Files
WickedEngine/Tests/Tests.cpp
T
2020-04-25 15:14:01 +01:00

839 lines
28 KiB
C++

#include "stdafx.h"
#include "Tests.h"
#include <string>
#include <sstream>
#include <fstream>
using namespace wiECS;
using namespace wiScene;
void Tests::Initialize()
{
__super::Initialize();
infoDisplay.active = true;
infoDisplay.watermark = true;
infoDisplay.fpsinfo = true;
infoDisplay.resolution = true;
infoDisplay.heap_allocation_counter = true;
renderer.Load();
ActivatePath(&renderer);
}
void TestsRenderer::Load()
{
setSSREnabled(false);
setReflectionsEnabled(true);
setFXAAEnabled(false);
float screenW = (float)wiRenderer::GetDevice()->GetScreenWidth();
float screenH = (float)wiRenderer::GetDevice()->GetScreenHeight();
wiLabel* label = new wiLabel("Label1");
label->SetText("Wicked Engine Test Framework");
label->SetSize(XMFLOAT2(200,15));
label->SetPos(XMFLOAT2(screenW / 2.f - label->scale.x / 2.f, screenH*0.95f));
GetGUI().AddWidget(label);
static wiAudio::Sound sound;
static wiAudio::SoundInstance soundinstance;
wiButton* audioTest = new wiButton("AudioTest");
audioTest->SetText("Play Test Audio");
audioTest->SetSize(XMFLOAT2(200, 20));
audioTest->SetPos(XMFLOAT2(10, 80));
audioTest->SetColor(wiColor(255, 205, 43, 200), wiWidget::WIDGETSTATE::IDLE);
audioTest->SetColor(wiColor(255, 235, 173, 255), wiWidget::WIDGETSTATE::FOCUS);
audioTest->OnClick([=](wiEventArgs args) {
static bool playing = false;
if (!sound.IsValid())
{
wiAudio::CreateSound("sound/music.wav", &sound);
wiAudio::CreateSoundInstance(&sound, &soundinstance);
}
if (playing)
{
wiAudio::Stop(&soundinstance);
audioTest->SetText("Play Test Audio");
}
else
{
wiAudio::Play(&soundinstance);
audioTest->SetText("Stop Test Audio");
}
playing = !playing;
});
GetGUI().AddWidget(audioTest);
wiSlider* volume = new wiSlider(0, 100, 50, 100, "Volume");
volume->SetText("Volume: ");
volume->SetSize(XMFLOAT2(100, 20));
volume->SetPos(XMFLOAT2(65, 110));
volume->sprites_knob[wiWidget::WIDGETSTATE::IDLE].params.color = wiColor(255, 205, 43, 200);
volume->sprites_knob[wiWidget::WIDGETSTATE::FOCUS].params.color = wiColor(255, 235, 173, 255);
volume->sprites[wiWidget::WIDGETSTATE::IDLE].params.color = wiMath::Lerp(wiColor::Transparent(), volume->sprites_knob[wiWidget::WIDGETSTATE::IDLE].params.color, 0.5f);
volume->sprites[wiWidget::WIDGETSTATE::FOCUS].params.color = wiMath::Lerp(wiColor::Transparent(), volume->sprites_knob[wiWidget::WIDGETSTATE::FOCUS].params.color, 0.5f);
volume->OnSlide([](wiEventArgs args) {
wiAudio::SetVolume(args.fValue / 100.0f, &soundinstance);
});
GetGUI().AddWidget(volume);
testSelector = new wiComboBox("TestSelector");
testSelector->SetText("Demo: ");
testSelector->SetSize(XMFLOAT2(140, 20));
testSelector->SetPos(XMFLOAT2(50, 140));
testSelector->SetColor(wiColor(255, 205, 43, 200), wiWidget::WIDGETSTATE::IDLE);
testSelector->SetColor(wiColor(255, 235, 173, 255), wiWidget::WIDGETSTATE::FOCUS);
testSelector->AddItem("HelloWorld");
testSelector->AddItem("Model");
testSelector->AddItem("EmittedParticle 1");
testSelector->AddItem("EmittedParticle 2");
testSelector->AddItem("HairParticle");
testSelector->AddItem("Lua Script");
testSelector->AddItem("Water Test");
testSelector->AddItem("Shadows Test");
testSelector->AddItem("Physics Test");
testSelector->AddItem("Cloth Physics Test");
testSelector->AddItem("Job System Test");
testSelector->AddItem("Font Test");
testSelector->AddItem("Volumetric Test");
testSelector->AddItem("Sprite Test");
testSelector->AddItem("Lightmap Bake Test");
testSelector->AddItem("Network Test");
testSelector->AddItem("Controller Test");
testSelector->AddItem("Inverse Kinematics");
testSelector->SetMaxVisibleItemCount(10);
