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); // check capabilities var caps = Bgfx.GetCaps(); var computeSupported = caps.SupportedFeatures.HasFlag(DeviceFeatures.Compute); var indirectSupported = caps.SupportedFeatures.HasFlag(DeviceFeatures.DrawIndirect); if (computeSupported) { RunCompute(sample, indirectSupported); } else { RunUnsupported(sample); } // clean up Bgfx.Shutdown(); }
// Start is called before the first frame update void Start() { width = (int)image.rectTransform.rect.width; height = (int)image.rectTransform.rect.height; bool isInit = Bgfx.Init(); Debug.Log("bgfx initial result: " + isInit); // enable debug text //Bgfx.SetDebugFeatures(DebugFeatures.DisplayText); //// set view 0 clear state //Bgfx.SetViewClear(0, ClearTargets.Color | ClearTargets.Depth, 0x303030ff); // Bgfx.SetWindowHandle(image.mainTexture.GetNativeTexturePtr()); //PlatformData platformData = new PlatformData(); //platformData.DisplayType = System.IntPtr.Zero; //platformData.WindowHandle = image.mainTexture.GetNativeTexturePtr(); //string str = "aassssssssss"; //IntPtr initstr = Marshal.StringToHGlobalAnsi(str); //platformData.Context = imageTem.mainTexture.g; //platformData.Backbuffer = System.IntPtr.Zero; //platformData.BackbufferDepthStencil = System.IntPtr.Zero; //Bgfx.SetPlatformData(platformData); }
public static int Main(string[] args) { if (GLFW.Init() == 0) { return(-1); } GLFW.WindowHint(GLFW.CLIENT_API, GLFW.NO_API); string title = $"GLFW & SharpBgfx"; IntPtr window = GLFW.CreateWindow(640, 480, title, IntPtr.Zero, IntPtr.Zero); if (window == IntPtr.Zero) { GLFW.Terminate(); return(-1); } Bgfx.SetPlatformData(new PlatformData() { WindowHandle = GetWin32Window(window) }); Bgfx.Init(); Bgfx.Reset(640, 480, ResetFlags.Vsync); Bgfx.SetDebugFeatures(DebugFeatures.DisplayText); Bgfx.SetViewClear(0, ClearTargets.Color | ClearTargets.Depth, 0x303030ff); while (GLFW.WindowShouldClose(window) == 0) { GLFW.PollEvents(); Bgfx.Touch(0); // write some debug text Bgfx.DebugTextClear(); Bgfx.DebugTextWrite(0, 1, DebugColor.White, DebugColor.Blue, "GLFWDotNet & SharpBgfx"); Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Cyan, "Description: Initialization and debug text."); // advance to the next frame. Rendering thread will be kicked to // process submitted rendering primitives. Bgfx.Frame(); GLFW.SwapBuffers(window); } Bgfx.Shutdown(); GLFW.Terminate(); return(0); }
unsafe static void RenderThread(Window window) { // initialize the renderer Bgfx.Init(); Bgfx.Reset(window.Width, window.Height, ResetFlags.Vsync); Bgfx.SetDebugFeatures(DebugFeatures.DisplayText); Bgfx.SetViewClear(0, ClearTargets.Color | ClearTargets.Depth, unchecked ((int)0xffffffff)); var fontProgram = new Program( new Shader(MemoryBlock.FromArray(Shaders.FontVS)), new Shader(MemoryBlock.FromArray(Shaders.FontFS)), destroyShaders: true ); var u_texColor = new Uniform("u_texColor", UniformType.Int1); var atlas = new TextureAtlas(4096); var font = FontCollection.SystemFonts.Load("Verdana"); var analyzer = new TextAnalyzer(atlas); var buffer = new TextBuffer(12800); //buffer.Append(analyzer, font, "m"); //buffer.Append(analyzer, font, "Hello, World! (¼)"); buffer.Append(analyzer, font, @"Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus congue vitae augue sit amet laoreet. Etiam eros ligula, vestibulum non nisi a, convallis sodales odio. Integer dapibus ipsum eros, sit amet euismod ligula fringilla quis. Pellentesque placerat, dui vitae venenatis aliquam, augue eros porttitor erat, sit amet