bgfx/examples/common/bgfx_utils.h

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/*
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* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
#ifndef BGFX_UTILS_H_HEADER_GUARD
#define BGFX_UTILS_H_HEADER_GUARD
#include <bgfx/bgfx.h>
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void* load(const char* _filePath, uint32_t* _size = NULL);
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void unload(void* _ptr);
bgfx::ShaderHandle loadShader(const char* _name);
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bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName);
bgfx::TextureHandle loadTexture(const char* _name, uint32_t _flags = BGFX_TEXTURE_NONE, uint8_t _skip = 0, bgfx::TextureInfo* _info = NULL);
void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices);
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struct MeshState
{
struct Texture
{
uint32_t m_flags;
bgfx::UniformHandle m_sampler;
bgfx::TextureHandle m_texture;
uint8_t m_stage;
};
Texture m_textures[4];
uint64_t m_state;
bgfx::ProgramHandle m_program;
uint8_t m_numTextures;
uint8_t m_viewId;
};
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struct Mesh;
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Mesh* meshLoad(const char* _filePath);
void meshUnload(Mesh* _mesh);
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MeshState* meshStateCreate();
void meshStateDestroy(MeshState* _meshState);
void meshSubmit(const Mesh* _mesh, uint8_t _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state = BGFX_STATE_MASK);
void meshSubmit(const Mesh* _mesh, const MeshState*const* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices = 1);
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struct Args
{
Args(int _argc, char** _argv);
bgfx::RendererType::Enum m_type;
uint16_t m_pciId;
};
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#endif // BGFX_UTILS_H_HEADER_GUARD