bgfx/examples/08-update/update.cpp

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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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*/
#include "common.h"
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#include "bgfx_utils.h"
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#include <bx/uint32_t.h>
#include "packrect.h"
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#include <list>
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struct PosTexcoordVertex
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{
float m_x;
float m_y;
float m_z;
float m_u;
float m_v;
float m_w;
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static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float)
.end();
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};
static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosTexcoordVertex::ms_decl;
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static PosTexcoordVertex s_m_cubeVertices[28] =
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{
{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
{-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
{-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
{-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
{-1.0f, 1.0f, 1.0f, -2.0f, 2.0f, 2.0f },
{ 1.0f, 1.0f, 1.0f, 2.0f, 2.0f, 2.0f },
{-1.0f, -1.0f, 1.0f, -2.0f, -2.0f, 2.0f },
{ 1.0f, -1.0f, 1.0f, 2.0f, -2.0f, 2.0f },
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};
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static const uint16_t s_m_cubeIndices[36] =
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{
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0, 1, 2, // 0
1, 3, 2,
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4, 6, 5, // 2
5, 6, 7,
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8, 10, 9, // 4
9, 10, 11,
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12, 14, 13, // 6
14, 15, 13,
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16, 18, 17, // 8
18, 19, 17,
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20, 22, 21, // 10
21, 22, 23,
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};
static void updateTextureCubeRectBgra8(bgfx::TextureHandle _handle, uint8_t _side, uint32_t _x, uint32_t _y, uint32_t _width, uint32_t _height, uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a = 0xff)
{
bgfx::TextureInfo ti;
bgfx::calcTextureSize(ti, _width, _height, 1, 1, false, bgfx::TextureFormat::BGRA8);
const bgfx::Memory* mem = bgfx::alloc(ti.storageSize);
uint8_t* data = (uint8_t*)mem->data;
for (uint32_t ii = 0, num = ti.storageSize*8/ti.bitsPerPixel; ii < num; ++ii)
{
data[0] = _b;
data[1] = _g;
data[2] = _r;
data[3] = _a;
data += 4;
}
bgfx::updateTextureCube(_handle, _side, 0, _x, _y, _width, _height, mem);
}
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static const uint32_t m_textureside = 512;
static const uint32_t m_texture2dSize = 256;
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class Update : public entry::AppI
{
public:
Update()
: m_cube(m_textureside)
{
}
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void init(int _argc, char** _argv) BX_OVERRIDE
{
Args args(_argc, _argv);
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m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
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bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
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// Enable debug text.
bgfx::setDebug(m_debug);
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// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
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// Create vertex stream declaration.
PosTexcoordVertex::init();
m_textures[0] = loadTexture("texture_compression_bc1.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
m_textures[1] = loadTexture("texture_compression_bc2.dds", BGFX_TEXTURE_U_CLAMP);
m_textures[2] = loadTexture("texture_compression_bc3.dds", BGFX_TEXTURE_V_CLAMP);
m_textures[3] = loadTexture("texture_compression_etc1.ktx", BGFX_TEXTURE_U_BORDER|BGFX_TEXTURE_V_BORDER|BGFX_TEXTURE_BORDER_COLOR(1) );
m_textures[4] = loadTexture("texture_compression_etc2.ktx");
m_textures[5] = loadTexture("texture_compression_ptc12.pvr");
m_textures[6] = loadTexture("texture_compression_ptc14.pvr");
m_textures[7] = loadTexture("texture_compression_ptc22.pvr");
m_textures[8] = loadTexture("texture_compression_ptc24.pvr");
const bgfx::Caps* caps = bgfx::getCaps();
m_texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D);
m_blitSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_BLIT);
m_numm_textures3d = 0;
if (m_texture3DSupported)
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{
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const bgfx::Memory* mem8 = bgfx::alloc(32*32*32);
const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
for (uint8_t zz = 0; zz < 32; ++zz)
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{
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for (uint8_t yy = 0; yy < 32; ++yy)
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{
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for (uint8_t xx = 0; xx < 32; ++xx)
{
const uint32_t offset = ( (zz*32+yy)*32+xx);
const uint32_t val = xx ^ yy ^ zz;
mem8->data[offset] = val<<3;
*(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
*(float*)&mem32f->data[offset*4] = (float)val/32.0f;
}
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}
}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R8]) )
{
m_textures3d[m_numm_textures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8);
}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R16F]) )
{
m_textures3d[m_numm_textures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f);
}
if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R32F]) )
{
m_textures3d[m_numm_textures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f);
}
}
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// Create static vertex buffer.
m_vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_m_cubeVertices, sizeof(s_m_cubeVertices) ), PosTexcoordVertex::ms_decl);
// Create static index buffer.