testSelector->OnSelect([=](wiEventArgs args) {
// Reset all state that tests might have modified:
wiRenderer::GetDevice()->SetVSyncEnabled(true);
wiRenderer::SetToDrawGridHelper(false);
wiRenderer::SetTemporalAAEnabled(false);
wiRenderer::ClearWorld();
wiScene::GetScene().weather = WeatherComponent();
this->ClearSprites();
this->ClearFonts();
wiLua::GetGlobal()->KillProcesses();
// Reset camera position:
TransformComponent transform;
transform.Translate(XMFLOAT3(0, 2.f, -4.5f));
transform.UpdateTransform();
wiRenderer::GetCamera().TransformCamera(transform);
// Based on combobox selection, start the appropriate test:
switch (args.iValue)
{
case 0:
{
// This will spawn a sprite with two textures. The first texture is a color texture and it will be animated.
// The second texture is a static image of "hello world" written on it
// Then add some animations to the sprite to get a nice wobbly and color changing effect.
// YOu can learn more in the Sprite test in RunSpriteTest() function
static wiSprite sprite;
sprite = wiSprite("images/movingtex.png", "images/HelloWorld.png");
sprite.params.pos = XMFLOAT3(screenW / 2, screenH / 2, 0);
sprite.params.siz = XMFLOAT2(200, 100);
sprite.params.pivot = XMFLOAT2(0.5f, 0.5f);
sprite.anim.rot = XM_PI / 4.0f;
sprite.anim.wobbleAnim.amount = XMFLOAT2(0.16f, 0.16f);
sprite.anim.movingTexAnim.speedX = 0;
sprite.anim.movingTexAnim.speedY = 3;
this->AddSprite(&sprite);
break;
}
case 1:
wiRenderer::SetTemporalAAEnabled(true);
wiScene::LoadModel("../models/teapot.wiscene");
break;
case 2:
wiScene::LoadModel("../models/emitter_smoke.wiscene");
break;
case 3:
wiScene::LoadModel("../models/emitter_skinned.wiscene");
break;
case 4:
wiScene::LoadModel("../models/hairparticle_torus.wiscene", XMMatrixTranslation(0, 1, 0));
break;
case 5:
wiRenderer::SetToDrawGridHelper(true);
wiLua::GetGlobal()->RunFile("test_script.lua");
break;
case 6:
wiRenderer::SetTemporalAAEnabled(true);
wiScene::LoadModel("../models/water_test.wiscene", XMMatrixTranslation(0, 1, 0));
break;
case 7:
wiRenderer::SetTemporalAAEnabled(true);
wiScene::LoadModel("../models/shadows_test.wiscene", XMMatrixTranslation(0, 1, 0));
break;
case 8:
wiRenderer::SetTemporalAAEnabled(true);
wiScene::LoadModel("../models/physics_test.wiscene");
break;
case 9:
wiScene::LoadModel("../models/cloth_test.wiscene", XMMatrixTranslation(0, 3, 4));
break;
case 10:
RunJobSystemTest();
break;
case 11:
RunFontTest();
break;
case 12:
wiRenderer::SetTemporalAAEnabled(true);
wiScene::LoadModel("../models/volumetric_test.wiscene", XMMatrixTranslation(0, 0, 4));
break;
case 13:
RunSpriteTest();
break;
case 14:
wiRenderer::GetDevice()->SetVSyncEnabled(false); // turn off vsync if we can to accelerate the baking
wiRenderer::SetTemporalAAEnabled(true);
wiScene::LoadModel("../models/lightmap_bake_test.wiscene", XMMatrixTranslation(0, 0, 4));
break;
case 15:
RunNetworkTest();
break;
case 16:
{
static wiSpriteFont font("This test plays a vibration on the first controller's left motor (if device supports it) \n and changes the LED to a random color (if device supports it)");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_CENTER;
font.params.size = 20;
font.params.posX = (int)screenW / 2;
font.params.posY = (int)screenH / 2;
AddFont(&font);
wiInput::ControllerFeedback feedback;
feedback.led_color.rgba = wiRandom::getRandom(0xFFFFFF);
feedback.vibration_left = 0.9f;
wiInput::SetControllerFeedback(feedback, 0);
}
break;
case 17:
{
Scene scene;
LoadModel(scene, "../models/girl.wiscene", XMMatrixScaling(0.7f, 0.7f, 0.7f));
ik_entity = scene.Entity_FindByName("mano_L"); // hand bone in girl.wiscene
if (ik_entity != INVALID_ENTITY)
{
InverseKinematicsComponent& ik = scene.inverse_kinematics.Create(ik_entity);
