Created
August 9, 2019 10:33
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#include <iostream> | |
#include <SDL.h> | |
#include <bgfx/bgfx.h> | |
#include <bx/math.h> | |
struct PosColorVertex | |
{ | |
float x; | |
float y; | |
float z; | |
uint32_t abgr; | |
}; | |
static PosColorVertex 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 cubeTriList[] = | |
{ | |
0, 1, 2, | |
1, 3, 2, | |
4, 6, 5, | |
5, 6, 7, | |
0, 2, 4, | |
4, 2, 6, | |
1, 5, 3, | |
5, 7, 3, | |
0, 4, 1, | |
4, 5, 1, | |
2, 3, 6, | |
6, 3, 7, | |
}; | |
bgfx::ShaderHandle loadShader(const char *FILENAME) | |
{ | |
FILE *file = fopen(FILENAME, "rb"); | |
fseek(file, 0, SEEK_END); | |
long fileSize = ftell(file); | |
fseek(file, 0, SEEK_SET); | |
const bgfx::Memory *mem = bgfx::alloc(fileSize + 1); | |
fread(mem->data, 1, fileSize, file); | |
mem->data[mem->size - 1] = '\0'; | |
fclose(file); | |
return bgfx::createShader(mem); | |
} | |
int main() { | |
SDL_Init(SDL_INIT_EVERYTHING); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); | |
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); | |
SDL_Window *window = SDL_CreateWindow("title", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 360, SDL_WINDOW_OPENGL); | |
bgfx::Init bgfxInit; | |
bgfxInit.type = bgfx::RendererType::OpenGL; // Automatically choose a renderer. | |
bgfxInit.resolution.width = 640; | |
bgfxInit.resolution.height = 360; | |
bgfxInit.resolution.reset = BGFX_RESET_VSYNC; | |
bgfx::init(bgfxInit); | |
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x443355FF, 1.0f, 0); | |
bgfx::setViewRect(0, 0, 0, 640, 360); | |
bgfx::VertexDecl pcvDecl; | |
pcvDecl.begin() | |
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) | |
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true) | |
.end(); | |
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(bgfx::makeRef(cubeVertices, sizeof(cubeVertices)), pcvDecl); | |
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(cubeTriList, sizeof(cubeTriList))); | |
bgfx::ShaderHandle vsh = loadShader("/Users/sherjilozair/Desktop/Dev/bgfx/bgfx/examples/runtime/shaders/glsl/vs_cubes.bin"); | |
bgfx::ShaderHandle fsh = loadShader("/Users/sherjilozair/Desktop/Dev/bgfx/bgfx/examples/runtime/shaders/glsl/fs_cubes.bin"); | |
bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh, true); | |
unsigned int counter = 0; | |
while(!SDL_QuitRequested()) { | |
const bx::Vec3 at = {0.0f, 0.0f, 0.0f}; | |
const bx::Vec3 eye = {0.0f, 0.0f, -5.0f}; | |
float view[16]; | |
bx::mtxLookAt(view, eye, at); | |
float proj[16]; | |
bx::mtxProj(proj, 60.0f, float(640) / float(360), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth); | |
bgfx::setViewTransform(0, view, proj); | |
bgfx::setVertexBuffer(0, vbh); | |
bgfx::setIndexBuffer(ibh); | |
bgfx::submit(0, program); | |
bgfx::frame(); | |
counter++; | |
SDL_GL_SwapWindow(window); | |
} | |
bgfx::shutdown(); | |
SDL_Quit(); | |
return 0; | |
} |
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