static unsafe void RenderThread(Sample sample) { // initialize the renderer Bgfx.Init(); Bgfx.Reset(sample.WindowWidth, sample.WindowHeight, ResetFlags.Vsync); // enable debug text Bgfx.SetDebugFeatures(DebugFeatures.DisplayText); // set view 0 clear state Bgfx.SetViewClear(0, ClearTargets.Color | ClearTargets.Depth, 0x303030ff); // create vertex and index buffers var vbh = Cube.CreateVertexBuffer(); var ibh = Cube.CreateIndexBuffer(); // load shaders var program = ResourceLoader.LoadProgram("vs_cubes", "fs_cubes"); // start the frame clock var clock = new Clock(); clock.Start(); var imguiController = new ImGuiController(1); var image = imguiController.AddTexture(ResourceLoader.LoadTexture("fieldstone-rgba.dds")); // main loop while (sample.ProcessEvents(ResetFlags.Vsync)) { // set view 0 viewport Bgfx.SetViewRect(0, 0, 0, sample.WindowWidth, sample.WindowHeight); // view transforms var viewMatrix = Matrix4x4.CreateLookAt(new Vector3(0.0f, 0.0f, -35.0f), Vector3.Zero, Vector3.UnitY); var projMatrix = Matrix4x4.CreatePerspectiveFieldOfView((float)Math.PI / 3, (float)sample.WindowWidth / sample.WindowHeight, 0.1f, 100.0f); Bgfx.SetViewTransform(0, &viewMatrix.M11, &projMatrix.M11); // make sure view 0 is cleared if no other draw calls are submitted Bgfx.Touch(0); // tick the clock var elapsed = clock.Frame(); var time = clock.TotalTime(); // write some debug text Bgfx.DebugTextClear(); Bgfx.DebugTextWrite(0, 1, DebugColor.White, DebugColor.Blue, "SharpBgfx/Samples/ImGui"); Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Cyan, "Description: Rendering simple static mesh."); Bgfx.DebugTextWrite(0, 3, DebugColor.White, DebugColor.Cyan, "Frame: {0:F3} ms", elapsed * 1000); // submit 11x11 cubes for (int y = 0; y < 11; y++) { for (int x = 0; x < 11; x++) { // model matrix var transform = Matrix4x4.CreateFromYawPitchRoll(time + x * 0.21f, time + y * 0.37f, 0.0f); transform.M41 = -15.0f + x * 3.0f; transform.M42 = -15.0f + y * 3.0f; transform.M43 = 0.0f; Bgfx.SetTransform(&transform.M11); // set pipeline states Bgfx.SetVertexBuffer(0, vbh); Bgfx.SetIndexBuffer(ibh); Bgfx.SetRenderState(RenderState.Default); // submit primitives Bgfx.Submit(0, program); } } imguiController.StartFrame(); ImGui.ShowDemoWindow(); ImGui.SetNextWindowPos(new Vector2(100, 100)); ImGui.SetNextWindowSize(new Vector2(400, 400)); ImGui.Begin("Drawing an image"); ImGui.Image(image, new Vector2(((float)Math.Sin(clock.TotalTime()) + 1) * 200, ((float)Math.Sin(clock.TotalTime()) + 1) * 200)); ImGui.End(); imguiController.EndFrame(elapsed, new Vector2(sample.WindowWidth, sample.WindowHeight)); // advance to the next frame. Rendering thread will be kicked to // process submitted rendering primitives. Bgfx.Frame(); } // clean up ibh.Dispose(); vbh.Dispose(); program.Dispose(); Bgfx.Shutdown(); }