2025-01-29 10:55:49 +01:00

131 lines
3.6 KiB
C

#include <kinc/graphics4/graphics.h>
#include <kinc/graphics4/indexbuffer.h>
#include <kinc/graphics4/pipeline.h>
#include <kinc/graphics4/rendertarget.h>
#include <kinc/graphics4/shader.h>
#include <kinc/graphics4/vertexbuffer.h>
#include <kinc/io/filereader.h>
#include <kinc/system.h>
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
#include <assert.h>
#include <stdlib.h>
static kinc_g4_shader_t vertex_shader;
static kinc_g4_shader_t fragment_shader;
static kinc_g4_pipeline_t pipeline;
static kinc_g4_vertex_buffer_t vertices;
static kinc_g4_index_buffer_t indices;
static kinc_g4_render_target_t render_target;
#define HEAP_SIZE 1024 * 1024
static uint8_t *heap = NULL;
static size_t heap_top = 0;
static void *allocate(size_t size) {
size_t old_top = heap_top;
heap_top += size;
assert(heap_top <= HEAP_SIZE);
return &heap[old_top];
}
static void update(void *data) {
kinc_g4_begin(0);
kinc_g4_render_target_t *render_targets = {&render_target};
kinc_g4_set_render_targets(&render_targets, 1);
kinc_g4_clear(KINC_G4_CLEAR_COLOR, 0xFF000000, 0.0f, 0);
kinc_g4_set_pipeline(&pipeline);
kinc_g4_set_vertex_buffer(&vertices);
kinc_g4_set_index_buffer(&indices);
kinc_g4_draw_indexed_vertices();
kinc_g4_end(0);
kinc_g4_swap_buffers();
uint8_t *pixels = (uint8_t *)malloc(2048 * 2048 * 4);
kinc_g4_render_target_get_pixels(&render_target, pixels);
if (kinc_g4_render_targets_inverted_y()) {
uint8_t *inverted_pixels = (uint8_t *)malloc(2048 * 2048 * 4);
for (int y = 0; y < 2048; ++y) {
for (int x = 0; x < 2048; ++x) {
for (int c = 0; c < 4; ++c) {
inverted_pixels[y * 2048 * 4 + x * 4 + c] = pixels[(2047 - y) * 2048 * 4 + x * 4 + c];
}
}
}
pixels = inverted_pixels;
}
stbi_write_png("test.png", 2048, 2048, 4, pixels, 2048 * 4);
exit(0);
}
static void load_shader(const char *filename, kinc_g4_shader_t *shader, kinc_g4_shader_type_t shader_type) {
kinc_file_reader_t file;
kinc_file_reader_open(&file, filename, KINC_FILE_TYPE_ASSET);
size_t data_size = kinc_file_reader_size(&file);
uint8_t *data = allocate(data_size);
kinc_file_reader_read(&file, data, data_size);
kinc_file_reader_close(&file);
kinc_g4_shader_init(shader, data, data_size, shader_type);
}
int kickstart(int argc, char **argv) {
kinc_init("Shader", 1024, 768, NULL, NULL);
kinc_set_update_callback(update, NULL);
heap = (uint8_t *)malloc(HEAP_SIZE);
assert(heap != NULL);
load_shader("shader.vert", &vertex_shader, KINC_G4_SHADER_TYPE_VERTEX);
load_shader("shader.frag", &fragment_shader, KINC_G4_SHADER_TYPE_FRAGMENT);
kinc_g4_vertex_structure_t structure;
kinc_g4_vertex_structure_init(&structure);
kinc_g4_vertex_structure_add(&structure, "pos", KINC_G4_VERTEX_DATA_F32_3X);
kinc_g4_pipeline_init(&pipeline);
pipeline.vertex_shader = &vertex_shader;
pipeline.fragment_shader = &fragment_shader;
pipeline.input_layout[0] = &structure;
pipeline.input_layout[1] = NULL;
kinc_g4_pipeline_compile(&pipeline);
kinc_g4_vertex_buffer_init(&vertices, 3, &structure, KINC_G4_USAGE_STATIC, 0);
{
float *v = kinc_g4_vertex_buffer_lock_all(&vertices);
int i = 0;
v[i++] = -1;
v[i++] = -1;
v[i++] = 0.5;
v[i++] = 1;
v[i++] = -1;
v[i++] = 0.5;
v[i++] = -1;
v[i++] = 1;
v[i++] = 0.5;
kinc_g4_vertex_buffer_unlock_all(&vertices);
}
kinc_g4_index_buffer_init(&indices, 3, KINC_G4_INDEX_BUFFER_FORMAT_16BIT, KINC_G4_USAGE_STATIC);
{
uint16_t *i = (uint16_t *)kinc_g4_index_buffer_lock_all(&indices);
i[0] = 0;
i[1] = 1;
i[2] = 2;
kinc_g4_index_buffer_unlock_all(&indices);
}
kinc_g4_render_target_init(&render_target, 2048, 2048, KINC_G4_RENDER_TARGET_FORMAT_32BIT, 16, 0);
kinc_start();
return 0;
}