imperdiet dolor nulla nec justo. Etiam at elit vel diam consectetur venenatis vel et eros. In leo ante, vestibulum eu volutpat a, facilisis et justo. Sed semper arcu id lectus faucibus, ac pretium nunc sagittis. Praesent faucibus eu nisl non lacinia. Suspendisse suscipit vulputate velit, non sodales augue. In ante nulla, tempus vitae nisi tincidunt, dignissim venenatis elit. Phasellus fermentum turpis sed sapien dapibus, quis varius leo mattis. Nam nisl nibh, eleifend in maximus ac, ultricies ut eros. Phasellus auctor magna erat, iaculis interdum purus porta vulputate. Etiam vel neque at justo dictum tincidunt. Etiam enim nibh, dapibus accumsan blandit suscipit, dignissim vitae quam. Duis at metus et nulla posuere malesuada ut at urna. Quisque eget arcu venenatis, gravida tellus volutpat, vehicula tellus. Pellentesque rutrum purus vel ante sodales sollicitudin. Phasellus ut elit blandit, maximus ipsum ut, varius nisi. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Quisque volutpat in lectus sit amet pharetra. In mi justo, maximus sit amet viverra nec, posuere vel leo. Phasellus in justo quis ex semper suscipit. Pellentesque ut ornare purus.Donec et pretium metus. Integer dapibus est a nibh convallis pulvinar. Mauris metus diam, congue eget arcu volutpat, varius vehicula sapien. Donec posuere, massa et fringilla tincidunt, lacus ante fermentum sapien, ut dictum tellus erat id quam.Donec tempus urna velit, ac congue nibh egestas luctus. Praesent vel leo at enim imperdiet maximus non nec massa. Pellentesque auctor ultricies accumsan. Vestibulum ipsum mi, tincidunt ut lacinia et, lobortis in lacus. Donec eu velit imperdiet, viverra mi ut, congue tortor. Vestibulum ac dui pretium, interdum tortor a, varius nulla. Nunc consequat neque sed sodales sagittis. Nullam condimentum metus sit amet sapien elementum, a pulvinar eros cursus. Sed eget elit tellus. Fusce ac pellentesque orci. Nullam sagittis malesuada elit, sed dignissim nibh sollicitudin malesuada. Mauris ac hendrerit enim. Aliquam ex urna, sagittis varius ex eu, commodo consequat tortor. Praesent varius mauris sed lacus congue sollicitudin. Nulla lectus nunc, euismod id nibh quis, sollicitudin imperdiet neque. Maecenas suscipit quam sit amet venenatis cursus. Donec lacinia interdum rutrum. Phasellus quis odio justo. Duis sed justo quis quam rutrum consequat. Praesent et suscipit magna, eu condimentum mauris.Mauris in ligula odio. Integer tincidunt nisi et ipsum efficitur rutrum."); Bgfx.SetViewTransform(0, Matrix4x4.Identity, Matrix4x4.CreateOrthographicOffCenter(0, 1280, 720, 0, -1.0f, 1.0f)); // main loop while (window.ProcessEvents(ResetFlags.Vsync)) { Bgfx.SetViewRect(0, 0, 0, window.Width, window.Height); Bgfx.SetTexture(0, u_texColor, atlas.Texture); Bgfx.SetProgram(fontProgram); buffer.Submit(); Bgfx.Frame(); } // cleanup Bgfx.Shutdown(); }
static 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); // main loop while (sample.ProcessEvents(ResetFlags.Vsync)) { // set view 0 viewport Bgfx.SetViewRect(0, 0, 0, sample.WindowWidth, sample.WindowHeight); // make sure view 0 is cleared if no other draw calls are submitted Bgfx.Touch(0); // write some debug text Bgfx.DebugTextClear(); Bgfx.DebugTextImage( Math.Max(sample.WindowWidth / 2 / 8, 20) - 20, Math.Max(sample.WindowHeight / 2 / 16, 6) - 6, 40, 12, Logo.Bytes, 160 ); Bgfx.DebugTextWrite(0, 1, DebugColor.White, DebugColor.Blue, "SharpBgfx/Samples/00-HelloWorld"); Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Cyan, "Description: Initialization and debug text."); // advance to the next frame. Rendering thread will be kicked to // process submitted rendering primitives. Bgfx.Frame(); } // clean up Bgfx.Shutdown(); }
