#ifndef BGFXRenderer_h__ #define BGFXRenderer_h__ #include #include #include "Util/Rectangle.h" #include "Core/Camera.h" #include "Core/RenderQueue.h" namespace dd { class BGFXRenderer { public: GLFWwindow* Window() const { return m_Window; } Rectangle Resolution() const { return m_Resolution; } void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; } bool Fullscreen() { return m_Fullscreen; } void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; } bool VSYNC() const { return m_VSYNC; } void SetVSYNC(bool vsync) { m_VSYNC = vsync; } //void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; } //void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; } const dd::Camera* Camera() const { return m_Camera; } void SetCamera(const dd::Camera* camera) { if (camera == nullptr) { m_Camera = m_DefaultCamera.get(); } else { m_Camera = camera; } } void Initialize() { // Initialize GLFW if (!glfwInit()) { LOG_ERROR("GLFW: Initialization failed"); exit(EXIT_FAILURE); } // Create a window GLFWmonitor* monitor = nullptr; if (m_Fullscreen) { monitor = glfwGetPrimaryMonitor(); } glfwWindowHint(GLFW_SAMPLES, 8); m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr); if (!m_Window) { LOG_ERROR("GLFW: Failed to create window"); exit(EXIT_FAILURE); } //glfwMakeContextCurrent(m_Window); // Initialize GLEW // if (glewInit() != GLEW_OK) { // LOG_ERROR("GLEW: Initialization failed"); // exit(EXIT_FAILURE); // } //LOG_ERROR("STUFF"); // Initialize bgfx bgfx::glfwSetWindow(m_Window); bgfx::init(bgfx::RendererType::OpenGL, BGFX_PCI_ID_NONE, 0, nullptr, nullptr); bgfx::reset(m_Resolution.Width, m_Resolution.Height, BGFX_RESET_NONE); bgfx::setDebug(BGFX_DEBUG_TEXT); bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0); std::stringstream ss; ss << bgfx::getRendererName(bgfx::getRendererType()); #ifdef DEBUG ss << " DEBUG"; #endif LOG_INFO(ss.str().c_str()); glfwSetWindowTitle(m_Window, ss.str().c_str()); } void Draw(RenderQueueCollection& rq) { bgfx::touch(0); bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "daydream"); bgfx::frame(); } private: Rectangle m_Resolution = Rectangle(1280, 720); bool m_Fullscreen = false; bool m_VSYNC = false; std::unique_ptr m_DefaultCamera = nullptr; const dd::Camera* m_Camera = nullptr; GLFWwindow* m_Window = nullptr; }; } #endif