761 lines
25 KiB
C++
761 lines
25 KiB
C++
#include "stdafx.h"
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#include "Tests.h"
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#include <string>
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#include <sstream>
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#include <fstream>
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using namespace wiScene;
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void Tests::Initialize()
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{
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__super::Initialize();
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infoDisplay.active = true;
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infoDisplay.watermark = true;
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infoDisplay.fpsinfo = true;
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infoDisplay.resolution = true;
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ActivatePath(new TestsRenderer);
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}
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TestsRenderer::TestsRenderer()
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{
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setSSREnabled(false);
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setSSAOEnabled(false);
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setReflectionsEnabled(true);
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setFXAAEnabled(false);
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float screenW = (float)wiRenderer::GetDevice()->GetScreenWidth();
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float screenH = (float)wiRenderer::GetDevice()->GetScreenHeight();
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wiLabel* label = new wiLabel("Label1");
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label->SetText("Wicked Engine Test Framework");
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label->SetSize(XMFLOAT2(200,15));
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label->SetPos(XMFLOAT2(screenW / 2.f - label->scale.x / 2.f, screenH*0.95f));
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GetGUI().AddWidget(label);
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static wiAudio::Sound* sound = nullptr;
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static wiAudio::SoundInstance* soundinstance = nullptr;
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wiButton* audioTest = new wiButton("AudioTest");
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audioTest->SetText("Play Test Audio");
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audioTest->SetSize(XMFLOAT2(200, 20));
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audioTest->SetPos(XMFLOAT2(10, 80));
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audioTest->SetColor(wiColor(255, 205, 43, 200), wiWidget::WIDGETSTATE::IDLE);
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audioTest->SetColor(wiColor(255, 235, 173, 255), wiWidget::WIDGETSTATE::FOCUS);
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audioTest->OnClick([=](wiEventArgs args) {
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static bool playing = false;
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if (sound == nullptr)
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{
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sound = new wiAudio::Sound;
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wiAudio::CreateSound("sound/music.wav", sound);
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soundinstance = new wiAudio::SoundInstance;
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wiAudio::CreateSoundInstance(sound, soundinstance);
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}
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if (playing)
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{
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wiAudio::Stop(soundinstance);
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audioTest->SetText("Play Test Audio");
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}
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else
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{
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wiAudio::Play(soundinstance);
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audioTest->SetText("Stop Test Audio");
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}
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playing = !playing;
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});
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GetGUI().AddWidget(audioTest);
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wiSlider* volume = new wiSlider(0, 100, 50, 100, "Volume");
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volume->SetText("Volume: ");
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volume->SetSize(XMFLOAT2(95, 20));
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volume->SetPos(XMFLOAT2(65, 110));
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volume->SetColor(wiColor(255, 205, 43, 200), wiWidget::WIDGETSTATE::IDLE);
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volume->SetColor(wiColor(255, 235, 173, 255), wiWidget::WIDGETSTATE::FOCUS);
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volume->OnSlide([](wiEventArgs args) {
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wiAudio::SetVolume(args.fValue / 100.0f, soundinstance);
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});
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GetGUI().AddWidget(volume);
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wiComboBox* testSelector = new wiComboBox("TestSelector");
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testSelector->SetText("Demo: ");
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testSelector->SetSize(XMFLOAT2(140, 20));
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testSelector->SetPos(XMFLOAT2(50, 140));
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testSelector->SetColor(wiColor(255, 205, 43, 200), wiWidget::WIDGETSTATE::IDLE);
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testSelector->SetColor(wiColor(255, 235, 173, 255), wiWidget::WIDGETSTATE::FOCUS);
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testSelector->AddItem("HelloWorld");
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testSelector->AddItem("Model");
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testSelector->AddItem("EmittedParticle 1");
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testSelector->AddItem("EmittedParticle 2");
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testSelector->AddItem("HairParticle");
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testSelector->AddItem("Lua Script");
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testSelector->AddItem("Water Test");
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testSelector->AddItem("Shadows Test");
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testSelector->AddItem("Physics Test");
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testSelector->AddItem("Cloth Physics Test");
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testSelector->AddItem("Job System Test");
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testSelector->AddItem("Font Test");
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testSelector->AddItem("Volumetric Test");
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testSelector->AddItem("Sprite Test");
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testSelector->AddItem("Lightmap Bake Test");
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testSelector->AddItem("Network Test");
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testSelector->AddItem("Controller Test");
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testSelector->SetMaxVisibleItemCount(10);
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testSelector->OnSelect([=](wiEventArgs args) {
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// Reset all state that tests might have modified:
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wiRenderer::GetDevice()->SetVSyncEnabled(true);
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wiRenderer::SetToDrawGridHelper(false);
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wiRenderer::SetTemporalAAEnabled(false);
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wiRenderer::ClearWorld();
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wiScene::GetScene().weather = WeatherComponent();
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this->clearSprites();
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this->clearFonts();
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wiLua::GetGlobal()->KillProcesses();
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// Reset camera position:
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TransformComponent transform;
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transform.Translate(XMFLOAT3(0, 2.f, -4.5f));
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transform.UpdateTransform();
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wiRenderer::GetCamera().TransformCamera(transform);
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// Based on combobox selection, start the appropriate test:
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switch (args.iValue)
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{
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case 0:
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{
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// This will spawn a sprite with two textures. The first texture is a color texture and it will be animated.
