mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
Cleanup.
This commit is contained in:
parent
1d82b0c07b
commit
65cd3169db
3 changed files with 53 additions and 225 deletions
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@ -26,199 +26,6 @@ KnightPos knightTour[8*4] =
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{7,1}, {6,3}, {5,1}, {7,0}, {6,2}, {4,3}, {3,1}, {2,3}
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{7,1}, {6,3}, {5,1}, {7,0}, {6,2}, {4,3}, {3,1}, {2,3}
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};
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};
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struct Aabb
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{
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float m_min[3];
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float m_max[3];
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};
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struct Obb
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{
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float m_mtx[16];
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};
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struct Sphere
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{
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float m_center[3];
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float m_radius;
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};
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struct Primitive
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{
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uint32_t m_startIndex;
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uint32_t m_numIndices;
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uint32_t m_startVertex;
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uint32_t m_numVertices;
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Sphere m_sphere;
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Aabb m_aabb;
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Obb m_obb;
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};
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typedef std::vector<Primitive> PrimitiveArray;
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struct Group
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{
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Group()
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{
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reset();
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}
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void reset()
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{
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m_vbh.idx = bgfx::invalidHandle;
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m_ibh.idx = bgfx::invalidHandle;
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m_prims.clear();
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}
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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Sphere m_sphere;
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Aabb m_aabb;
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Obb m_obb;
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PrimitiveArray m_prims;
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};
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struct Mesh
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{
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void load(const char* _filePath)
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{
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#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
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#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
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#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
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bx::CrtFileReader reader;
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reader.open(_filePath);
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Group group;
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uint32_t chunk;
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while (4 == bx::read(&reader, chunk) )
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{
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switch (chunk)
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{
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case BGFX_CHUNK_MAGIC_VB:
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{
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bx::read(&reader, group.m_sphere);
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bx::read(&reader, group.m_aabb);
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bx::read(&reader, group.m_obb);
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bx::read(&reader, m_decl);
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uint16_t stride = m_decl.getStride();
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uint16_t numVertices;
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bx::read(&reader, numVertices);
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const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
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bx::read(&reader, mem->data, mem->size);
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group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
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}
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break;
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case BGFX_CHUNK_MAGIC_IB:
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{
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uint32_t numIndices;
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bx::read(&reader, numIndices);
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const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
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bx::read(&reader, mem->data, mem->size);
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group.m_ibh = bgfx::createIndexBuffer(mem);
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}
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break;
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case BGFX_CHUNK_MAGIC_PRI:
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{
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uint16_t len;
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bx::read(&reader, len);
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std::string material;
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material.resize(len);
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bx::read(&reader, const_cast<char*>(material.c_str() ), len);
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uint16_t num;
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bx::read(&reader, num);
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for (uint32_t ii = 0; ii < num; ++ii)
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{
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bx::read(&reader, len);
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std::string name;
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name.resize(len);
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bx::read(&reader, const_cast<char*>(name.c_str() ), len);
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Primitive prim;
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bx::read(&reader, prim.m_startIndex);
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bx::read(&reader, prim.m_numIndices);
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bx::read(&reader, prim.m_startVertex);
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bx::read(&reader, prim.m_numVertices);
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bx::read(&reader, prim.m_sphere);
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bx::read(&reader, prim.m_aabb);
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bx::read(&reader, prim.m_obb);
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group.m_prims.push_back(prim);
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}
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m_groups.push_back(group);
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group.reset();
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}
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break;
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default:
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DBG("%08x at %d", chunk, reader.seek() );
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break;
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}
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}
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reader.close();
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}
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void unload()
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{
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for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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{
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const Group& group = *it;
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bgfx::destroyVertexBuffer(group.m_vbh);
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if (bgfx::isValid(group.m_ibh) )
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{
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bgfx::destroyIndexBuffer(group.m_ibh);
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}
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}
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m_groups.clear();
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}
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void submit(bgfx::ProgramHandle _program, float* _mtx, bool _blend)
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{
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for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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{
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const Group& group = *it;
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// Set model matrix for rendering.