ik.chain_length = 2; // lower and upper arm included (two parents in hierarchy of hand)
ik.iteration_count = 5; // precision of ik simulation
ik.target = CreateEntity();
scene.transforms.Create(ik.target);
}
// Play walk animation:
Entity walk = scene.Entity_FindByName("walk");
AnimationComponent* walk_anim = scene.animations.GetComponent(walk);
if (walk_anim != nullptr)
{
walk_anim->Play();
}
// Add some nice weather, not just black:
auto& weather = scene.weathers.Create(CreateEntity());
weather.ambient = XMFLOAT3(0.2f, 0.2f, 0.2f);
weather.horizon = XMFLOAT3(0.38f, 0.38f, 0.38f);
weather.zenith = XMFLOAT3(0.42f, 0.42f, 0.42f);
weather.cloudiness = 0.75f;
wiScene::GetScene().Merge(scene); // add lodaded scene to global scene
}
break;
default:
assert(0);
break;
}
});
testSelector->SetSelected(0);
GetGUI().AddWidget(testSelector);
}
void TestsRenderer::Update(float dt)
{
switch (testSelector->GetSelected())
{
case 17:
{
if (ik_entity != INVALID_ENTITY)
{
// Inverse kinematics test:
Scene& scene = wiScene::GetScene();
InverseKinematicsComponent& ik = *scene.inverse_kinematics.GetComponent(ik_entity);
TransformComponent& target = *scene.transforms.GetComponent(ik.target);
// place ik target on a plane intersected by mouse ray:
RAY ray = wiRenderer::GetPickRay((long)wiInput::GetPointer().x, (long)wiInput::GetPointer().y);
XMVECTOR plane = XMVectorSet(0, 0, 1, 0.2f);
XMVECTOR I = XMPlaneIntersectLine(plane, XMLoadFloat3(&ray.origin), XMLoadFloat3(&ray.origin) + XMLoadFloat3(&ray.direction) * 10000);
target.ClearTransform();
XMFLOAT3 _I;
XMStoreFloat3(&_I, I);
target.Translate(_I);
target.UpdateTransform();
// draw debug ik target position:
wiRenderer::RenderablePoint pp;
pp.position = target.GetPosition();
pp.color = XMFLOAT4(0, 1, 1, 1);
pp.size = 0.2f;
wiRenderer::DrawPoint(pp);
pp.position = scene.transforms.GetComponent(ik_entity)->GetPosition();
pp.color = XMFLOAT4(1, 0, 0, 1);
pp.size = 0.1f;
wiRenderer::DrawPoint(pp);
}
}
break;
}
__super::Update(dt);
}
void TestsRenderer::RunJobSystemTest()
{
wiTimer timer;
// This is created to be able to wait on the workload independently from other workload:
wiJobSystem::context ctx;
// This will simulate going over a big dataset first in a simple loop, then with the Job System and compare timings
uint32_t itemCount = 1000000;
std::stringstream ss("");
ss << "Job System performance test:" << std::endl;
ss << "You can find out more in Tests.cpp, RunJobSystemTest() function." << std::endl << std::endl;
ss << "wiJobSystem was created with " << wiJobSystem::GetThreadCount() << " worker threads." << std::endl << std::endl;
ss << "1) Execute() test:" << std::endl;
// Serial test
{
timer.record();
wiHelper::Spin(100);
wiHelper::Spin(100);
wiHelper::Spin(100);
wiHelper::Spin(100);
double time = timer.elapsed();
ss << "Serial took " << time << " milliseconds" << std::endl;
}
// Execute test
{
timer.record();
wiJobSystem::Execute(ctx, []{ wiHelper::Spin(100); });
wiJobSystem::Execute(ctx, []{ wiHelper::Spin(100); });
wiJobSystem::Execute(ctx, []{ wiHelper::Spin(100); });
wiJobSystem::Execute(ctx, []{ wiHelper::Spin(100); });
wiJobSystem::Wait(ctx);
double time = timer.elapsed();
ss << "wiJobSystem::Execute() took " << time << " milliseconds" << std::endl;
}
ss << std::endl;
ss << "2) Dispatch() test:" << std::endl;
// Simple loop test:
{
std::vector<wiScene::CameraComponent> dataSet(itemCount);
timer.record();
for (uint32_t i = 0; i < itemCount; ++i)
{
dataSet[i].UpdateCamera();
}
double time = timer.elapsed();
ss << "Simple loop took " << time << " milliseconds" << std::endl;
}
// Dispatch test:
{
std::vector<wiScene::CameraComponent> dataSet(itemCount);
timer.record();