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// The second texture is a static image of "hello world" written on it
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// Then add some animations to the sprite to get a nice wobbly and color changing effect.
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// YOu can learn more in the Sprite test in RunSpriteTest() function
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static wiSprite sprite;
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sprite = wiSprite("images/movingtex.png", "images/HelloWorld.png");
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sprite.params.pos = XMFLOAT3(screenW / 2, screenH / 2, 0);
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sprite.params.siz = XMFLOAT2(200, 100);
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sprite.params.pivot = XMFLOAT2(0.5f, 0.5f);
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sprite.anim.rot = XM_PI / 4.0f;
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sprite.anim.wobbleAnim.amount = XMFLOAT2(0.16f, 0.16f);
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sprite.anim.movingTexAnim.speedX = 0;
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sprite.anim.movingTexAnim.speedY = 3;
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this->addSprite(&sprite);
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break;
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}
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case 1:
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wiRenderer::SetTemporalAAEnabled(true);
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wiScene::LoadModel("../models/teapot.wiscene");
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break;
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case 2:
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wiScene::LoadModel("../models/emitter_smoke.wiscene");
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break;
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case 3:
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wiScene::LoadModel("../models/emitter_skinned.wiscene");
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break;
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case 4:
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wiScene::LoadModel("../models/hairparticle_torus.wiscene", XMMatrixTranslation(0, 1, 0));
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break;
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case 5:
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wiRenderer::SetToDrawGridHelper(true);
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wiLua::GetGlobal()->RunFile("test_script.lua");
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break;
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case 6:
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wiRenderer::SetTemporalAAEnabled(true);
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wiScene::LoadModel("../models/water_test.wiscene", XMMatrixTranslation(0, 1, 0));
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break;
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case 7:
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wiRenderer::SetTemporalAAEnabled(true);
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wiScene::LoadModel("../models/shadows_test.wiscene", XMMatrixTranslation(0, 1, 0));
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break;
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case 8:
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wiRenderer::SetTemporalAAEnabled(true);
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wiScene::LoadModel("../models/physics_test.wiscene");
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break;
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case 9:
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wiScene::LoadModel("../models/cloth_test.wiscene", XMMatrixTranslation(0, 3, 4));
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break;
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case 10:
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RunJobSystemTest();
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break;
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case 11:
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RunFontTest();
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break;
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case 12:
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wiRenderer::SetTemporalAAEnabled(true);
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wiScene::LoadModel("../models/volumetric_test.wiscene", XMMatrixTranslation(0, 0, 4));
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break;
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case 13:
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RunSpriteTest();
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break;
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case 14:
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wiRenderer::GetDevice()->SetVSyncEnabled(false); // turn off vsync if we can to accelerate the baking
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wiRenderer::SetTemporalAAEnabled(true);
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wiScene::LoadModel("../models/lightmap_bake_test.wiscene", XMMatrixTranslation(0, 0, 4));
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break;
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case 15:
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RunNetworkTest();
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break;
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case 16:
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{
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static wiFont 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)");
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font.params.h_align = WIFALIGN_CENTER;
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font.params.v_align = WIFALIGN_CENTER;
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font.params.size = 20;
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font.params.posX = (int)screenW / 2;
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font.params.posY = (int)screenH / 2;
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addFont(&font);
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wiInput::ControllerFeedback feedback;
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feedback.led_color.rgba = wiRandom::getRandom(0xFFFFFF);
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feedback.vibration_left = 0.9f;
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wiInput::SetControllerFeedback(feedback, 0);
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}
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break;
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default:
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assert(0);
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break;
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}
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});
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testSelector->SetSelected(0);
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GetGUI().AddWidget(testSelector);
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}
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void TestsRenderer::RunJobSystemTest()
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{
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wiTimer timer;
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// This is created to be able to wait on the workload independently from other workload:
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wiJobSystem::context ctx;
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// This will simulate going over a big dataset first in a simple loop, then with the Job System and compare timings
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uint32_t itemCount = 1000000;
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std::stringstream ss("");
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ss << "Job System performance test:" << std::endl;
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ss << "You can find out more in Tests.cpp, RunJobSystemTest() function." << std::endl << std::endl;
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ss << "wiJobSystem was created with " << wiJobSystem::GetThreadCount() << " worker threads." << std::endl << std::endl;
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ss << "1) Execute() test:" << std::endl;
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// Serial test
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{
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timer.record();