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bgfx::setTransform(_mtx);
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bgfx::setProgram(_program);
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bgfx::setIndexBuffer(group.m_ibh);
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bgfx::setVertexBuffer(group.m_vbh);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| (_blend?0:BGFX_STATE_DEPTH_WRITE)
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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| (_blend?BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA):0)
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);
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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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bgfx::VertexDecl m_decl;
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typedef std::vector<Group> GroupArray;
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GroupArray m_groups;
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};
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int _main_(int /*_argc*/, char** /*_argv*/)
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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{
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uint32_t width = 1280;
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uint32_t width = 1280;
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@ -240,8 +47,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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, 0
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, 0
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);
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);
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bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Uniform3fv);
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bgfx::UniformHandle u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Uniform3fv);
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bgfx::UniformHandle u_texStipple = bgfx::createUniform("u_texStipple", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle u_texStipple = bgfx::createUniform("u_texStipple", bgfx::UniformType::Uniform1iv);
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bgfx::ProgramHandle program = loadProgram("vs_tree", "fs_tree");
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bgfx::ProgramHandle program = loadProgram("vs_tree", "fs_tree");
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@ -261,21 +68,41 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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textureStipple = bgfx::createTexture2D(8, 4, 1, bgfx::TextureFormat::R8, BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT, stipple);
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textureStipple = bgfx::createTexture2D(8, 4, 1, bgfx::TextureFormat::R8, BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT, stipple);
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Mesh mesh_top[3];
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Mesh* meshTop[3] =
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mesh_top[0].load("meshes/tree1b_lod0_1.bin");
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{
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mesh_top[1].load("meshes/tree1b_lod1_1.bin");
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meshLoad("meshes/tree1b_lod0_1.bin"),
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mesh_top[2].load("meshes/tree1b_lod2_1.bin");
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meshLoad("meshes/tree1b_lod1_1.bin"),
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meshLoad("meshes/tree1b_lod2_1.bin"),
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};
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Mesh mesh_trunk[3];
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Mesh* meshTrunk[3] =
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mesh_trunk[0].load("meshes/tree1b_lod0_2.bin");
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{
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mesh_trunk[1].load("meshes/tree1b_lod1_2.bin");
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meshLoad("meshes/tree1b_lod0_2.bin"),
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mesh_trunk[2].load("meshes/tree1b_lod2_2.bin");
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meshLoad("meshes/tree1b_lod1_2.bin"),
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meshLoad("meshes/tree1b_lod2_2.bin"),
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};
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// Imgui.
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// Imgui.
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void* data = load("font/droidsans.ttf");
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void* data = load("font/droidsans.ttf");
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imguiCreate(data);
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imguiCreate(data);
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free(data);
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free(data);
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const uint64_t stateCommon = 0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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;
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const uint64_t stateTransparent = stateCommon
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| BGFX_STATE_BLEND_ALPHA
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;
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const uint64_t stateOpaque = stateCommon
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| BGFX_STATE_DEPTH_WRITE
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;
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int32_t scrollArea = 0;
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int32_t scrollArea = 0;
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bool transitions = true;
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bool transitions = true;
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@ -363,12 +190,12 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::setTexture(0, u_texColor, textureBark);
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bgfx::setTexture(0, u_texColor, textureBark);
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bgfx::setTexture(1, u_texStipple, textureStipple);
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bgfx::setTexture(1, u_texStipple, textureStipple);
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bgfx::setUniform(u_stipple, stipple);
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bgfx::setUniform(u_stipple, stipple);
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mesh_trunk[mainLOD].submit(program, mtx, false);
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meshSubmit(meshTrunk[mainLOD], 0, program, mtx, stateOpaque);
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bgfx::setTexture(0, u_texColor, textureLeafs);
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bgfx::setTexture(0, u_texColor, textureLeafs);
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bgfx::setTexture(1, u_texStipple, textureStipple);
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bgfx::setTexture(1, u_texStipple, textureStipple);
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bgfx::setUniform(u_stipple, stipple);
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bgfx::setUniform(u_stipple, stipple);
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mesh_top[mainLOD].submit(program, mtx, true);
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meshSubmit(meshTop[mainLOD], 0, program, mtx, stateTransparent);
