bgfx/examples/common/bgfx_utils.cpp

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/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include <vector>
#include <string>
#include <bgfx.h>
#include <bx/readerwriter.h>
#include "fpumath.h"
#include "entry/entry.h"
void* load(bx::FileReaderI* _reader, const char* _filePath)
{
if (0 == bx::open(_reader, _filePath) )
{
uint32_t size = (uint32_t)bx::getSize(_reader);
void* data = malloc(size);
bx::read(_reader, data, size);
bx::close(_reader);
return data;
}
return NULL;
}
void* load(const char* _filePath)
{
return load(entry::getFileReader(), _filePath);
}
static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const char* _filePath)
{
if (0 == bx::open(_reader, _filePath) )
{
uint32_t size = (uint32_t)bx::getSize(_reader);
const bgfx::Memory* mem = bgfx::alloc(size+1);
bx::read(_reader, mem->data, size);
bx::close(_reader);
mem->data[mem->size-1] = '\0';
return mem;
}
return NULL;
}
static bgfx::ShaderHandle loadShader(bx::FileReaderI* _reader, const char* _name)
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{
char filePath[512];
const char* shaderPath = "shaders/dx9/";
switch (bgfx::getRendererType() )
{
case bgfx::RendererType::Direct3D11:
shaderPath = "shaders/dx11/";
break;
case bgfx::RendererType::OpenGL:
shaderPath = "shaders/glsl/";
break;
case bgfx::RendererType::OpenGLES:
shaderPath = "shaders/gles/";
break;
default:
break;
}
strcpy(filePath, shaderPath);
strcat(filePath, _name);
strcat(filePath, ".bin");
return bgfx::createShader(loadMem(_reader, filePath) );
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}
bgfx::ShaderHandle loadShader(const char* _name)
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{
return loadShader(entry::getFileReader(), _name);
}
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bgfx::ProgramHandle loadProgram(bx::FileReaderI* _reader, const char* _vsName, const char* _fsName)
{
bgfx::ShaderHandle vsh = loadShader(_reader, _vsName);
bgfx::ShaderHandle fsh = loadShader(_reader, _fsName);
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return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */);
}
bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
{
return loadProgram(entry::getFileReader(), _vsName, _fsName);
}
bgfx::TextureHandle loadTexture(bx::FileReaderI* _reader, const char* _name, uint32_t _flags, uint8_t _skip, bgfx::TextureInfo* _info)
{
char filePath[512];
strcpy(filePath, "textures/");
strcat(filePath, _name);
const bgfx::Memory* mem = loadMem(_reader, filePath);
return bgfx::createTexture(mem, _flags, _skip, _info);
}
bgfx::TextureHandle loadTexture(const char* _name, uint32_t _flags, uint8_t _skip, bgfx::TextureInfo* _info)
{
return loadTexture(entry::getFileReader(), _name, _flags, _skip, _info);
}
void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
{
struct PosTexcoord
{
float m_x;
float m_y;
float m_z;
float m_pad0;
float m_u;
float m_v;
float m_pad1;
float m_pad2;
};
float* tangents = new float[6*_numVertices];
memset(tangents, 0, 6*_numVertices*sizeof(float) );
PosTexcoord v0;
PosTexcoord v1;
PosTexcoord v2;
for (uint32_t ii = 0, num = _numIndices/3; ii < num; ++ii)
{
const uint16_t* indices = &_indices[ii*3];
uint32_t i0 = indices[0];
uint32_t i1 = indices[1];
uint32_t i2 = indices[2];
bgfx::vertexUnpack(&v0.m_x, bgfx::Attrib::Position, _decl, _vertices, i0);
bgfx::vertexUnpack(&v0.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i0);
bgfx::vertexUnpack(&v1.m_x, bgfx::Attrib::Position, _decl, _vertices, i1);
bgfx::vertexUnpack(&v1.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i1);
bgfx::vertexUnpack(&v2.m_x, bgfx::Attrib::Position, _decl, _vertices, i2);
bgfx::vertexUnpack(&v2.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i2);
const float bax = v1.m_x - v0.m_x;
const float bay = v1.m_y - v0.m_y;
const float baz = v1.m_z - v0.m_z;
const float bau = v1.m_u - v0.m_u;
const float bav = v1.m_v - v0.m_v;
const float cax = v2.m_x - v0.m_x;
const float cay = v2.m_y - v0.m_y;
const float caz = v2.m_z - v0.m_z;
const float cau = v2.m_u - v0.m_u;
const float cav = v2.m_v - v0.m_v;
const float det = (bau * cav - bav * cau);
const float invDet = 1.0f / det;
const float tx = (bax * cav - cax * bav) * invDet;
const float ty = (bay * cav - cay * bav) * invDet;
const float tz = (baz * cav - caz * bav) * invDet;
const float bx = (cax * bau - bax * cau) * invDet;