private void ImplInitialize(IntPtr graphics_surface_ptr, int width, int height) { Bgfx.SetPlatformData(new PlatformData { WindowHandle = graphics_surface_ptr }); var bgfx_callback_handler = new BgfxCallbackHandler(); var settings = new InitSettings { Backend = RendererBackend.Default, ResetFlags = ResetFlags.Vsync, Width = width, Height = height, CallbackHandler = bgfx_callback_handler }; Bgfx.Init(settings); var caps = Bgfx.GetCaps(); GraphicsBackend gfx_backend = GraphicsBackend.OpenGL; switch (caps.Backend) { case RendererBackend.OpenGL: gfx_backend = GraphicsBackend.OpenGL; break; case RendererBackend.Direct3D11: case RendererBackend.Direct3D12: case RendererBackend.Direct3D9: gfx_backend = GraphicsBackend.OpenGL; break; } Info = new GraphicsInfo(gfx_backend, caps.MaxTextureSize); }
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); // load shaders var programTextureLighting = ResourceLoader.LoadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting"); var programColorLighting = ResourceLoader.LoadProgram("vs_stencil_color_lighting", "fs_stencil_color_lighting"); var programColorTexture = ResourceLoader.LoadProgram("vs_stencil_color_texture", "fs_stencil_color_texture"); var programColorBlack = ResourceLoader.LoadProgram("vs_stencil_color", "fs_stencil_color_black"); var programTexture = ResourceLoader.LoadProgram("vs_stencil_texture", "fs_stencil_texture"); // load meshes var bunnyMesh = ResourceLoader.LoadMesh("bunny.bin"); var columnMesh = ResourceLoader.LoadMesh("column.bin"); var hplaneMesh = new Mesh(MemoryBlock.FromArray(StaticMeshes.HorizontalPlane), PosNormalTexcoordVertex.Layout, StaticMeshes.PlaneIndices); var vplaneMesh = new Mesh(MemoryBlock.FromArray(StaticMeshes.VerticalPlane), PosNormalTexcoordVertex.Layout, StaticMeshes.PlaneIndices); // load textures var figureTex = ResourceLoader.LoadTexture("figure-rgba.dds"); var flareTex = ResourceLoader.LoadTexture("flare.dds"); var fieldstoneTex = ResourceLoader.LoadTexture("fieldstone-rgba.dds"); // create uniforms var colorTextureHandle = new Uniform("u_texColor", UniformType.Sampler); var uniforms = new Uniforms(); uniforms.SubmitConstUniforms(); // light colors uniforms.LightColor = new[] { new Vector4(1.0f, 0.7f, 0.2f, 0.0f), // yellow new Vector4(0.7f, 0.2f, 1.0f, 0.0f), // purple new Vector4(0.2f, 1.0f, 0.7f, 0.0f), // cyan new Vector4(1.0f, 0.4f, 0.2f, 0.0f) // orange }; // camera var camera = new Camera(60.0f, sample.WindowWidth, sample.WindowHeight, 0.1f, 100.0f); camera.Position = new Vector3(0.0f, 18.0f, -40.0f); // start the frame clock var clock = new Clock(); clock.Start(); // check caps and stats, for testing purposes Bgfx.GetCaps(); Bgfx.GetStats(); // main loop while (sample.ProcessEvents(ResetFlags.Vsync)) { // 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/13-Stencil"); Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Cyan, "Description: Stencil reflections."); Bgfx.DebugTextWrite(0, 3, DebugColor.White, DebugColor.Cyan, "Frame: {0:F3} ms", elapsed * 1000); // clear the background Bgfx.SetViewClear(BaseId, ClearTargets.Color | ClearTargets.Depth | ClearTargets.Stencil, 0x30303000); Bgfx.SetViewRect(BaseId, 0, 0, sample.WindowWidth, sample.WindowHeight); Bgfx.Touch(BaseId); // set view params for each pass var viewMtx = camera.GetViewMatrix(); var projMtx = camera.GetProjectionMatrix(); for (byte i = PassId0; i <= PassId4; i++) { Bgfx.SetViewRect(i, 0, 0, sample.WindowWidth, sample.WindowHeight); Bgfx.SetViewTransform(i, (float *)&viewMtx, (float *)&projMtx); } // first pass - draw ground plane var floorMtx = FloorTransform; hplaneMesh.Submit(PassId0, programColorBlack, &floorMtx, StateGroups[PrebuiltRenderState.StencilReflectionCraftStencil], uniforms); // second pass - reflected objects Bgfx.SetViewClear(PassId1, ClearTargets.Depth, 0); uniforms.AmbientPass = true; uniforms.LightingPass = true; uniforms.Color = new Vector4(0.70f, 0.65f, 0.60f, 0.8f); uniforms.LightCount = LightCount; // light positions var lightPositions = new Vector4[LightCount]; var reflectedLights = new Vector4[LightCount]; for (int i = 0; i < lightPositions.Length; i++) { var v3 = new Vector3( (float)Math.Sin(time * 1.1 + i * 0.03 + i * 1.07 * Math.PI / 2) * 20.0f, 8.0f + (1.0f - (float)Math.Cos(time * 1.5 + i * 0.29 + 1.49f * Math.PI / 2)) * 4.0f, (float)Math.Cos(time * 1.3 + i * 0.13 + i * 1.79 * Math.PI / 2) * 20.0f ); lightPositions[i] = new Vector4(v3, 15.0f); reflectedLights[i] = new Vector4(Vector3.Transform(v3, ReflectionTransform), 15.0f); } uniforms.LightPosRadius = reflectedLights; var bunnyMtx = Matrix4x4.CreateScale(5) * Matrix4x4.CreateRotationY(time - 1.56f) * Matrix4x4.CreateTranslation(0.0f, 2.0f, 0.0f); var reflectedBunnyMtx = bunnyMtx * ReflectionTransform; bunnyMesh.Submit(PassId1, programColorLighting, &reflectedBunnyMtx, StateGroups[PrebuiltRenderState.StencilReflectionDrawReflected], uniforms); for (int i = 0; i < 4; i++) { var mtx = ColumnTransforms[i] * ReflectionTransform; columnMesh.Submit(PassId1, programColorLighting, &mtx, StateGroups[PrebuiltRenderState.StencilReflectionDrawReflected], uniforms); } // third pass - blend the plane and reflections uniforms.LightPosRadius = lightPositions; hplaneMesh.Submit(PassId2, programTextureLighting, &floorMtx, StateGroups[PrebuiltRenderState.StencilReflectionBlendPlane], uniforms, fieldstoneTex, colorTextureHandle); // fourth pass - draw the solid objects bunnyMesh.Submit(PassId3, programColorLighting, &bunnyMtx, StateGroups[PrebuiltRenderState.StencilReflectionDrawScene], uniforms); for (int i = 0; i < 4; i++) { var mtx = ColumnTransforms[i]; columnMesh.Submit(PassId3, programColorLighting, &mtx, StateGroups[PrebuiltRenderState.StencilReflectionDrawScene], uniforms); } // fifth pass - draw the lights as objects for (int i = 0; i < LightCount; i++) { var c = uniforms.LightColor[i]; uniforms.Color = new Vector4(c.X, c.Y, c.Z, 0.8f); var p = lightPositions[i]; var mtx = Matrix4x4.CreateScale(1.5f) * Matrix4x4.CreateBillboard(new Vector3(p.X, p.Y, p.Z), camera.Position, Vector3.UnitY, -Vector3.UnitZ); vplaneMesh.Submit(PassId4, programColorTexture, &mtx, StateGroups[PrebuiltRenderState.CustomBlendLightTexture], uniforms, flareTex, colorTextureHandle); } // advance to the next frame. Rendering thread will be kicked to // process submitted rendering primitives. Bgfx.Frame(); } // clean up bunnyMesh.Dispose(); columnMesh.Dispose(); hplaneMesh.Dispose(); vplaneMesh.Dispose(); figureTex.Dispose(); fieldstoneTex.Dispose(); flareTex.Dispose(); programTextureLighting.Dispose(); programColorLighting.Dispose(); programColorTexture.Dispose(); programColorBlack.Dispose(); programTexture.Dispose(); colorTextureHandle.Dispose(); uniforms.Dispose(); Bgfx.Shutdown(); }
