEvents();
else if (offscreen) {
onUpdate();
onPaint();
}
}
void BaseApplication::close() {
auto commandBuffer = graphicsContext->drawCommandBuffer();
graphics->waitIdle(commandBuffer);
}
void BaseApplication::recordCommandBuffers() {
auto &ctx = graphicsContext;
for (uint32_t j = 0; j < ctx->numDrawCommandBuffers; j++) {
auto commandBuffer = ctx->drawCommandBuffer(j);
commandBuffer->begin();
ctx->currentImageIndex = j;
onRecordCommandBuffer(commandBuffer);
commandBuffer->end();
}
}
void BaseApplication::onPaint() { paint(); }
void BaseApplication::paint() {
auto &ctx = graphicsContext;
if (!offscreen)
ctx->swapchain->acquireNextImage();
auto commandBuffer = ctx->drawCommandBuffer();
if (!persistentCommandBuffers) {
commandBuffer->begin();
onRecordCommandBuffer(commandBuffer);
commandBuffer->end();
}
ctx->queue->submit(commandBuffer);
if (!offscreen)
ctx->queue->present();
else {
graphics->waitIdle(commandBuffer);
}
}
Updated on 3 April 2021 at 20:21:51 PDT