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@pperon
Last active September 11, 2023 03:42
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#include <stdio.h>
#include "bgfx/bgfx.h"
#include "bgfx/platform.h"
#include "bx/math.h"
#include "GLFW/glfw3.h"
#define GLFW_EXPOSE_NATIVE_WIN32
#include "GLFW/glfw3native.h"
#define WNDW_WIDTH 1600
#define WNDW_HEIGHT 900
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)
{
const char* shaderPath = "???";
switch(bgfx::getRendererType()) {
case bgfx::RendererType::Noop:
case bgfx::RendererType::Direct3D9: shaderPath = "shaders/dx9/"; break;
case bgfx::RendererType::Direct3D11:
case bgfx::RendererType::Direct3D12: shaderPath = "shaders/dx11/"; break;
case bgfx::RendererType::Gnm: shaderPath = "shaders/pssl/"; break;
case bgfx::RendererType::Metal: shaderPath = "shaders/metal/"; break;
case bgfx::RendererType::OpenGL: shaderPath = "shaders/glsl/"; break;
case bgfx::RendererType::OpenGLES: shaderPath = "shaders/essl/"; break;
case bgfx::RendererType::Vulkan: shaderPath = "shaders/spirv/"; break;
}
size_t shaderLen = strlen(shaderPath);
size_t fileLen = strlen(FILENAME);
char *filePath = (char *)malloc(shaderLen + fileLen);
memcpy(filePath, shaderPath, shaderLen);
memcpy(&filePath[shaderLen], FILENAME, fileLen);
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(void)
{
glfwInit();
GLFWwindow* window = glfwCreateWindow(WNDW_WIDTH, WNDW_HEIGHT, "Hello, bgfx!", NULL, NULL);
bgfx::PlatformData pd;
pd.nwh = glfwGetWin32Window(window);
bgfx::setPlatformData(pd);
bgfx::Init bgfxInit;
bgfxInit.type = bgfx::RendererType::Count;
bgfxInit.resolution.width = WNDW_WIDTH;
bgfxInit.resolution.height = WNDW_HEIGHT;
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, WNDW_WIDTH, WNDW_HEIGHT);
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("vs_cubes.bin");
bgfx::ShaderHandle fsh = loadShader("fs_cubes.bin");
bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh, true);
unsigned int counter = 0;
while(true) {
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(WNDW_WIDTH) / float(WNDW_HEIGHT), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
float mtx[16];
bx::mtxRotateXY(mtx, counter * 0.01f, counter * 0.01f);
bgfx::setTransform(mtx);
bgfx::setVertexBuffer(0, vbh);
bgfx::setIndexBuffer(ibh);
bgfx::submit(0, program);
bgfx::frame();
counter++;
}
bgfx::destroy(ibh);
bgfx::destroy(vbh);
bgfx::shutdown();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
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