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_m_cubeIndices, sizeof(s_m_cubeIndices) ) );
// Create programs.
m_program = loadProgram("vs_update", "fs_update");
m_programCmp = loadProgram("vs_update", "fs_update_cmp");
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m_program3d.idx = bgfx::invalidHandle;
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if (m_texture3DSupported)
{
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m_program3d = loadProgram("vs_update", "fs_update_3d");
}
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// Create texture sampler uniforms.
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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// Create time uniform.
u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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m_textureCube[0] = bgfx::createTextureCube(m_textureside, 1
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
);
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if (m_blitSupported)
{
m_textureCube[1] = bgfx::createTextureCube(m_textureside, 1
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT|BGFX_TEXTURE_BLIT_DST
);
}
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m_texture2d = bgfx::createTexture2D(m_texture2dSize, m_texture2dSize, 1
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
);
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m_m_texture2dData = (uint8_t*)malloc(m_texture2dSize*m_texture2dSize*4);
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m_rr = rand()%255;
m_gg = rand()%255;
m_bb = rand()%255;
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m_hit = 0;
m_miss = 0;
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m_updateTime = 0;
m_timeOffset = bx::getHPCounter();
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}
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virtual int shutdown() BX_OVERRIDE
{
// m_m_texture2dData is managed from main thread, and it's passed to renderer
// just as MemoryRef. At this point render might be using it. We must wait
// previous frame to finish before we can free it.
bgfx::frame();
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// Cleanup.
free(m_m_texture2dData);
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
{
bgfx::destroyTexture(m_textures[ii]);
}
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for (uint32_t ii = 0; ii < m_numm_textures3d; ++ii)
{
bgfx::destroyTexture(m_textures3d[ii]);
}
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bgfx::destroyTexture(m_texture2d);
bgfx::destroyTexture(m_textureCube[0]);
if (m_blitSupported)
{
bgfx::destroyTexture(m_textureCube[1]);
}
bgfx::destroyIndexBuffer(m_ibh);
bgfx::destroyVertexBuffer(m_vbh);
if (bgfx::isValid(m_program3d) )
{
bgfx::destroyProgram(m_program3d);
}
bgfx::destroyProgram(m_programCmp);
bgfx::destroyProgram(m_program);
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_texCube);
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// Shutdown bgfx.
bgfx::shutdown();
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return 0;
}
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bool update() BX_OVERRIDE
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset) )
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{
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float borderColor[4] = { float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f };
bgfx::setPaletteColor(1, borderColor);
// Set view 0 and 1 viewport.
bgfx::setViewRect(0, 0, 0, m_width, m_height);
bgfx::setViewRect(1, 0, 0, m_width, m_height);
// 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);
int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const int64_t freq = bx::getHPFrequency();
const double toMs = 1000.0/double(freq);
float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) );
bgfx::setUniform(u_time, &time);
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/08-update");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating m_textures.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
if (now > m_updateTime)
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{
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PackCube face;
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uint32_t bw = bx::uint16_max(1, rand()%(m_textureside/4) );
uint32_t bh = bx::uint16_max(1, rand()%(m_textureside/4) );
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if (m_cube.find(bw, bh, face) )
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{
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m_quads.push_back(face);
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++m_hit;
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const Pack2D& rect = face.m_rect;
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updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, m_rr, m_gg, m_bb);
if (m_blitSupported)
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{
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bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
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}
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m_rr = rand()%255;
m_gg = rand()%255;
m_bb = rand()%255;
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}
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else
{
++m_miss;
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for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)m_quads.size() ); ii < num; ++ii)
{
face = m_quads.front();
const Pack2D& rect = face.m_rect;
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updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, 0, 0, 0);
if (m_blitSupported)
{
bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
}
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m_cube.clear(face);
m_quads.pop_front();
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}
}
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{
// Fill rect.
const uint32_t pitch = m_texture2dSize*4;
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const uint16_t tw = rand()%m_texture2dSize;
const uint16_t th = rand()%m_texture2dSize;
const uint16_t tx = rand()%(m_texture2dSize-tw);
const uint16_t ty = rand()%(m_texture2dSize-th);
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uint8_t* dst = &m_m_texture2dData[(ty*m_texture2dSize+tx)*4];
uint8_t* next = dst + pitch;
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// Using makeRef to pass texture memory without copying.