wiJobSystem::Dispatch(ctx, itemCount, 1000, [&](wiJobDispatchArgs args) {
dataSet[args.jobIndex].UpdateCamera();
});
wiJobSystem::Wait(ctx);
double time = timer.elapsed();
ss << "wiJobSystem::Dispatch() took " << time << " milliseconds" << std::endl;
}
static wiSpriteFont font;
font = wiSpriteFont(ss.str());
font.params.posX = wiRenderer::GetDevice()->GetScreenWidth() / 2;
font.params.posY = wiRenderer::GetDevice()->GetScreenHeight() / 2;
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_CENTER;
font.params.size = 24;
this->AddFont(&font);
}
void TestsRenderer::RunFontTest()
{
static wiSpriteFont font;
static wiSpriteFont font_upscaled;
int arial = wiFont::AddFontStyle(wiFont::GetFontPath() + "arial.ttf");
font.SetText("This is Arial, size 32 wiFont");
font_upscaled.SetText("This is Arial, size 14 wiFont, but upscaled to 32");
font.params.posX = wiRenderer::GetDevice()->GetScreenWidth() / 2;
font.params.posY = wiRenderer::GetDevice()->GetScreenHeight() / 6;
font.params.size = 32;
font_upscaled.params = font.params;
font_upscaled.params.posY += font.textHeight();
font.params.style = arial;
font_upscaled.params.style = arial;
font_upscaled.params.size = 14;
font_upscaled.params.scaling = 32.0f / 14.0f;
AddFont(&font);
AddFont(&font_upscaled);
static wiSpriteFont font_aligned;
font_aligned = font;
font_aligned.params.posY += font.textHeight() * 2;
font_aligned.params.size = 38;
font_aligned.params.shadowColor = wiColor::Red();
font_aligned.params.h_align = WIFALIGN_CENTER;
font_aligned.SetText("Center aligned, red shadow, bigger");
AddFont(&font_aligned);
static wiSpriteFont font_aligned2;
font_aligned2 = font_aligned;
font_aligned2.params.posY += font_aligned.textHeight();
font_aligned2.params.shadowColor = wiColor::Purple();
font_aligned2.params.h_align = WIFALIGN_RIGHT;
font_aligned2.SetText("Right aligned, purple shadow");
AddFont(&font_aligned2);
std::stringstream ss("");
std::ifstream file("font_test.txt");
if (file.is_open())
{
while (!file.eof())
{
std::string s;
file >> s;
ss << s << "\t";
}
}
static wiSpriteFont font_japanese;
font_japanese = font_aligned2;
font_japanese.params.posY += font_aligned2.textHeight();
font_japanese.params.style = wiFont::AddFontStyle("yumin.ttf");
font_japanese.params.shadowColor = wiColor::Transparent();
font_japanese.params.h_align = WIFALIGN_CENTER;
font_japanese.params.size = 34;
font_japanese.SetText(ss.str());
AddFont(&font_japanese);
static wiSpriteFont font_colored;
font_colored.params.color = wiColor::Cyan();
font_colored.params.h_align = WIFALIGN_CENTER;
font_colored.params.v_align = WIFALIGN_TOP;
font_colored.params.size = 26;
font_colored.params.posX = wiRenderer::GetDevice()->GetScreenWidth() / 2;
font_colored.params.posY = font_japanese.params.posY + font_japanese.textHeight();
font_colored.SetText("Colored font");
AddFont(&font_colored);
}
void TestsRenderer::RunSpriteTest()
{
const float step = 30;
const XMFLOAT3 startPos = XMFLOAT3(wiRenderer::GetDevice()->GetScreenWidth() * 0.3f, wiRenderer::GetDevice()->GetScreenHeight() * 0.2f, 0);
wiImageParams params;
params.pos = startPos;
params.siz = XMFLOAT2(128, 128);
params.pivot = XMFLOAT2(0.5f, 0.5f);
params.quality = QUALITY_LINEAR;
params.sampleFlag = SAMPLEMODE_CLAMP;
params.blendFlag = BLENDMODE_ALPHA;
// Info:
{
static wiSpriteFont font("For more information, please see \nTests.cpp, RunSpriteTest() function.");
font.params.posX = 10;
font.params.posY = 200;
AddFont(&font);
}
// Simple sprite, no animation:
{
static wiSprite sprite("../images/logo_small.png");
sprite.params = params;
AddSprite(&sprite);
static wiSpriteFont font("No animation: ");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x += sprite.params.siz.x + step;
}