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if (transitions
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if (transitions
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&& (transitionFrame != 0) )
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&& (transitionFrame != 0) )
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@ -376,12 +203,12 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::setTexture(0, u_texColor, textureBark);
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bgfx::setTexture(0, u_texColor, textureBark);
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bgfx::setTexture(1, u_texStipple, textureStipple);
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bgfx::setTexture(1, u_texStipple, textureStipple);
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bgfx::setUniform(u_stipple, stippleInv);
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bgfx::setUniform(u_stipple, stippleInv);
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mesh_trunk[targetLOD].submit(program, mtx, false);
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meshSubmit(meshTrunk[targetLOD], 0, program, mtx, stateOpaque);
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bgfx::setTexture(0, u_texColor, textureLeafs);
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bgfx::setTexture(0, u_texColor, textureLeafs);
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bgfx::setTexture(1, u_texStipple, textureStipple);
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bgfx::setTexture(1, u_texStipple, textureStipple);
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bgfx::setUniform(u_stipple, stippleInv);
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bgfx::setUniform(u_stipple, stippleInv);
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mesh_top[targetLOD].submit(program, mtx, true);
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meshSubmit(meshTop[targetLOD], 0, program, mtx, stateTransparent);
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}
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}
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int lod = 0;
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int lod = 0;
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@ -423,8 +250,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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for (uint32_t ii = 0; ii < 3; ++ii)
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for (uint32_t ii = 0; ii < 3; ++ii)
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{
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{
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mesh_top[ii].unload();
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meshUnload(meshTop[ii]);
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mesh_trunk[ii].unload();
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meshUnload(meshTrunk[ii]);
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}
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}
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// Cleanup.
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// Cleanup.
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@ -366,8 +366,20 @@ struct Mesh
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m_groups.clear();
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m_groups.clear();
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}
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}
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void submit(uint8_t _id, bgfx::ProgramHandle _program, float* _mtx)
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void submit(uint8_t _id, bgfx::ProgramHandle _program, float* _mtx, uint64_t _state)
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{
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{
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if (BGFX_STATE_MASK == _state)
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{
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_state = 0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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;
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}
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for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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{
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{
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const Group& group = *it;
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const Group& group = *it;
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@ -377,18 +389,7 @@ struct Mesh
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bgfx::setProgram(_program);
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bgfx::setProgram(_program);
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bgfx::setIndexBuffer(group.m_ibh);
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bgfx::setIndexBuffer(group.m_ibh);
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bgfx::setVertexBuffer(group.m_vbh);
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bgfx::setVertexBuffer(group.m_vbh);
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bgfx::setState(_state);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(_id);
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bgfx::submit(_id);
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}
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}
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}
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}
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@ -420,7 +421,7 @@ void meshUnload(Mesh* _mesh)
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delete _mesh;
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delete _mesh;
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}
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}
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void meshSubmit(Mesh* _mesh, uint8_t _id, bgfx::ProgramHandle _program, float* _mtx)
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void meshSubmit(Mesh* _mesh, uint8_t _id, bgfx::ProgramHandle _program, float* _mtx, uint64_t _state)
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{
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{
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_mesh->submit(_id, _program, _mtx);
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_mesh->submit(_id, _program, _mtx, _state);
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}
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}
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@ -17,6 +17,6 @@ void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl
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struct Mesh;
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struct Mesh;
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Mesh* meshLoad(const char* _filePath);
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Mesh* meshLoad(const char* _filePath);
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void meshUnload(Mesh* _mesh);
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void meshUnload(Mesh* _mesh);
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void meshSubmit(Mesh* _mesh, uint8_t _id, bgfx::ProgramHandle _program, float* _mtx);
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void meshSubmit(Mesh* _mesh, uint8_t _id, bgfx::ProgramHandle _program, float* _mtx, uint64_t _state = BGFX_STATE_MASK);
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#endif // BGFX_UTILS_H_HEADER_GUARD
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#endif // BGFX_UTILS_H_HEADER_GUARD
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||||||
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Reference in a new issue