const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4);
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for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch)
{
for (uint32_t xx = 0; xx < tw; ++xx, dst += 4)
{
dst[0] = m_bb;
dst[1] = m_gg;
dst[2] = m_rr;
dst[3] = 255;
}
}
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// Pitch here makes possible to pass data from source to destination
// without need for m_textures and allocated memory to be the same size.
bgfx::updateTexture2D(m_texture2d, 0, tx, ty, tw, th, mem, pitch);
}
}
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bgfx::dbgTextPrintf(0, 4, 0x0f, "m_hit: %d, m_miss %d", m_hit, m_miss);
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float at[3] = { 0.0f, 0.0f, 0.0f };
float eye[3] = { 0.0f, 0.0f, -5.0f };
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float view[16];
float proj[16];
bx::mtxLookAt(view, eye, at);
bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
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// Set view and projection matrix for view 0.
bgfx::setViewTransform(0, view, proj);
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for (uint32_t ii = 0; ii < 1 + uint32_t(m_blitSupported); ++ii)
{
float mtx[16];
bx::mtxSRT(mtx, 1.0f, 1.0f, 1.0f, time, time*0.37f, 0.0f, -1.5f*m_blitSupported + ii*3.0f, 0.0f, 0.0f);
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// Set model matrix for rendering.
bgfx::setTransform(mtx);
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// Set vertex and index buffer.
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh);
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// Bind texture.
bgfx::setTexture(0, s_texCube, m_textureCube[ii]);
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// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
bgfx::submit(0, m_program);
}
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// Set view and projection matrix for view 1.
const float aspectRatio = float(m_height)/float(m_width);
const float size = 11.0f;
bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
bgfx::setViewTransform(1, NULL, proj);
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float mtx[16];
bx::mtxTranslate(mtx, -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f, 1.9f, 0.0f);
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// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
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bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh);
// Bind texture.
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bgfx::setTexture(0, s_texColor, m_texture2d);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 1.
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bgfx::submit(1, m_programCmp);
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const float xpos = -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f;
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
{
bx::mtxTranslate(mtx, xpos + ii*2.1f, size-6.5f, 0.0f);
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// Set model matrix for rendering.
bgfx::setTransform(mtx);
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// Set vertex and index buffer.
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh, 0, 6);
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// Bind texture.
bgfx::setTexture(0, s_texColor, m_textures[ii]);
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// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 1.
bgfx::submit(1, m_programCmp);
}
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for (uint32_t ii = 0; ii < m_numm_textures3d; ++ii)
{
bx::mtxTranslate(mtx, xpos + ii*2.1f, -size+6.5f, 0.0f);
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// Set model matrix for rendering.
bgfx::setTransform(mtx);
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// Set vertex and index buffer.
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh, 0, 6);
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// Bind texture.
bgfx::setTexture(0, s_texColor, m_textures3d[ii]);
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// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 1.
bgfx::submit(1, m_program3d);
}
for (uint32_t ii = 0; ii < 4; ++ii)
{
bx::mtxTranslate(mtx, xpos + (size-2.0f)*2.1f, -size+6.5f + ii*2.1f, 0.0f);
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// Set model matrix for rendering.
bgfx::setTransform(mtx);
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// Set vertex and index buffer.
bgfx::setVertexBuffer(m_vbh, 24, 4);
bgfx::setIndexBuffer(m_ibh, 0, 6);
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// Bind texture.
bgfx::setTexture(0, s_texColor, m_textures[ii]);
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// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 1.
bgfx::submit(1, m_programCmp);
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
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}
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uint8_t* m_m_texture2dData;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
uint32_t m_numm_textures3d;
bool m_texture3DSupported;
bool m_blitSupported;
std::list<PackCube> m_quads;
RectPackCubeT<256> m_cube;
int64_t m_updateTime;
int64_t m_timeOffset;
uint32_t m_hit;
uint32_t m_miss;
uint8_t m_rr;
uint8_t m_gg;
uint8_t m_bb;
bgfx::TextureHandle m_textures[9];
bgfx::TextureHandle m_textures3d[3];
bgfx::TextureHandle m_texture2d;
bgfx::TextureHandle m_textureCube[2];
bgfx::IndexBufferHandle m_ibh;
bgfx::VertexBufferHandle m_vbh;
bgfx::ProgramHandle m_program3d;
bgfx::ProgramHandle m_programCmp;
bgfx::ProgramHandle m_program;
bgfx::UniformHandle u_time;
bgfx::UniformHandle s_texColor;
bgfx::UniformHandle s_texCube;
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};
ENTRY_IMPLEMENT_MAIN(Update);