// Simple sprite, fade animation:
{
static wiSprite sprite("../images/logo_small.png");
sprite.params = params;
sprite.anim = wiSprite::Anim();
sprite.anim.fad = 1.2f; // (you can also do opacity animation with sprite.anim.opa)
sprite.anim.repeatable = true;
AddSprite(&sprite);
static wiSpriteFont font("Fade animation: ");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x += sprite.params.siz.x + step;
}
// Simple sprite, wobble animation:
{
static wiSprite sprite("../images/logo_small.png");
sprite.params = params;
sprite.anim = wiSprite::Anim();
sprite.anim.wobbleAnim.amount = XMFLOAT2(0.11f, 0.18f);
sprite.anim.wobbleAnim.speed = 1.4f;
AddSprite(&sprite);
static wiSpriteFont font("Wobble animation: ");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x += sprite.params.siz.x + step;
}
// Simple sprite, rotate animation:
{
static wiSprite sprite("../images/logo_small.png");
sprite.params = params;
sprite.anim = wiSprite::Anim();
sprite.anim.rot = 2.8f;
sprite.anim.repeatable = true;
AddSprite(&sprite);
static wiSpriteFont font("Rotate animation: ");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x += sprite.params.siz.x + step;
}
// Simple sprite, movingtex:
{
static wiSprite sprite("images/movingtex.png", "../images/logo_small.png"); // first param is the texture we will display (and also scroll here). Second param is a mask texture
// Don't overwrite all params for this, because we want to keep the mask...
sprite.params.pos = params.pos;
sprite.params.siz = params.siz;
sprite.params.pivot = params.pivot;
sprite.params.color = XMFLOAT4(2, 2, 2, 1); // increase brightness a bit
sprite.params.sampleFlag = SAMPLEMODE_MIRROR; // texcoords will be scrolled out of bounds, so set up a wrap mode other than clamp
sprite.anim.movingTexAnim.speedX = 0;
sprite.anim.movingTexAnim.speedY = 2; // scroll the texture vertically. This value is pixels/second. So because our texture here is 1x2 pixels, just scroll it once fully per second with a value of 2
AddSprite(&sprite);
static wiSpriteFont font("MovingTex + mask: ");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x = startPos.x;
params.pos.y += sprite.params.siz.y + step * 1.5f;
}
// Now the spritesheets:
// Spritesheet, no anim:
{
static wiSprite sprite("images/spritesheet_grid.png");
sprite.params = params; // nothing extra, just display the full spritesheet
AddSprite(&sprite);
static wiSpriteFont font("Spritesheet: \n(without animation)");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x += sprite.params.siz.x + step;
}
// Spritesheet, single line:
{
static wiSprite sprite("images/spritesheet_grid.png");
sprite.params = params;
sprite.params.enableDrawRect(XMFLOAT4(0, 0, 128, 128)); // drawrect cutout for a 0,0,128,128 pixel rect, this is also the first frame of animation
sprite.anim = wiSprite::Anim();
sprite.anim.repeatable = true; // enable looping
sprite.anim.drawRectAnim.frameRate = 3; // 3 FPS, to be easily readable
sprite.anim.drawRectAnim.frameCount = 4; // animate only a single line horizontally
AddSprite(&sprite);
static wiSpriteFont font("single line anim: \n(4 frames)");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x += sprite.params.siz.x + step;
}
// Spritesheet, single vertical line:
{
static wiSprite sprite("images/spritesheet_grid.png");
sprite.params = params;
sprite.params.enableDrawRect(XMFLOAT4(0, 0, 128, 128)); // drawrect cutout for a 0,0,128,128 pixel rect, this is also the first frame of animation
sprite.anim = wiSprite::Anim();
sprite.anim.repeatable = true; // enable looping
sprite.anim.drawRectAnim.frameRate = 3; // 3 FPS, to be easily readable
sprite.anim.drawRectAnim.frameCount = 4; // again, specify 4 total frames to loop...
