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Removed prints, linted project and removed locals
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-- 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 | ||
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hg = require("harfang") | ||
hg.InputInit() | ||
hg.WindowSystemInit() | ||
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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) | ||
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--Link precompiled assets folder to the project | ||
-- Link precompiled assets folder to the project | ||
hg.AddAssetsFolder("resources_compiled") | ||
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--Create Pipeline | ||
-- Create Pipeline | ||
pipeline = hg.CreateForwardPipeline() | ||
local res = hg.PipelineResources() | ||
res = hg.PipelineResources() | ||
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--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) | ||
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--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) | ||
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--Load scene | ||
-- Load scene | ||
scene = hg.Scene() | ||
ret = hg.LoadSceneFromAssets("car_engine/engine.scn", scene, res, hg.GetForwardPipelineInfo()) | ||
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--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) | ||
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--Prepare the plane shader program | ||
-- Prepare the plane shader program | ||
plane_prg = hg.LoadProgramFromAssets('shaders/texture') | ||
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--Main Loop | ||
local frame = 0 | ||
local view_id = 0 | ||
local state = "none" | ||
-- Main Loop | ||
frame = 0 | ||
state = "none" | ||
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while not hg.ReadKeyboard():Key(hg.K_Escape) and hg.IsWindowOpen(win) do | ||
dt = hg.TickClock() | ||
dt = hg.TickClock() | ||
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view_id = 0 | ||
view_id = hg.SubmitSceneToPipeline(view_id, scene, hg.IntRect(0, 0, res_x, res_y), true, pipeline, res, | ||
frame_buffer.handle) | ||
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--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) | ||
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--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 | ||
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--Update Scene and render to the frameBuffer | ||
scene:Update(dt) | ||
-- Update Scene and render to the frameBuffer | ||
scene:Update(dt) | ||
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-- 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))) | ||
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val_uniforms = {hg.MakeUniformSetValue('color', hg.Vec4(1, 1, 1, 1))} | ||
tex_uniforms = {hg.MakeUniformSetTexture('s_tex', tex_color, 0)} | ||
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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))) | ||
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view_id = 0 | ||
view_id = hg.SubmitSceneToPipeline(view_id, scene, hg.IntRect(0, 0, res_x, res_y), true, pipeline, res, frame_buffer.handle) | ||
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--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))) | ||
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val_uniforms = {hg.MakeUniformSetValue('color', hg.Vec4(1, 1, 1, 1))} | ||
tex_uniforms = {hg.MakeUniformSetTexture('s_tex', tex_color, 0)} | ||
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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))) | ||
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-- | ||
frame = hg.Frame() | ||
hg.UpdateWindow(win) | ||
frame = hg.Frame() | ||
hg.UpdateWindow(win) | ||
end | ||
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hg.RenderShutdown() | ||
hg.DestroyWindow(win) | ||
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