2012-09-16 20:36:08 -04:00
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/*
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2013-01-13 13:57:24 -05:00
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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2012-09-16 20:36:08 -04:00
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include <bgfx.h>
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#include <bx/bx.h>
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#include <bx/timer.h>
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2013-01-13 13:47:30 -05:00
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#include "../common/entry.h"
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2012-09-16 20:36:08 -04:00
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#include "../common/dbg.h"
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#include "../common/math.h"
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2013-01-17 01:44:51 -05:00
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#include "../common/processevents.h"
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2012-09-16 20:36:08 -04:00
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#include <stdio.h>
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#include <string.h>
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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};
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2012-10-07 23:41:18 -04:00
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static bgfx::VertexDecl s_PosColorDecl;
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2012-09-16 20:36:08 -04:00
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static PosColorVertex s_cubeVertices[8] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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2012-09-16 20:36:08 -04:00
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};
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static const char* s_shaderPath = NULL;
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static void shaderFilePath(char* _out, const char* _name)
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{
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strcpy(_out, s_shaderPath);
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strcat(_out, _name);
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strcat(_out, ".bin");
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}
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long int fsize(FILE* _file)
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{
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long int pos = ftell(_file);
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fseek(_file, 0L, SEEK_END);
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long int size = ftell(_file);
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fseek(_file, pos, SEEK_SET);
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return size;
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}
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static const bgfx::Memory* load(const char* _filePath)
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{
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FILE* file = fopen(_filePath, "rb");
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if (NULL != file)
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{
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uint32_t size = (uint32_t)fsize(file);
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const bgfx::Memory* mem = bgfx::alloc(size+1);
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2012-10-08 00:01:35 -04:00
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size_t ignore = fread(mem->data, 1, size, file);
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BX_UNUSED(ignore);
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2012-09-16 20:36:08 -04:00
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fclose(file);
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mem->data[mem->size-1] = '\0';
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return mem;
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}
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return NULL;
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}
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2012-10-28 00:34:41 -04:00
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static const bgfx::Memory* loadShader(const char* _name)
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{
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2012-09-16 20:59:21 -04:00
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char filePath[512];
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shaderFilePath(filePath, _name);
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return load(filePath);
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}
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int _main_(int _argc, char** _argv)
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_NONE;
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bgfx::init();
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bgfx::reset(width, height);
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// Enable debug text.
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bgfx::setDebug(debug);
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2012-09-16 20:36:08 -04:00
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Setup root path for binary shaders. Shader binaries are different
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// for each renderer.
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switch (bgfx::getRendererType() )
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{
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default:
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case bgfx::RendererType::Direct3D9:
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s_shaderPath = "shaders/dx9/";
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break;
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case bgfx::RendererType::Direct3D11:
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s_shaderPath = "shaders/dx11/";
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break;
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case bgfx::RendererType::OpenGL:
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s_shaderPath = "shaders/glsl/";
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break;
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case bgfx::RendererType::OpenGLES2:
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2012-10-14 01:21:02 -04:00
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case bgfx::RendererType::OpenGLES3:
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s_shaderPath = "shaders/gles/";
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break;
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}
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// Create vertex stream declaration.
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s_PosColorDecl.begin();
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s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
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s_PosColorDecl.end();
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const bgfx::Memory* mem;
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// Create static vertex buffer.
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mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);
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// Create static index buffer.
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mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
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// Load vertex shader.
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mem = loadShader("vs_cubes");
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bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
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// Load fragment shader.
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mem = loadShader("fs_cubes");
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bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
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// Create program from shaders.
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bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
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// We can destroy vertex and fragment shader here since
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// their reference is kept inside bgfx after calling createProgram.
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// Vertex and fragment shader will be destroyed once program is
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// destroyed.
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bgfx::destroyVertexShader(vsh);
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bgfx::destroyFragmentShader(fsh);
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2013-02-22 01:05:33 -05:00
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while (!processEvents(width, height, debug, reset) )
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{
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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2012-09-16 20:36:08 -04:00
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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2012-09-16 20:36:08 -04:00
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bgfx::submit(0);
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2012-10-07 23:41:18 -04:00
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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2012-09-16 20:36:08 -04:00
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/01-cube");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Rendering simple static mesh.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -35.0f };
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float view[16];
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float proj[16];
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mtxLookAt(view, eye, at);
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mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
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// Set view and projection matrix for view 0.
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bgfx::setViewTransform(0, view, proj);
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float time = (float)(bx::getHPCounter()/double(bx::getHPFrequency() ) );
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2012-10-09 02:24:10 -04:00
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// Submit 11x11 cubes.
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for (uint32_t yy = 0; yy < 11; ++yy)
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2012-09-16 20:36:08 -04:00
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{
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2012-10-09 02:24:10 -04:00
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for (uint32_t xx = 0; xx < 11; ++xx)
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{
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float mtx[16];
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mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
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mtx[12] = -15.0f + float(xx)*3.0f;
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mtx[13] = -15.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and fragment shaders.
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bgfx::setProgram(program);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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// Set render states.
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2013-02-22 01:05:33 -05:00
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bgfx::setState(BGFX_STATE_DEFAULT);
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2012-09-16 20:36:08 -04:00
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// Submit primitive for rendering to view 0.
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bgfx::submit(0);
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}
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}
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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}
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// Cleanup.
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bgfx::destroyIndexBuffer(ibh);
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bgfx::destroyVertexBuffer(vbh);
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bgfx::destroyProgram(program);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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