sprite.anim.drawRectAnim.horizontalFrameCount = 1; // ...but this time, limit the horizontal frame count. This way, we can get it to only animate vertically
AddSprite(&sprite);
static wiSpriteFont font("single line: \n(4 vertical frames)");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x += sprite.params.siz.x + step;
}
// Spritesheet, multiline:
{
static wiSprite sprite("images/spritesheet_grid.png");
sprite.params = params;
sprite.params.enableDrawRect(XMFLOAT4(0, 0, 128, 128)); // drawrect cutout for a 0,0,128,128 pixel rect, this is also the first frame of animation
sprite.anim = wiSprite::Anim();
sprite.anim.repeatable = true; // enable looping
sprite.anim.drawRectAnim.frameRate = 3; // 3 FPS, to be easily readable
sprite.anim.drawRectAnim.frameCount = 16; // all frames
sprite.anim.drawRectAnim.horizontalFrameCount = 4; // all horizontal frames
AddSprite(&sprite);
static wiSpriteFont font("multiline: \n(all 16 frames)");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x += sprite.params.siz.x + step;
}
// Spritesheet, multiline, irregular:
{
static wiSprite sprite("images/spritesheet_grid.png");
sprite.params = params;
sprite.params.enableDrawRect(XMFLOAT4(0, 0, 128, 128)); // drawrect cutout for a 0,0,128,128 pixel rect, this is also the first frame of animation
sprite.anim = wiSprite::Anim();
sprite.anim.repeatable = true; // enable looping
sprite.anim.drawRectAnim.frameRate = 3; // 3 FPS, to be easily readable
sprite.anim.drawRectAnim.frameCount = 14; // NOT all frames, which makes it irregular, so the last line will not contain all horizontal frames
sprite.anim.drawRectAnim.horizontalFrameCount = 4; // all horizontal frames
AddSprite(&sprite);
static wiSpriteFont font("irregular multiline: \n(14 frames)");
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x = startPos.x;
params.pos.y += sprite.params.siz.y + step * 1.5f;
}
// And the nice ones:
{
static wiSprite sprite("images/fire_001.png");
sprite.params = params;
sprite.params.enableDrawRect(XMFLOAT4(0, 0, 192, 192)); // set the draw rect (texture cutout). This will also be the first frame of the animation
sprite.anim = wiSprite::Anim(); // reset animation state
sprite.anim.drawRectAnim.frameCount = 20; // set the total frame count of the animation
sprite.anim.drawRectAnim.horizontalFrameCount = 5; // this is a multiline spritesheet, so also set how many maximum frames there are in a line
sprite.anim.drawRectAnim.frameRate = 40; // animation frames per second
sprite.anim.repeatable = true; // looping
AddSprite(&sprite);
static wiSpriteFont font("For the following spritesheets, credits belong to: https://mrbubblewand.wordpress.com/download/");
font.params.v_align = WIFALIGN_BOTTOM;
font.params.posX = int(sprite.params.pos.x - sprite.params.siz.x * 0.5f);
font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
AddFont(&font);
params.pos.x += sprite.params.siz.x + step;
}
{
static wiSprite sprite("images/wind_002.png");
sprite.params = params;
sprite.params.enableDrawRect(XMFLOAT4(0, 0, 192, 192));
sprite.anim = wiSprite::Anim();
sprite.anim.drawRectAnim.frameCount = 30;
sprite.anim.drawRectAnim.horizontalFrameCount = 5;
sprite.anim.drawRectAnim.frameRate = 30;
sprite.anim.repeatable = true;
AddSprite(&sprite);
params.pos.x += sprite.params.siz.x + step;
}
{
static wiSprite sprite("images/water_003.png");
sprite.params = params;
sprite.params.enableDrawRect(XMFLOAT4(0, 0, 192, 192));
sprite.anim = wiSprite::Anim();