public Renderer(GameWindow sdlWindow, int width, int height, RendererFlags flags = RendererFlags.None, RendererType type = RendererType.Default) { window = sdlWindow; // retrieve platform specific data and pass them to bgfx SDL.SDL_SysWMinfo wmi = window.GetPlatformWindowInfo(); PlatformData platformData = new PlatformData(); switch (wmi.subsystem) { case SDL.SDL_SYSWM_TYPE.SDL_SYSWM_WINDOWS: platformData.WindowHandle = wmi.info.win.window; break; case SDL.SDL_SYSWM_TYPE.SDL_SYSWM_X11: platformData.DisplayType = wmi.info.x11.display; platformData.WindowHandle = wmi.info.x11.window; break; case SDL.SDL_SYSWM_TYPE.SDL_SYSWM_COCOA: platformData.WindowHandle = wmi.info.cocoa.window; break; default: throw new ApplicationException("Failed to initialize renderer, unsupported platform detected"); } if (platformData.WindowHandle == IntPtr.Zero) { throw new ApplicationException("Failed to initialize renderer, invalid platform window handle"); } Bgfx.SetPlatformData(platformData); Bgfx.Init((RendererBackend)type); if (width * height <= 0) { Int2 windowSize = window.ClientSize; width = windowSize.x; height = windowSize.y; } Reset(width, height, flags); shaderPath = Path.Combine(Program.basePath, "Shaders"); switch (rendererType) { case RendererType.Direct3D11: shaderPath = Path.Combine(shaderPath, "dx11"); break; case RendererType.Direct3D9: shaderPath = Path.Combine(shaderPath, "dx9"); break; case RendererType.OpenGL: shaderPath = Path.Combine(shaderPath, "opengl"); break; default: throw new ApplicationException("No shader path defined for renderer " + rendererType.ToString()); } spriteRenderer = new SpriteRenderer(this, width, height); defaultProgram = new ShaderProgram( Path.Combine(shaderPath, "default_vs.bin"), Path.Combine(shaderPath, "default_fs.bin")); textureColor = new Uniform("s_texColor", UniformType.Int1); }
static unsafe void RenderThread(Sample sample) { // initialize the renderer Bgfx.Init(); Bgfx.Reset(sample.WindowWidth, sample.WindowHeight, ResetFlags.None); // 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(); int cubeDim = 15; float lastUpdate = 0.0f; int frameCount = 0; // main loop while (sample.ProcessEvents(ResetFlags.None)) { // 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(); if (elapsed > 10) { elapsed = 0; } frameCount++; lastUpdate += elapsed; if (lastUpdate > 1.0f) { var avgFrameTime = frameCount / lastUpdate; if (avgFrameTime > HighThreshold) { cubeDim = Math.Min(cubeDim + 2, 40); } else if (avgFrameTime < LowThreshold) { cubeDim = Math.Max(cubeDim - 1, 2); } frameCount = 0; lastUpdate = 0; } var initial = new Vector3( -Step * cubeDim / 2.0f, -Step * cubeDim / 2.0f, -15.0f ); // write some debug text Bgfx.DebugTextClear(); Bgfx.DebugTextWrite(0, 1, DebugColor.White, DebugColor.Blue, "Description: CPU/driver stress test, maximizing draw calls."); Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Cyan, "Draw Calls: {0}", cubeDim * cubeDim * cubeDim); Bgfx.DebugTextWrite(0, 3, DebugColor.White, DebugColor.Cyan, "Frame: {0:F3} ms", elapsed * 1000); for (int z = 0; z < cubeDim; z++) { for (int y = 0; y < cubeDim; y++) { for (int x = 0; x < cubeDim; x++) { // model matrix var transform = Matrix4x4.CreateFromYawPitchRoll(time + x * 0.21f, time + y * 0.37f, time + y * 0.13f); transform = Matrix4x4.CreateScale(Scale) * transform; transform.M41 = initial.X + x * Step; transform.M42 = initial.Y + y * Step; transform.M43 = initial.Z + z * Step; Bgfx.SetTransform(&transform.M11); // set pipeline states Bgfx.SetVertexBuffer(0, vbh); Bgfx.SetIndexBuffer(ibh); Bgfx.SetRenderState(RenderState.Default); // submit primitives Bgfx.Submit(0, program); } } } // 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(); }
