Files
bgfx/examples/50-headless/headless.cpp
Бранимир Караџић 3722e21525 Added 50-headless example.
2025-11-01 21:29:11 -07:00

253 lines
5.2 KiB
C++

/*
* Copyright 2011-2025 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include <entry/entry.h>
#include <bgfx_utils.h>
#include <bx/timer.h>
#include <bx/file.h>
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_layout
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexLayout ms_layout;
};
bgfx::VertexLayout PosColorVertex::ms_layout;
static PosColorVertex s_cubeVertices[] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeTriList[] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
int _main_(int _argc, char** _argv)
{
bx::printf(
"\n"
"\n"
"\tThis example demonstrates headless initialization.\n"
"\n"
);
Args args(_argc, _argv);
bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.resolution.width = 0;
init.resolution.height = 0;
if (!bgfx::init(init) )
{
bx::printf(
"\t - Failed to initialize headless mode!\n"
"\n"
);
return bx::kExitFailure;
}
bx::printf(
"\t - Headless mode initialized successfuly!\n"
"\n"
);
constexpr uint32_t kWidth = 1280;
constexpr uint32_t kHeight = 720;
// Create vertex stream declaration.
PosColorVertex::init();
// Create static vertex buffer.
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosColorVertex::ms_layout
);
// Create static index buffer for triangle list rendering.
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeTriList, sizeof(s_cubeTriList) )
);
bgfx::ProgramHandle program = loadProgram("vs_cubes", "fs_cubes");
bgfx::FrameBufferHandle fbh = bgfx::createFrameBuffer(
kWidth
, kHeight
, bgfx::TextureFormat::BGRA8
);
bgfx::TextureHandle rb = bgfx::createTexture2D(
kWidth
, kHeight
, false
, 1
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_BLIT_DST|BGFX_TEXTURE_READ_BACK
);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
constexpr uint64_t state = 0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA
;
const uint64_t timeOffset = bx::getHPCounter();
uint32_t currentFrame = 0;
bx::printf(
"\t - Rendering into offscreen framebuffer.\n"
"\n"
);
for (uint32_t ii = 0; ii < 5; ++ii)
{
const float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
// Set view and projection matrix for view 0.
{
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(kWidth)/float(kHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, uint16_t(kWidth), uint16_t(kHeight) );
bgfx::setViewFrameBuffer(0, fbh);
}
// Submit 11x11 cubes.
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx < 11; ++xx)
{
float mtx[16];
bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
mtx[12] = -15.0f + float(xx)*3.0f;
mtx[13] = -15.0f + float(yy)*3.0f;
mtx[14] = 0.0f;
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, vbh);
bgfx::setIndexBuffer(ibh);
// Set render states.
bgfx::setState(state);
// Submit primitive for rendering to view 0.
bgfx::submit(0, program);
}
}
bgfx::blit(1, rb, 0, 0, bgfx::getTexture(fbh) );
currentFrame = bgfx::frame();
}
bx::FilePath filePath(bx::Dir::Current);
filePath.join("temp/headless.tga");
bx::FileWriter writer;
bx::Error err;
if (bx::open(&writer, filePath, false, &err) )
{
bx::DefaultAllocator allocator;
uint8_t* data = (uint8_t*)bx::alloc(&allocator, kWidth*kHeight*4);
uint32_t expectedFrame = bgfx::readTexture(rb, data);
while (currentFrame < expectedFrame) // Make sure read texture is complete.
{
currentFrame = bgfx::frame();
}
bimg::imageWriteTga(&writer, kWidth, kHeight, kWidth*4, data, false, false, &err);
bx::free(&allocator, data);
}
bx::printf(
"\t - Screenshot written into:\n"
"\t %s\n"
"\n"
"\t - Shuting it down!\n"
"\n"
, filePath.getCPtr()
);
bgfx::destroy(rb);
bgfx::destroy(fbh);
bgfx::destroy(program);
bgfx::destroy(ibh);
bgfx::destroy(vbh);
bgfx::shutdown();
bx::printf(
"\t - Exiting.\n"
"\n"
"\n"
);
return bx::kExitSuccess;
}