sprite.anim.drawRectAnim.frameCount = 50;
sprite.anim.drawRectAnim.horizontalFrameCount = 5;
sprite.anim.drawRectAnim.frameRate = 27;
sprite.anim.repeatable = true;
AddSprite(&sprite);
params.pos.x += sprite.params.siz.x + step;
}
{
static wiSprite sprite("images/earth_001.png");
sprite.params = params;
sprite.params.enableDrawRect(XMFLOAT4(0, 0, 192, 192));
sprite.anim = wiSprite::Anim();
sprite.anim.drawRectAnim.frameCount = 20;
sprite.anim.drawRectAnim.horizontalFrameCount = 5;
sprite.anim.drawRectAnim.frameRate = 27;
sprite.anim.repeatable = true;
AddSprite(&sprite);
params.pos.x += sprite.params.siz.x + step;
}
{
static wiSprite sprite("images/special_001.png");
sprite.params = params;
sprite.params.enableDrawRect(XMFLOAT4(0, 0, 192, 192));
sprite.anim = wiSprite::Anim();
sprite.anim.drawRectAnim.frameCount = 40;
sprite.anim.drawRectAnim.horizontalFrameCount = 5;
sprite.anim.drawRectAnim.frameRate = 27;
sprite.anim.repeatable = true;
AddSprite(&sprite);
params.pos.x += sprite.params.siz.x + step;
}
}
void TestsRenderer::RunNetworkTest()
{
static wiSpriteFont font;
wiNetwork::Connection connection;
connection.ipaddress = { 127,0,0,1 }; // localhost
connection.port = 12345; // just any random port really
std::thread sender([&] {
// Create sender socket:
wiNetwork::Socket sock;
wiNetwork::CreateSocket(&sock);
// Create a text message:
const char message[] = "Hi, this is a text message sent over the network!\nYou can find out more in Tests.cpp, RunNetworkTest() function.";
const size_t message_size = sizeof(message);
// First, send the text message size:
wiNetwork::Send(&sock, &connection, &message_size, sizeof(message_size));
// Then send the actual text message:
wiNetwork::Send(&sock, &connection, message, message_size);
});
std::thread receiver([&] {
// Create receiver socket:
wiNetwork::Socket sock;
wiNetwork::CreateSocket(&sock);
// Listen on the port which the sender uses:
wiNetwork::ListenPort(&sock, connection.port);
// We can check for incoming messages with CanReceive(). A timeout value can be specified in microseconds
// to let the function block for some time, otherwise it returns imediately
// It is not necessary to use this, but the wiNetwork::Receive() will block until there is a message
if (wiNetwork::CanReceive(&sock, 1000000))
{
// We know that we want a text message in this simple example, but we don't know the size.
// We also know that the sender sends the text size before the actual text, so first we will receive the text size:
size_t message_size;
wiNetwork::Connection sender_connection; // this will be filled out with the sender's address
wiNetwork::Receive(&sock, &sender_connection, &message_size, sizeof(message_size));
if (wiNetwork::CanReceive(&sock, 1000000))
{
// Once we know the text message length, we can receive the message itself:
char* message = new char[message_size]; // allocate text buffer
wiNetwork::Receive(&sock, &sender_connection, message, message_size);
// Write the message to the screen:
font.SetText(message);
// delete the message:
delete[] message;
}
else
{
font.SetText("Failed to receive the message in time");
}
}
else
{
font.SetText("Failed to receive the message length in time");
}
});
sender.join();
receiver.join();
font.params.posX = wiRenderer::GetDevice()->GetScreenWidth() / 2;
font.params.posY = wiRenderer::GetDevice()->GetScreenHeight() / 2;
font.params.h_align = WIFALIGN_CENTER;
font.params.v_align = WIFALIGN_CENTER;
font.params.size = 24;
AddFont(&font);
}