mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
254 lines
5.2 KiB
C++
254 lines
5.2 KiB
C++
/*
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* Copyright 2011-2026 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include <entry/entry.h>
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#include <bgfx_utils.h>
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#include <bx/timer.h>
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#include <bx/file.h>
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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};
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout PosColorVertex::ms_layout;
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static PosColorVertex s_cubeVertices[] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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static const uint16_t s_cubeTriList[] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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};
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int _main_(int _argc, char** _argv)
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{
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bx::printf(
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"\n"
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"\n"
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"\tThis example demonstrates headless initialization.\n"
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"\n"
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);
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Args args(_argc, _argv);
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bgfx::Init init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.resolution.width = 0;
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init.resolution.height = 0;
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if (!bgfx::init(init) )
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{
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bx::printf(
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"\t - Failed to initialize headless mode!\n"
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"\n"
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);
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return bx::kExitFailure;
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}
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bx::printf(
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"\t - Headless mode initialized successfuly!\n"
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"\n"
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);
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constexpr uint32_t kWidth = 1280;
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constexpr uint32_t kHeight = 720;
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// Create vertex stream declaration.
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PosColorVertex::init();
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// Create static vertex buffer.
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosColorVertex::ms_layout
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);
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// Create static index buffer for triangle list rendering.
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_cubeTriList, sizeof(s_cubeTriList) )
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);
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bgfx::ProgramHandle program = loadProgram("vs_cubes", "fs_cubes");
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bgfx::FrameBufferHandle fbh = bgfx::createFrameBuffer(
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kWidth
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, kHeight
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, bgfx::TextureFormat::BGRA8
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);
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bgfx::TextureHandle rb = bgfx::createTexture2D(
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kWidth
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, kHeight
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, false
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, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_BLIT_DST|BGFX_TEXTURE_READ_BACK
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);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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constexpr uint64_t state = 0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_MSAA
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;
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const uint64_t timeOffset = bx::getHPCounter();
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uint32_t currentFrame = 0;
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bx::printf(
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"\t - Rendering into offscreen framebuffer.\n"
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"\n"
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);
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for (uint32_t ii = 0; ii < 5; ++ii)
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{
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const float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
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// Set view and projection matrix for view 0.
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(kWidth)/float(kHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(kWidth), uint16_t(kHeight) );
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bgfx::setViewFrameBuffer(0, fbh);
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}
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// Submit 11x11 cubes.
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for (uint32_t yy = 0; yy < 11; ++yy)
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{
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for (uint32_t xx = 0; xx < 11; ++xx)
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{
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float mtx[16];
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bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
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mtx[12] = -15.0f + float(xx)*3.0f;
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mtx[13] = -15.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, vbh);
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bgfx::setIndexBuffer(ibh);
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// Set render states.
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bgfx::setState(state);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, program);
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}
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}
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bgfx::blit(1, rb, 0, 0, bgfx::getTexture(fbh) );
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currentFrame = bgfx::frame();
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}
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bx::FilePath filePath(bx::Dir::Current);
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filePath.join("temp/headless.tga");
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bx::FileWriter writer;
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bx::Error err;
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if (bx::open(&writer, filePath, false, &err) )
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{
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bx::DefaultAllocator allocator;
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uint8_t* data = (uint8_t*)bx::alloc(&allocator, kWidth*kHeight*4);
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uint32_t expectedFrame = bgfx::readTexture(rb, data);
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while (currentFrame < expectedFrame) // Make sure read texture is complete.
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{
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currentFrame = bgfx::frame();
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}
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bimg::imageWriteTga(&writer, kWidth, kHeight, kWidth*4, data, false, false, &err);
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bx::close(&writer);
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bx::free(&allocator, data);
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}
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bx::printf(
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"\t - Screenshot written into:\n"
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"\t %s\n"
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"\n"
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"\t - Shuting it down!\n"
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"\n"
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, filePath.getCPtr()
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);
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bgfx::destroy(rb);
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bgfx::destroy(fbh);
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bgfx::destroy(program);
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bgfx::destroy(ibh);
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bgfx::destroy(vbh);
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bgfx::shutdown();
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bx::printf(
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"\t - Exiting.\n"
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"\n"
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"\n"
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);
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return bx::kExitSuccess;
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}
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