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wiHelper::Spin(100);
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wiHelper::Spin(100);
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wiHelper::Spin(100);
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wiHelper::Spin(100);
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double time = timer.elapsed();
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ss << "Serial took " << time << " milliseconds" << std::endl;
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}
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// Execute test
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{
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timer.record();
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wiJobSystem::Execute(ctx, []{ wiHelper::Spin(100); });
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wiJobSystem::Execute(ctx, []{ wiHelper::Spin(100); });
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wiJobSystem::Execute(ctx, []{ wiHelper::Spin(100); });
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wiJobSystem::Execute(ctx, []{ wiHelper::Spin(100); });
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wiJobSystem::Wait(ctx);
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double time = timer.elapsed();
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ss << "wiJobSystem::Execute() took " << time << " milliseconds" << std::endl;
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}
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ss << std::endl;
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ss << "2) Dispatch() test:" << std::endl;
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// Simple loop test:
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{
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std::vector<wiScene::CameraComponent> dataSet(itemCount);
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timer.record();
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for (uint32_t i = 0; i < itemCount; ++i)
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{
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dataSet[i].UpdateCamera();
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}
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double time = timer.elapsed();
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ss << "Simple loop took " << time << " milliseconds" << std::endl;
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}
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// Dispatch test:
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{
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std::vector<wiScene::CameraComponent> dataSet(itemCount);
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timer.record();
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wiJobSystem::Dispatch(ctx, itemCount, 1000, [&](wiJobDispatchArgs args) {
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dataSet[args.jobIndex].UpdateCamera();
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});
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wiJobSystem::Wait(ctx);
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double time = timer.elapsed();
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ss << "wiJobSystem::Dispatch() took " << time << " milliseconds" << std::endl;
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}
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static wiFont font;
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font = wiFont(ss.str());
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font.params.posX = wiRenderer::GetDevice()->GetScreenWidth() / 2;
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font.params.posY = wiRenderer::GetDevice()->GetScreenHeight() / 2;
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font.params.h_align = WIFALIGN_CENTER;
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font.params.v_align = WIFALIGN_CENTER;
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font.params.size = 24;
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this->addFont(&font);
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}
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void TestsRenderer::RunFontTest()
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{
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static wiFont font;
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static wiFont font_upscaled;
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int arial = wiFont::AddFontStyle(wiFont::GetFontPath() + "arial.ttf");
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font.SetText("This is Arial, size 32 wiFont");
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font_upscaled.SetText("This is Arial, size 14 wiFont, but upscaled to 32");
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font.params.posX = wiRenderer::GetDevice()->GetScreenWidth() / 2;
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font.params.posY = wiRenderer::GetDevice()->GetScreenHeight() / 6;
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font.params.size = 32;
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font_upscaled.params = font.params;
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font_upscaled.params.posY += font.textHeight();
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font.style = arial;
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font_upscaled.style = arial;
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font_upscaled.params.size = 14;
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font_upscaled.params.scaling = 32.0f / 14.0f;
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addFont(&font);
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addFont(&font_upscaled);
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static wiFont font_aligned;
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font_aligned = font;
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font_aligned.params.posY += font.textHeight() * 2;
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font_aligned.params.size = 38;
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font_aligned.params.shadowColor = wiColor::Red();
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font_aligned.params.h_align = WIFALIGN_CENTER;
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font_aligned.SetText("Center aligned, red shadow, bigger");
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addFont(&font_aligned);
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static wiFont font_aligned2;
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font_aligned2 = font_aligned;
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font_aligned2.params.posY += font_aligned.textHeight();
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font_aligned2.params.shadowColor = wiColor::Purple();
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font_aligned2.params.h_align = WIFALIGN_RIGHT;
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font_aligned2.SetText("Right aligned, purple shadow");
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addFont(&font_aligned2);
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std::stringstream ss("");
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std::ifstream file("font_test.txt");
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if (file.is_open())
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{
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while (!file.eof())
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{
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std::string s;
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file >> s;
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ss << s << "\t";
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}
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}
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static wiFont font_japanese;
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font_japanese = font_aligned2;
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font_japanese.params.posY += font_aligned2.textHeight();
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font_japanese.style = wiFont::AddFontStyle("yumin.ttf");
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font_japanese.params.shadowColor = wiColor::Transparent();
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font_japanese.params.h_align = WIFALIGN_CENTER;
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font_japanese.params.size = 34;
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font_japanese.SetText(ss.str());
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addFont(&font_japanese);
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static wiFont font_colored;
