/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #ifndef BGFX_UTILS_H_HEADER_GUARD #define BGFX_UTILS_H_HEADER_GUARD #include void* load(const char* _filePath, uint32_t* _size = NULL); bgfx::ShaderHandle loadShader(const char* _name); 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); 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; }; struct Mesh; Mesh* meshLoad(const char* _filePath); void meshUnload(Mesh* _mesh); 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); #endif // BGFX_UTILS_H_HEADER_GUARD