static void UNITY_INTERFACE_API OnRenderEvent(int eventID)
{
    // Unknown graphics device type? Do nothing.
    if (s_DeviceType == kUnityGfxRendererNull)
        return;


    // A colored triangle. Note that colors will come out differently
    // in D3D9/11 and OpenGL, for example, since they expect color bytes
    // in different ordering.
    MyVertex verts[3] = {
        { -0.5f, -0.25f,  0, 0xFFff0000 },
        {  0.5f, -0.25f,  0, 0xFF00ff00 },
        {  0,     0.5f ,  0, 0xFF0000ff },
    };


    // Some transformation matrices: rotate around Z axis for world
    // matrix, identity view matrix, and identity projection matrix.

    float phi = g_Time;
    float cosPhi = cosf(phi);
    float sinPhi = sinf(phi);

    float worldMatrix[16] = {
        cosPhi,-sinPhi,0,0,
        sinPhi,cosPhi,0,0,
        0,0,1,0,
        0,0,0.7f,1,
    };
    float identityMatrix[16] = {
        1,0,0,0,
        0,1,0,0,
        0,0,1,0,
        0,0,0,1,
    };
    float projectionMatrix[16] = {
        1,0,0,0,
        0,1,0,0,
        0,0,1,0,
        0,0,0,1,
    };

    // Actual functions defined below
    SetDefaultGraphicsState ();
    DoRendering (worldMatrix, identityMatrix, projectionMatrix, verts);
}
コード例 #2
0
int APIENTRY _tWinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPTSTR    lpCmdLine,
                     int       nCmdShow)
{
	UNREFERENCED_PARAMETER(hPrevInstance);
	UNREFERENCED_PARAMETER(lpCmdLine);

 	// TODO: Place code here.
	MSG msg;
	HACCEL hAccelTable;

	// Initialize global strings
	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
	LoadString(hInstance, IDC_LCDUISAMPLE, szWindowClass, MAX_LOADSTRING);
	MyRegisterClass(hInstance);

	// Perform application initialization:
	if (!InitInstance (hInstance, nCmdShow))
	{
		return FALSE;
	}

	hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_LCDUISAMPLE));

    /*
    Here we initialize our connection
    */

    //Create a connection context and connect to LCDMon
    lgLcdConnectContextEx ConnectCtx;
    ConnectCtx.appFriendlyName = g_AppletTitle;

    //This part tells LCDMon what you want to display on.
    //Use LGLCD_APPLET_CAP_BW for monochrome, and
    //LGLCD_APPLET_CAP_QVGA for color.  Or them together
    //to be dual mode.  See the lgcd.h documentation
    //for more details on dual mode applets.
    ConnectCtx.dwAppletCapabilitiesSupported = LGLCD_APPLET_CAP_BW | LGLCD_APPLET_CAP_QVGA;

    //We don't want to autostart a sample
    ConnectCtx.isAutostartable = FALSE;

    //Persistence has been deprecated, so we will skip that field
    //ConnectCtx.isPersistent = doesn't matter

    //This example does not cover the configure callback, but it
    //is very similar to setting up notifications.
    ConnectCtx.onConfigure.configCallback = NULL;
    ConnectCtx.onConfigure.configContext = NULL;

    //In this sample, we are using the default notification
    ConnectCtx.onNotify.notificationCallback = NULL;
    ConnectCtx.onNotify.notifyContext = NULL;

    //Let's use our softbutton callback
    g_SBContext.softbuttonsChangedCallback = OnButtonCB;
    g_SBContext.softbuttonsChangedContext = g_hwnd;

    //Initialize your connection
    //We are using our own softbutton callback
    if( FALSE == g_Connection.Initialize(ConnectCtx, &g_SBContext) )
    {
        return -1;
    }

    

    //Add your monochrome page
    CLCDOutput* pMonoOutput = g_Connection.MonoOutput();
    CLCDPage m_MonoPage;

    pMonoOutput->ShowPage(&m_MonoPage);

    //For monochrome, let's just display some text
    g_MonoText.SetText( _T("Hello monochrome display.\n") );
    g_MonoText.SetOrigin(0,0);
    g_MonoText.SetSize(160, 16);
    g_MonoText.SetFontPointSize(8);
    m_MonoPage.AddObject(&g_MonoText);
      
    
    //Add your color page
    CLCDOutput* pColorOutput = g_Connection.ColorOutput();
    CLCDPage m_ColorPage;

    pColorOutput->ShowPage(&m_ColorPage);

    //Add our new OpenGL object
    //We're going to take up the entire screen with it
    g_OGLObj.Initialize(320,240);
    m_ColorPage.AddObject(&g_OGLObj);


    //Let's setup some OpenGL stuff in this function
    g_OGLObj.MakeCurrent();
    SetupRendering();

	// Main message loop:
	BOOL Done = FALSE;
    DWORD timestamp;



    while(!Done)									
	{
		if( PeekMessage(&msg,NULL,0,0,PM_REMOVE) )	
		{
			if (msg.message==WM_QUIT)				
			{
				Done = TRUE;							
			}
			else									
			{
				TranslateMessage(&msg);				
				DispatchMessage(&msg);				
			}
		}
        else
        {
            timestamp = GetTickCount();
            g_OGLObj.BeginDraw();
            //Do OpenGL rendering here
            //One perk of OpenGL is that we do not have to put this rendering code
            //inside of COGLObject's OnDraw class.
            DoRendering(timestamp);
            g_OGLObj.EndDraw();

            //The update will do the rendering of any LCDUI objects we added to pages
            g_Connection.Update();

            //This loop goes very fast, so let's throttle it a bit
            Sleep(33);
        }
    }

    //Shutdown the connection
    //(also called in the destructor)
    g_Connection.Shutdown();

	return (int) msg.wParam;
}