unsafe static void Main(string[] args) { int width = 640; int height = 480; var renderer = new Renderer(); renderer.CreateSDL(width, height, string.Format("OpenLSR v{0}", Assembly.GetEntryAssembly().GetName().Version.ToString())); var wmi = new SDL_SysWMinfo(); SDL_VERSION(out wmi.version); SDL_GetWindowWMInfo(renderer.window, ref wmi); var pd = new PlatformData(); pd.WindowHandle = wmi.info.win.window; var init = new InitSettings(); init.PlatformData = pd; Bgfx.Init(init); Bgfx.Reset(width, height, ResetFlags.Vsync); SDL_ShowWindow(renderer.window); // enable debug text Bgfx.SetDebugFeatures(DebugFeatures.DisplayText); // set view 0 clear state Bgfx.SetViewClear(0, ClearTargets.Color | ClearTargets.Depth, 0x303030ff); bool quit = false; SDL_Event Event; // start the frame clock var clock = new GameClock(); clock.Start(); // main loop while (!quit) { while (SDL_PollEvent(out Event) != 0) { switch (Event.type) { case SDL_EventType.SDL_QUIT: quit = true; break; default: break; } } // set view 0 viewport Bgfx.SetViewRect(0, 0, 0, width, height); // 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.Magenta, "OpenLSR Test"); Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Magenta, "Frame: {0:F3} ms", elapsed * 1000); // advance to the next frame. Rendering thread will be kicked to // process submitted rendering primitives. Bgfx.Frame(); } // clean up Bgfx.Shutdown(); SDL_DestroyRenderer(renderer.renderer); SDL_DestroyWindow(renderer.window); SDL_Quit(); }
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(); }
unsafe static bool InitInternal(bool startedAtFullScreen, bool multiMonitorMode, string fontManagerDefaultLanguage) //, bool isEditor )//, Vec2I mainRenderTargetSize ) { OgreNativeWrapper.CheckNativeBridge((int)ParameterType.TextureCube); // GpuProgramParameters.GetAutoConstantTypeCount() ); //!!!!new UWP var path = VirtualFileSystem.Directories.PlatformSpecific; if (SystemSettings.CurrentPlatform == SystemSettings.Platform.UWP) { path = VirtualFileSystem.MakePathRelative(path); } Vector2I initialWindowSize = new Vector2I(10, 10); if (SystemSettings.CurrentPlatform == SystemSettings.Platform.UWP) { initialWindowSize = EngineApp.platform.CreatedWindow_GetClientRectangle().Size; } //set backend for Android if (SystemSettings.CurrentPlatform == SystemSettings.Platform.Android) { EngineSettings.Init.RendererBackend = RendererBackend.OpenGLES; //EngineSettings.Init.RendererBackend = RendererBackend.Vulkan; //EngineSettings.Init.RendererBackend = RendererBackend.Noop; } //set platform data if (SystemSettings.CurrentPlatform == SystemSettings.Platform.Android && EngineSettings.Init.RendererBackend == RendererBackend.OpenGLES) { //Android, OpenGLES Bgfx.SetPlatformData(new PlatformData { Context = (IntPtr)1 }); } else { Bgfx.SetPlatformData(new PlatformData { WindowHandle = EngineApp.ApplicationWindowHandle }); } if (EngineApp.ApplicationType == EngineApp.ApplicationTypeEnum.Simulation && EngineSettings.Init.SimulationTripleBuffering) { Bgfx.SetTripleBuffering(); } //Log.InvisibleInfo( "Renderer backend: " + EngineSettings.Init.RendererBackend.ToString() ); var initSettings = new InitSettings { Backend = EngineSettings.Init.RendererBackend, CallbackHandler = new CallbackHandler(), ////!!!!