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font_colored.params.color = wiColor::Cyan();
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font_colored.params.h_align = WIFALIGN_CENTER;
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font_colored.params.v_align = WIFALIGN_TOP;
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font_colored.params.size = 26;
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font_colored.params.posX = wiRenderer::GetDevice()->GetScreenWidth() / 2;
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font_colored.params.posY = font_japanese.params.posY + font_japanese.textHeight();
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font_colored.SetText("Colored font");
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addFont(&font_colored);
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}
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void TestsRenderer::RunSpriteTest()
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{
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const float step = 30;
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const XMFLOAT3 startPos = XMFLOAT3(wiRenderer::GetDevice()->GetScreenWidth() * 0.3f, wiRenderer::GetDevice()->GetScreenHeight() * 0.2f, 0);
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wiImageParams params;
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params.pos = startPos;
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params.siz = XMFLOAT2(128, 128);
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params.pivot = XMFLOAT2(0.5f, 0.5f);
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params.quality = QUALITY_LINEAR;
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params.sampleFlag = SAMPLEMODE_CLAMP;
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params.blendFlag = BLENDMODE_ALPHA;
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// Info:
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{
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static wiFont font("For more information, please see \nTests.cpp, RunSpriteTest() function.");
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font.params.posX = 10;
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font.params.posY = 200;
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addFont(&font);
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}
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// Simple sprite, no animation:
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{
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static wiSprite sprite("../images/logo_small.png");
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sprite.params = params;
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addSprite(&sprite);
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static wiFont font("No animation: ");
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font.params.h_align = WIFALIGN_CENTER;
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font.params.v_align = WIFALIGN_BOTTOM;
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font.params.posX = int(sprite.params.pos.x);
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font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
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addFont(&font);
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params.pos.x += sprite.params.siz.x + step;
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}
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// Simple sprite, fade animation:
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{
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static wiSprite sprite("../images/logo_small.png");
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sprite.params = params;
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sprite.anim = wiSprite::Anim();
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sprite.anim.fad = 1.2f; // (you can also do opacity animation with sprite.anim.opa)
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sprite.anim.repeatable = true;
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addSprite(&sprite);
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static wiFont font("Fade animation: ");
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font.params.h_align = WIFALIGN_CENTER;
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font.params.v_align = WIFALIGN_BOTTOM;
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font.params.posX = int(sprite.params.pos.x);
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font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
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addFont(&font);
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params.pos.x += sprite.params.siz.x + step;
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}
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// Simple sprite, wobble animation:
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{
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static wiSprite sprite("../images/logo_small.png");
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sprite.params = params;
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sprite.anim = wiSprite::Anim();
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sprite.anim.wobbleAnim.amount = XMFLOAT2(0.11f, 0.18f);
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sprite.anim.wobbleAnim.speed = 1.4f;
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addSprite(&sprite);
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static wiFont font("Wobble animation: ");
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font.params.h_align = WIFALIGN_CENTER;
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font.params.v_align = WIFALIGN_BOTTOM;
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font.params.posX = int(sprite.params.pos.x);
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font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
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addFont(&font);
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params.pos.x += sprite.params.siz.x + step;
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}
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// Simple sprite, rotate animation:
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{
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static wiSprite sprite("../images/logo_small.png");
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sprite.params = params;
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sprite.anim = wiSprite::Anim();
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sprite.anim.rot = 2.8f;
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sprite.anim.repeatable = true;
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addSprite(&sprite);
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static wiFont font("Rotate animation: ");
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font.params.h_align = WIFALIGN_CENTER;
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font.params.v_align = WIFALIGN_BOTTOM;
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font.params.posX = int(sprite.params.pos.x);
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font.params.posY = int(sprite.params.pos.y - sprite.params.siz.y * 0.5f);
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addFont(&font);
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params.pos.x += sprite.params.siz.x + step;
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}
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// Simple sprite, movingtex:
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{
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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
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// Don't overwrite all params for this, because we want to keep the mask...
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sprite.params.pos = params.pos;
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sprite.params.siz = params.siz;
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sprite.params.pivot = params.pivot;
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sprite.params.col = 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 wiFont 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 wiFont 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 wiFont 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 wiFont 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 wiFont 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 wiFont 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 wiFont 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 wiFont 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;
|
|
this->addFont(&font);
|
|
}
|