def init(self): bgfx.init(bgfx.BGFX_RENDERER_TYPE_COUNT, bgfx.BGFX_PCI_ID_NONE, 0, None, None) bgfx.reset(self.width, self.height, bgfx.BGFX_RESET_VSYNC) bgfx.set_debug(bgfx.BGFX_DEBUG_TEXT) bgfx.set_view_clear(0, bgfx.BGFX_CLEAR_COLOR | bgfx.BGFX_CLEAR_DEPTH, 0x303030ff, 1.0, 0)
def init(self): bgfx.init(bgfx.BGFX_RENDERER_TYPE_COUNT, bgfx.BGFX_PCI_ID_NONE, 0, None, None) bgfx.reset(self.width, self.height, bgfx.BGFX_RESET_VSYNC) bgfx.set_debug(bgfx.BGFX_DEBUG_TEXT) bgfx.set_view_clear(0, bgfx.BGFX_CLEAR_COLOR | bgfx.BGFX_CLEAR_DEPTH, 0x303030ff, 1.0, 0) # Create vertex stream declaration. rendererType = bgfx.get_renderer_type() self.ms_decl = bgfx.vertex_decl() bgfx.vertex_decl_begin(byref(self.ms_decl), rendererType) bgfx.vertex_decl_add(self.ms_decl, bgfx.BGFX_ATTRIB_POSITION, 3, bgfx.BGFX_ATTRIB_TYPE_FLOAT, False, False) bgfx.vertex_decl_add(self.ms_decl, bgfx.BGFX_ATTRIB_COLOR0, 4, bgfx.BGFX_ATTRIB_TYPE_UINT8, True, False) bgfx.vertex_decl_add(self.ms_decl, bgfx.BGFX_ATTRIB_TEXCOORD0, 2, bgfx.BGFX_ATTRIB_TYPE_FLOAT, False, False) bgfx.vertex_decl_end(self.ms_decl) self.u_mtx = bgfx.create_uniform("u_mtx", bgfx.BGFX_UNIFORM_TYPE_MAT4, 1) self.u_light_dir_time = bgfx.create_uniform("u_lightDirTime", bgfx.BGFX_UNIFORM_TYPE_VEC4, 1) # Create program from shaders. self.raymarching = bgfx.loadProgram("vs_raymarching", "fs_raymarching")