below code running report: CommandStream used too much space (will block)
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// Main code
int main(int, char**)
{
// 初始化GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
// 设置OpenGL版本为3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
// 创建窗口
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL Triangle", nullptr, nullptr);
if (!window) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// // 初始化GLEW
// if (glewInit() != GLEW_OK) {
// std::cerr << "Failed to initialize GLEW" << std::endl;
// return -1;
// }
App app{};
Engine *engine = Engine::create(Engine::Backend::OPENGL);
SwapChain *swapChain = engine->createSwapChain(glfwGetWin32Window(window));
Renderer *renderer = engine->createRenderer();
Scene *scene = engine->createScene();
View *view = engine->createView();
int width, height;
glfwGetFramebufferSize(window, &width, &height);
if (width && height) {
view->setViewport({0, 0, (uint32_t)width, (uint32_t)height});
}
auto setup = [&app](Engine* engine, View* view, Scene* scene) {
app.skybox = Skybox::Builder().color({0.1, 0.125, 0.25, 1.0}).build(*engine);
scene->setSkybox(app.skybox);
view->setPostProcessingEnabled(false);
static_assert(sizeof(Vertex) == 12, "Strange vertex size.");
app.vb = VertexBuffer::Builder()
.vertexCount(3)
.bufferCount(1)
.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 12)
.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 12)
.normalized(VertexAttribute::COLOR)
.build(*engine);
app.vb->setBufferAt(*engine, 0,
VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES, 36, nullptr));
app.ib = IndexBuffer::Builder()
.indexCount(3)
.bufferType(IndexBuffer::IndexType::USHORT)
.build(*engine);
app.ib->setBuffer(*engine,
IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 6, nullptr));
app.mat = Material::Builder()
.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
.build(*engine);
app.renderable = EntityManager::get().create();
RenderableManager::Builder(1)
.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
.material(0, app.mat->getDefaultInstance())
.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, app.vb, app.ib, 0, 3)
.culling(false)
.receiveShadows(false)
.castShadows(false)
.build(*engine, app.renderable);
scene->addEntity(app.renderable);
app.camera = utils::EntityManager::get().create();
app.cam = engine->createCamera(app.camera);
view->setCamera(app.cam);
view->setScene(scene);
};
setup(engine, view, scene);
float time = 0.0;
while (!glfwWindowShouldClose(window)) {
time = time + 1.0;
if (time > 10000.0) {
time = 0.0;
}
{
constexpr float ZOOM = 1.5f;
const uint32_t w = view->getViewport().width;
const uint32_t h = view->getViewport().height;
const float aspect = (float) w / h;
app.cam->setProjection(Camera::Projection::ORTHO,
-aspect * ZOOM, aspect * ZOOM,
-ZOOM, ZOOM, 0, 1);
auto& tcm = engine->getTransformManager();
tcm.setTransform(tcm.getInstance(app.renderable),
filament::math::mat4f::rotation(time, filament::math::float3{ 0, 0, 1 }));
}
if (renderer->beginFrame(swapChain)) {
renderer->render(view);
renderer->endFrame();
}
glfwPollEvents();
}
engine->destroy(app.skybox);
engine->destroy(app.renderable);
engine->destroy(app.mat);
engine->destroy(app.vb);
engine->destroy(app.ib);
engine->destroyCameraComponent(app.camera);
utils::EntityManager::get().destroy(app.camera);
engine->destroy(view);
engine->destroy(scene);
engine->destroy(renderer);
engine->destroy(swapChain);
Engine::destroy(&engine);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
