mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-18 04:53:06 +01:00
Added args.
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@@ -112,14 +112,16 @@ static void updateTextureCubeRectBgra8(bgfx::TextureHandle _handle, uint8_t _sid
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bgfx::updateTextureCube(_handle, _side, 0, _x, _y, _width, _height, mem);
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}
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int _main_(int /*_argc*/, char** /*_argv*/)
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int _main_(int _argc, char** _argv)
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{
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Args args(_argc, _argv);
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::init(args.m_type, args.m_pciId);
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bgfx::reset(width, height, reset);
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// Enable debug text.
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@@ -149,24 +151,6 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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loadTexture("texture_compression_ptc24.pvr"),
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};
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const bgfx::Memory* mem8 = bgfx::alloc(32*32*32);
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const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
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const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
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for (uint8_t zz = 0; zz < 32; ++zz)
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{
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for (uint8_t yy = 0; yy < 32; ++yy)
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{
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for (uint8_t xx = 0; xx < 32; ++xx)
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{
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const uint32_t offset = ( (zz*32+yy)*32+xx);
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const uint32_t val = xx ^ yy ^ zz;
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mem8->data[offset] = val<<3;
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*(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
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*(float*)&mem32f->data[offset*4] = (float)val/32.0f;
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}
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}
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}
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const bgfx::Caps* caps = bgfx::getCaps();
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const bool texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D);
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const bool blitSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_BLIT);
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@@ -176,6 +160,24 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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if (texture3DSupported)
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{
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const bgfx::Memory* mem8 = bgfx::alloc(32*32*32);
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const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
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const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
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for (uint8_t zz = 0; zz < 32; ++zz)
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{
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for (uint8_t yy = 0; yy < 32; ++yy)
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{
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for (uint8_t xx = 0; xx < 32; ++xx)
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{
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const uint32_t offset = ( (zz*32+yy)*32+xx);
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const uint32_t val = xx ^ yy ^ zz;
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mem8->data[offset] = val<<3;
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*(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
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*(float*)&mem32f->data[offset*4] = (float)val/32.0f;
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}
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}
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R8]) )
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{
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textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8);
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