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Save sherjilozair/1bfc7235737eaaa638d67c49c9a41733 to your computer and use it in GitHub Desktop.
#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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