Added crude input API between platform layer and plugin. Added manual refresh to prevent CPU from blowing up. Added last rendered value to window title.
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0e5ce7ec07
commit
2f6c88f435
@ -3,6 +3,7 @@
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#include "sphere.h"
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#include "target_list.h"
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#include "camera.h"
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#include <stdio.h>
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vec3 color(const ray &r, target *world)
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{
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@ -21,7 +22,7 @@ vec3 color(const ray &r, target *world)
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extern "C"
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void
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PluginUpdateAndRender(plugin_offscreen_buffer *Buffer)
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PluginUpdateAndRender(plugin_offscreen_buffer *Buffer, plugin_input *Input)
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{
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int ns = 1;
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int Pitch = Buffer->Pitch;
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@ -19,4 +19,11 @@ struct plugin_offscreen_buffer
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int Pitch;
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};
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struct plugin_input
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{
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uint32_t MouseX;
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uint32_t MouseY;
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bool MouseDown;
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};
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#endif
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@ -14,13 +14,13 @@ const char *WindowTitle = "Ray Tracing in a Weekend";
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const uint32_t TARGET_FRAME_RATE = 10;
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const uint32_t TICKS_PER_FRAME = 1000 / TARGET_FRAME_RATE;
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const uint32_t WINDOW_WIDTH = 500;
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const uint32_t WINDOW_HEIGHT = 250;
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const uint32_t WINDOW_WIDTH = 1000;
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const uint32_t WINDOW_HEIGHT = 500;
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global_variable bool Running = true;
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global_variable sdl_offscreen_buffer GlobalBackbuffer;
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void PluginUpdateAndRenderStub(plugin_offscreen_buffer *Buffer)
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void PluginUpdateAndRenderStub(plugin_offscreen_buffer *Buffer, plugin_input *Input)
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{
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}
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@ -79,7 +79,7 @@ SDLUpdateWindow(SDL_Renderer *Renderer,
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}
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internal void
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HandleEvent(SDL_Event *Event)
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HandleEvent(SDL_Event *Event, plugin_input *Input)
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{
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switch(Event->type)
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{
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@ -100,6 +100,32 @@ HandleEvent(SDL_Event *Event)
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} break;
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}
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}
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case SDL_MOUSEMOTION:
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{
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// printf("We got a motion event.\n");
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// printf("Current mouse position is: (%d, %d)\n",
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// Event->motion.x,
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// Event->motion.y);
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Input->MouseX = Event->motion.x;
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Input->MouseY = Event->motion.y;
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} break;
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case SDL_MOUSEBUTTONDOWN:
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{
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Input->MouseDown = true;
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} break;
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case SDL_MOUSEBUTTONUP:
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{
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Input->MouseDown = false;
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} break;
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default:
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{
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// printf("Unhandled event!\n");
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} break;
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}
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}
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@ -217,6 +243,12 @@ int main()
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const char *PluginLibraryFilename = "librt_weekend.so";
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sdl_plugin_code Plugin = SDLLoadPluginCode(PluginLibraryFilename);
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// Keep track of input
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plugin_input Input = {};
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bool FirstFrame = true;
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uint32_t LastRenderedTime = 0;
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// Main loop
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while (Running)
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{
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@ -233,18 +265,19 @@ int main()
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SDL_Event Event;
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while (SDL_PollEvent(&Event))
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{
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HandleEvent(&Event);
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HandleEvent(&Event, &Input);
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}
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// Display rendering information in Window title
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char WindowTitleBuffer[512];
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sprintf(WindowTitleBuffer,
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"%s - %d x %d - %u fps - %d frames missed",
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"%s - %d x %d - %u fps - %d frames missed - Last rendered: %d",
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WindowTitle,
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WINDOW_WIDTH,
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WINDOW_HEIGHT,
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CurrentFPS,
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FramesMissed);
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FramesMissed,
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LastRenderedTime);
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SDL_SetWindowTitle(Window, WindowTitleBuffer);
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@ -253,7 +286,13 @@ int main()
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Buffer.Width = GlobalBackbuffer.Width;
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Buffer.Height = GlobalBackbuffer.Height;
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Buffer.Pitch = GlobalBackbuffer.Pitch;
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Plugin.UpdateAndRender(&Buffer);
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if (FirstFrame || Input.MouseDown)
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{
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LastRenderedTime = SDL_GetTicks();
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Plugin.UpdateAndRender(&Buffer, &Input);
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}
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FirstFrame = false;
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SDLUpdateWindow(Renderer, GlobalBackbuffer);
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@ -1,7 +1,7 @@
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#ifndef SDL_PLATFORM_H
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#define SDL_PLATFORM_H
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typedef void plugin_update_and_render(plugin_offscreen_buffer *Buffer);
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typedef void plugin_update_and_render(plugin_offscreen_buffer *Buffer, plugin_input *Input);
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struct sdl_plugin_code
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{
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@ -20,7 +20,7 @@ const uint32_t WINDOW_HEIGHT = 250;
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global_variable bool Running = true;
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global_variable sdl_offscreen_buffer GlobalBackbuffer;
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void PluginUpdateAndRenderStub(plugin_offscreen_buffer *Buffer)
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void PluginUpdateAndRenderStub(plugin_offscreen_buffer *Buffer, plugin_input *Input)
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{
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}
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@ -1,7 +1,7 @@
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#ifndef WIN32_PLATFORM_H
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#define WIN32_PLATFORM_H
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typedef void plugin_update_and_render(plugin_offscreen_buffer *Buffer);
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typedef void plugin_update_and_render(plugin_offscreen_buffer *Buffer, plugin_input *Input);
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struct sdl_plugin_code
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{
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