в релизе можно включить. в NeoAxis.DefaultSettings.config //Debug = true //!!!! //ResetFlags = ResetFlags.MSAA8x, }; Bgfx.Init(initSettings); Bgfx.Reset(initialWindowSize.X, initialWindowSize.Y, GetApplicationWindowResetFlags()); realRoot = (OgreRoot *)OgreRoot.New(path); //profilingToolBeginOperationDelegate = profilingToolBeginOperation; //profilingToolEndOperationDelegate = profilingToolEndOperation; //OgreRoot.setCallbackDelegates( realRoot, // profilingToolBeginOperationDelegate, // profilingToolEndOperationDelegate ); logListener_messageLoggedDelegate = logListener_messageLogged; logListener = (MyOgreLogListener *)MyOgreLogListener.New( logListener_messageLoggedDelegate); OgreLogManager.getDefaultLog_addListener(realRoot, logListener); MyOgreVirtualFileSystem.Init(); //TextBlock configBlock = null; //if( VirtualFile.Exists( "Base/Constants/RenderingSystem.config" ) ) // configBlock = TextBlockUtility.LoadFromVirtualFile( "Base/Constants/RenderingSystem.config" ); ////irradianceVolumeLightPowerSpeed //{ // irradianceVolumeLightPowerSpeed = 1; // if( configBlock != null ) // { // TextBlock staticLightingBlock = configBlock.FindChild( "staticLighting" ); // if( staticLightingBlock != null ) // { // if( staticLightingBlock.IsAttributeExist( "irradianceVolumeLightPowerSpeed" ) ) // { // irradianceVolumeLightPowerSpeed = float.Parse( // staticLightingBlock.GetAttribute( "irradianceVolumeLightPowerSpeed" ) ); // } // } // } //} //if( !string.IsNullOrEmpty( EngineApp.InitSettings.RenderingDeviceName ) ) //{ // OgreRoot.setRenderingDevice( realRoot, EngineApp.InitSettings.RenderingDeviceName, // EngineApp.InitSettings.RenderingDeviceIndex ); //} ////!!!!!!всё таки выключать можно для NULL рендеринга? ////renderSystem.MaxPixelShadersVersion = MaxPixelShadersVersions.PS30; ////renderSystem.MaxVertexShadersVersion = MaxVertexShadersVersions.VS30; //RenderingSystem.Direct3DFPUPreserve = EngineApp.InitSettings.RenderingDirect3DFPUPreserve; unsafe { OgreRoot.initialise(realRoot); } GpuProgramManager.Init(); InitGPUSettingsAndCapabilities(); applicationRenderWindow = new RenderWindow(FrameBuffer.Invalid, initialWindowSize, EngineApp.ApplicationWindowHandle, true); //applicationRenderWindow.WindowMovedOrResized( xxx ); //!!!!!?, mainRenderTargetSize ); //Scene manager MyOgreSceneManager *realSceneManager = (MyOgreSceneManager *)OgreRoot.createSceneManager(realRoot, "NeoAxisSceneManager"); sceneManager = new OgreSceneManager(realSceneManager); EngineFontManager.Init(fontManagerDefaultLanguage); //Create viewport Viewport viewport = applicationRenderWindow.AddViewport(true, true); // RenderCamera.Purposes.UsualScene );// mainRenderTargetCamera ); //viewport.Camera.AllowFrustumCullingTestMode = true; //mainRenderTargetViewport = mainRenderTarget.AddViewport( RenderCamera.Purposes.UsualScene );// mainRenderTargetCamera ); //mainRenderTargetCamera = mainRenderTargetViewport.ViewportCamera; //mainRenderTargetCamera.AllowFrustumCullingTestMode = true; { IntPtr errorPointer; OgreResourceGroupManager.initialiseAllResourceGroups(realRoot, out errorPointer); string error = OgreNativeWrapper.GetOutString(errorPointer); if (error != null) { Log.Error(string.Format("Renderer: {0}", error)); return(false); } } //Ogre initialization errors if (resourceInitializationErrors.Count != 0) { string text = "Renderer initialization errors:\n\n"; foreach (string message in resourceInitializationErrors) { text += message + "\n"; } resourceInitializationErrors.Clear(); Log.Error(text); return(false); } resourcesInitialized = true; GpuBufferManager.Init(); //!!!!! //ResourceLoadingManagerInBackground.Init(); return(true); }
