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Removed prints, linted project and removed locals
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Angar0Os committed Nov 18, 2024
1 parent f0778dd commit 5eda550
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Showing 2 changed files with 41 additions and 44 deletions.
85 changes: 41 additions & 44 deletions scene_screenshot_buffer.lua
Original file line number Diff line number Diff line change
@@ -1,83 +1,80 @@
-- Toyota 2JZ-GTE Engine model by Serhii Denysenko (CGTrader: serhiidenysenko8256)
-- URL : https://www.cgtrader.com/3d-models/vehicle/part/toyota-2jz-gte-engine-2932b715-2f42-4ecd-93ce-df9507c67ce8

hg = require("harfang")
hg.InputInit()
hg.WindowSystemInit()

local res_x, res_y, tex_size = 1024, 1024, 1024
res_x, res_y, tex_size = 1024, 1024, 1024
win = hg.RenderInit('Frame Buffer Screenshot', res_x, res_y, hg.RF_VSync | hg.RF_MSAA4X)

--Link precompiled assets folder to the project
-- Link precompiled assets folder to the project
hg.AddAssetsFolder("resources_compiled")

--Create Pipeline
-- Create Pipeline
pipeline = hg.CreateForwardPipeline()
local res = hg.PipelineResources()
res = hg.PipelineResources()

--Create a 1024*1024 frame buffer to draw the scene to
local frame_buffer = hg.CreateFrameBuffer(tex_size, tex_size, hg.TF_RGBA8, hg.TF_D24, 4, 'framebuffer')
local tex_color = hg.GetColorTexture(frame_buffer)
-- Create a 1024*1024 frame buffer to draw the scene to
frame_buffer = hg.CreateFrameBuffer(tex_size, tex_size, hg.TF_RGBA8, hg.TF_D24, 4, 'framebuffer')
tex_color = hg.GetColorTexture(frame_buffer)

--Prepare screenshot requirements
local tex_color_ref = res:AddTexture("tex_rb", tex_color)
local tex_readback = hg.CreateTexture(tex_size, tex_size, "readback", hg.TF_ReadBack | hg.TF_BlitDestination, hg.TF_RGBA8)
local picture = hg.Picture(tex_size, tex_size, hg.PF_RGBA32)
-- Prepare screenshot requirements
tex_color_ref = res:AddTexture("tex_rb", tex_color)
tex_readback = hg.CreateTexture(tex_size, tex_size, "readback", hg.TF_ReadBack | hg.TF_BlitDestination, hg.TF_RGBA8)
picture = hg.Picture(tex_size, tex_size, hg.PF_RGBA32)

--Load scene
-- Load scene
scene = hg.Scene()
ret = hg.LoadSceneFromAssets("car_engine/engine.scn", scene, res, hg.GetForwardPipelineInfo())

--Create the plane model
-- Create the plane model
vtx_layout = hg.VertexLayoutPosFloatTexCoord0UInt8()
plane_mdl = hg.CreatePlaneModel(vtx_layout, 1, 1, 1, 1)
plane_ref = res:AddModel('plane', plane_mdl)

--Prepare the plane shader program
-- Prepare the plane shader program
plane_prg = hg.LoadProgramFromAssets('shaders/texture')

--Main Loop
local frame = 0
local view_id = 0
local state = "none"
-- Main Loop
frame = 0
state = "none"

while not hg.ReadKeyboard():Key(hg.K_Escape) and hg.IsWindowOpen(win) do
dt = hg.TickClock()
dt = hg.TickClock()

view_id = 0
view_id = hg.SubmitSceneToPipeline(view_id, scene, hg.IntRect(0, 0, res_x, res_y), true, pipeline, res,
frame_buffer.handle)

--Change state to capture when user press Space and Capture is not already running
if(hg.ReadKeyboard():Key(hg.K_Space) and state == "none") then
-- Change state to capture when user press Space and Capture is not already running
if (hg.ReadKeyboard():Key(hg.K_Space) and state == "none") then
state = "capture"
frame_count_capture, view_id = hg.CaptureTexture(view_id, res, tex_color_ref, tex_readback, picture)
print(frame_count_capture, frame)

--Take screenshot if CaptureTexture is ready and user pressed space
elseif(state == "capture" and frame_count_capture <= frame) then
local png_filename = "screenshots/" .. ".png"
-- Take screenshot if CaptureTexture is ready and user pressed space
elseif (state == "capture" and frame_count_capture <= frame) then
png_filename = "screenshots/" .. ".png"
hg.SavePNG(picture, png_filename)
state = "none" --Reset state to none to be able to screenshot again
state = "none" -- Reset state to none to be able to screenshot again
end

--Update Scene and render to the frameBuffer
scene:Update(dt)
-- Update Scene and render to the frameBuffer
scene:Update(dt)

-- Draw a plabe using the texture the scene was rendered to
hg.SetViewPerspective(view_id, 0, 0, res_x, res_y, hg.TranslationMat4(hg.Vec3(0, 0, -1.8)))

val_uniforms = {hg.MakeUniformSetValue('color', hg.Vec4(1, 1, 1, 1))}
tex_uniforms = {hg.MakeUniformSetTexture('s_tex', tex_color, 0)}

hg.DrawModel(view_id, plane_mdl, plane_prg, val_uniforms, tex_uniforms,
hg.TransformationMat4(hg.Vec3(0, 0, 0), hg.Vec3(math.pi / 2, 0, math.pi)))

view_id = 0
view_id = hg.SubmitSceneToPipeline(view_id, scene, hg.IntRect(0, 0, res_x, res_y), true, pipeline, res, frame_buffer.handle)

--Draw a plabe using the texture the scene was rendered to
hg.SetViewPerspective(view_id, 0, 0, res_x, res_y, hg.TranslationMat4(hg.Vec3(0, 0, -1.8)))

val_uniforms = {hg.MakeUniformSetValue('color', hg.Vec4(1, 1, 1, 1))}
tex_uniforms = {hg.MakeUniformSetTexture('s_tex', tex_color, 0)}

hg.DrawModel(view_id, plane_mdl, plane_prg, val_uniforms, tex_uniforms, hg.TransformationMat4(hg.Vec3(0, 0, 0), hg.Vec3(math.pi / 2, 0, math.pi)))

--
frame = hg.Frame()
hg.UpdateWindow(win)
frame = hg.Frame()
hg.UpdateWindow(win)
end

hg.RenderShutdown()
hg.DestroyWindow(win)



Empty file added scene_screenshot_buffer.py
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