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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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