bgfx/examples/04-mesh/mesh.cpp

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/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
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#include "bgfx_utils.h"
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
bgfx::setDebug(debug);
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// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
, 1.0f
, 0
);
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bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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// Create program from shaders.
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bgfx::ProgramHandle program = loadProgram("vs_mesh", "fs_mesh");
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Mesh* mesh = meshLoad("meshes/bunny.bin");
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int64_t timeOffset = bx::getHPCounter();
while (!entry::processEvents(width, height, debug, reset) )
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{
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, height);
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// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
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int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const double freq = double(bx::getHPFrequency() );
const double toMs = 1000.0/freq;
float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );
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bgfx::setUniform(u_time, &time);
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/04-mesh");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
float at[3] = { 0.0f, 1.0f, 0.0f };
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float eye[3] = { 0.0f, 1.0f, -2.5f };
// Set view and projection matrix for view 0.
const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
float proj[16];
bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
//
// Use HMD's width/height since HMD's internal frame buffer size
// might be much larger than window size.
bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
}
else
{
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, height);
}
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float mtx[16];
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bx::mtxRotateXY(mtx
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, 0.0f
, time*0.37f
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);
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meshSubmit(mesh, 0, program, mtx);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
bgfx::frame();
}
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meshUnload(mesh);
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// Cleanup.
bgfx::destroyProgram(program);
bgfx::destroyUniform(u_time);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}