const float by = (cay * bau - bay * cau) * invDet;
const float bz = (caz * bau - baz * cau) * invDet;
for (uint32_t jj = 0; jj < 3; ++jj)
{
float* tanu = &tangents[indices[jj]*6];
float* tanv = &tanu[3];
tanu[0] += tx;
tanu[1] += ty;
tanu[2] += tz;
tanv[0] += bx;
tanv[1] += by;
tanv[2] += bz;
}
}
for (uint32_t ii = 0; ii < _numVertices; ++ii)
{
const float* tanu = &tangents[ii*6];
const float* tanv = &tangents[ii*6 + 3];
float normal[4];
bgfx::vertexUnpack(normal, bgfx::Attrib::Normal, _decl, _vertices, ii);
float ndt = vec3Dot(normal, tanu);
float nxt[3];
vec3Cross(nxt, normal, tanu);
float tmp[3];
tmp[0] = tanu[0] - normal[0] * ndt;
tmp[1] = tanu[1] - normal[1] * ndt;
tmp[2] = tanu[2] - normal[2] * ndt;
float tangent[4];
vec3Norm(tangent, tmp);
tangent[3] = vec3Dot(nxt, tanv) < 0.0f ? -1.0f : 1.0f;
bgfx::vertexPack(tangent, true, bgfx::Attrib::Tangent, _decl, _vertices, ii);
}
delete [] tangents;
}
struct Aabb
{
float m_min[3];
float m_max[3];
};
struct Obb
{
float m_mtx[16];
};
struct Sphere
{
float m_center[3];
float m_radius;
};
struct Primitive
{
uint32_t m_startIndex;
uint32_t m_numIndices;
uint32_t m_startVertex;
uint32_t m_numVertices;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
};
typedef std::vector<Primitive> PrimitiveArray;
struct Group
{
Group()
{
reset();
}
void reset()
{
m_vbh.idx = bgfx::invalidHandle;
m_ibh.idx = bgfx::invalidHandle;
m_prims.clear();
}
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
PrimitiveArray m_prims;
};
struct Mesh
{
void load(bx::ReaderSeekerI* _reader)
{
#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
Group group;
uint32_t chunk;
while (4 == bx::read(_reader, chunk) )
{
switch (chunk)
{
case BGFX_CHUNK_MAGIC_VB:
{
bx::read(_reader, group.m_sphere);
bx::read(_reader, group.m_aabb);
bx::read(_reader, group.m_obb);
bx::read(_reader, m_decl);
uint16_t stride = m_decl.getStride();
uint16_t numVertices;
bx::read(_reader, numVertices);
const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
bx::read(_reader, mem->data, mem->size);
group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
}
break;
case BGFX_CHUNK_MAGIC_IB:
{
uint32_t numIndices;
bx::read(_reader, numIndices);
const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
bx::read(_reader, mem->data, mem->size);
group.m_ibh = bgfx::createIndexBuffer(mem);
}
break;
case BGFX_CHUNK_MAGIC_PRI:
{
uint16_t len;
bx::read(_reader, len);
std::string material;
material.resize(len);
bx::read(_reader, const_cast<char*>(material.c_str() ), len);
uint16_t num;
bx::read(_reader, num);
for (uint32_t ii = 0; ii < num; ++ii)
{
bx::read(_reader, len);
std::string name;
name.resize(len);
bx::read(_reader, const_cast<char*>(name.c_str() ), len);
Primitive prim;
bx::read(_reader, prim.m_startIndex);
bx::read(_reader, prim.m_numIndices);
bx::read(_reader, prim.m_startVertex);
bx::read(_reader, prim.m_numVertices);
bx::read(_reader, prim.m_sphere);
bx::read(_reader, prim.m_aabb);
bx::read(_reader, prim.m_obb);
group.m_prims.push_back(prim);
}
m_groups.push_back(group);
group.reset();
}
break;
default:
DBG("%08x at %d", chunk, bx::skip(_reader, 0) );
break;
}
}
}
void unload()
{
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
{
const Group& group = *it;
bgfx::destroyVertexBuffer(group.m_vbh);
if (bgfx::isValid(group.m_ibh) )
{
bgfx::destroyIndexBuffer(group.m_ibh);
}
}
m_groups.clear();
}
void submit(uint8_t _id, bgfx::ProgramHandle _program, float* _mtx)
{
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
{
const Group& group = *it;
// Set model matrix for rendering.
bgfx::setTransform(_mtx);
bgfx::setProgram(_program);
bgfx::setIndexBuffer(group.m_ibh);
bgfx::setVertexBuffer(group.m_vbh);
// Set render states.
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
);
// Submit primitive for rendering to view 0.
bgfx::submit(_id);
}
}
bgfx::VertexDecl m_decl;
typedef std::vector<Group> GroupArray;
GroupArray m_groups;
};
Mesh* meshLoad(bx::ReaderSeekerI* _reader)
{
Mesh* mesh = new Mesh;
mesh->load(_reader);
return mesh;
}
Mesh* meshLoad(const char* _filePath)
{
bx::FileReaderI* reader = entry::getFileReader();
bx::open(reader, _filePath);
Mesh* mesh = meshLoad(reader);
bx::close(reader);
return mesh;
}
void meshUnload(Mesh* _mesh)
{
_mesh->unload();
delete _mesh;
}
void meshSubmit(Mesh* _mesh, uint8_t _id, bgfx::ProgramHandle _program, float* _mtx)
{
_mesh->submit(_id, _program, _mtx);
}