static unsafe void RenderThread(Sample sample) { // initialize the renderer Bgfx.Init(RendererBackend.OpenGL, callbackHandler: new CallbackHandler()); Bgfx.Reset(sample.WindowWidth, sample.WindowHeight, ResetFlags.MSAA16x | ResetFlags.Capture); // enable debug text Bgfx.SetDebugFeatures(DebugFeatures.DisplayText); // set view 0 clear state Bgfx.SetViewClear(0, ClearTargets.Color | ClearTargets.Depth, 0x303030ff); Bgfx.SetViewRect(0, 0, 0, sample.WindowWidth, sample.WindowHeight); // create vertex and index buffers var vbh = Cube.CreateVertexBuffer(); var ibh = Cube.CreateIndexBuffer(); // load shaders var program = ResourceLoader.LoadProgram("vs_callback", "fs_callback"); // 5 seconds of 60 Hz video var time = 0.0f; for (int frame = 0; frame < 300; frame++) { // write some debug text Bgfx.DebugTextClear(); Bgfx.DebugTextWrite(0, 1, DebugColor.White, DebugColor.Blue, "SharpBgfx/Samples/07-Callback"); Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Cyan, "Description: Implementing application specific callbacks for taking screen shots,"); Bgfx.DebugTextWrite(13, 3, DebugColor.White, DebugColor.Cyan, "caching OpenGL binary shaders, and video capture."); Bgfx.DebugTextWrite(0, 4, DebugColor.White, DebugColor.Cyan, "Frame: {0}", frame); // 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); // fixed frame rate time += 1.0f / 60.0f; // submit 11x11 cubes for (int y = 0; y < 11; y++) { for (int x = 0; x < 11 - y; 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); } } // take a screenshot at frame 150 if (frame == 150) { Bgfx.RequestScreenShot("frame150"); } // advance to next frame Bgfx.Frame(); } // clean up ibh.Dispose(); vbh.Dispose(); program.Dispose(); Bgfx.Shutdown(); }
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_instancing", "fs_instancing"); // start the frame clock var clock = new Clock(); clock.Start(); // getting caps var caps = Bgfx.GetCaps(); // 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/05-Instancing"); Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Cyan, "Description: Geometry instancing."); Bgfx.DebugTextWrite(0, 3, DebugColor.White, DebugColor.Cyan, "Frame: {0:F3} ms", elapsed * 1000); // check caps if ((caps.SupportedFeatures & DeviceFeatures.Instancing) != DeviceFeatures.Instancing) { // instancing not supported Bgfx.DebugTextWrite(0, 3, DebugColor.White, DebugColor.Red, "Instancing not supported!"); } else { const int instanceStride = 80; const int instanceCount = 121; var idb = new InstanceDataBuffer(instanceCount, instanceStride); // fill in InstanceDataBuffer byte *dataPtr = (byte *)idb.Data.ToPointer(); // TODO: extract idb->data->num for (int y = 0; y < 11; y++) { for (int x = 0; x < 11; x++) { float *matrix = (float *)dataPtr; var realMatrix = Matrix4x4.CreateFromYawPitchRoll(time + x * 0.21f, time + y * 0.37f, 0f); realMatrix.M41 = -15.0f + x * 3.0f; realMatrix.M42 = -15.0f + y * 3.0f; realMatrix.M43 = 0.0f; // TODO: use proper copy function, not a bycicle float *realMatrixPtr = &realMatrix.M11; for (int i = 0; i < 16; i++) { matrix[i] = realMatrixPtr[i]; } float *color = (float *)(dataPtr + 64); color[0] = (float)Math.Sin(time + x / 11.0f) * 0.5f + 0.5f; color[1] = (float)Math.Cos(time + y / 11.0f) * 0.5f + 0.5f; color[2] = (float)Math.Sin(time * 3.0f) * 0.5f + 0.5f; color[3] = 1.0f; dataPtr += instanceStride; } } // set pipeline states Bgfx.SetVertexBuffer(0, vbh); Bgfx.SetIndexBuffer(ibh); Bgfx.SetInstanceDataBuffer(ref idb); Bgfx.SetRenderState(RenderState.Default); // submit primitives Bgfx.Submit(0, program); } // 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(); }