/* * Copyright 2011-2012 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include #include #include #include #include "../common/dbg.h" #include "../common/math.h" #include #include void fatalCb(bgfx::Fatal::Enum _code, const char* _str) { DBG("%x: %s", _code, _str); } static const char* s_shaderPath = NULL; static bool s_flipV = false; static void shaderFilePath(char* _out, const char* _name) { strcpy(_out, s_shaderPath); strcat(_out, _name); strcat(_out, ".bin"); } long int fsize(FILE* _file) { long int pos = ftell(_file); fseek(_file, 0L, SEEK_END); long int size = ftell(_file); fseek(_file, pos, SEEK_SET); return size; } static const bgfx::Memory* load(const char* _filePath) { FILE* file = fopen(_filePath, "rb"); if (NULL != file) { uint32_t size = (uint32_t)fsize(file); const bgfx::Memory* mem = bgfx::alloc(size+1); size_t ignore = fread(mem->data, 1, size, file); BX_UNUSED(ignore); fclose(file); mem->data[mem->size-1] = '\0'; return mem; } return NULL; } static const bgfx::Memory* loadShader(const char* _name) { char filePath[512]; shaderFilePath(filePath, _name); return load(filePath); } static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName) { const bgfx::Memory* mem; // Load vertex shader. mem = loadShader(_vsName); bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem); // Load fragment shader. mem = loadShader(_fsName); bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem); // Create program from shaders. bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh); // We can destroy vertex and fragment shader here since // their reference is kept inside bgfx after calling createProgram. // Vertex and fragment shader will be destroyed once program is // destroyed. bgfx::destroyVertexShader(vsh); bgfx::destroyFragmentShader(fsh); return program; } struct Mesh { void load(const char* _filePath) { CTMcontext ctm; ctm = ctmNewContext(CTM_IMPORT); ctmLoad(ctm, _filePath); // Create vertex decleration. { m_decl.begin(); m_decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float); if (ctmGetInteger(ctm, CTM_HAS_NORMALS) ) { m_decl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true); } if (0 < ctmGetInteger(ctm, CTM_UV_MAP_COUNT) ) { m_decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float); } CTMenum colorAttrib = ctmGetNamedAttribMap(ctm, "Color"); if (CTM_NONE != colorAttrib) { m_decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true); } m_decl.end(); } // Allocate vertex buffer and copy vertex attributes. { CTMuint numVertices = ctmGetInteger(ctm, CTM_VERTEX_COUNT); uint32_t stride = m_decl.m_stride; const CTMfloat* vertices = ctmGetFloatArray(ctm, CTM_VERTICES); const CTMfloat* normals = ctmGetFloatArray(ctm, CTM_NORMALS); const bgfx::Memory* mem = bgfx::alloc(numVertices*stride); uint8_t* data = mem->data; const uint16_t normalOffset = m_decl.getOffset(bgfx::Attrib::Normal); const uint16_t color0Offset = m_decl.getOffset(bgfx::Attrib::Color0); const bool hasColor0 = m_decl.has(bgfx::Attrib::Color0); for (uint32_t ii = 0; ii < numVertices; ++ii) { { float* xyz = (float*)data; xyz[0] = vertices[0]; xyz[1] = vertices[1]; xyz[2] = vertices[2]; vertices += 3; } if (hasColor0) { uint32_t* abgr = (uint32_t*)&data[color0Offset]; abgr[0] = 0xff000000; abgr[0] |= uint8_t( (ii%37)/37.0f*255.0f)<<16; abgr[0] |= uint8_t( (ii%59)/59.0f*255.0f)<<8; abgr[0] |= uint8_t( (ii%79)/79.0f*255.0f); } if (NULL != normals) { uint8_t* nxyz = (uint8_t*)&data[normalOffset]; nxyz[0] = uint8_t(normals[0]*127.0f + 128.0f); nxyz[1] = uint8_t(normals[1]*127.0f + 128.0f); nxyz[2] = uint8_t(normals[2]*127.0f + 128.0f); normals += 3; } data += stride; } m_vbh = bgfx::createVertexBuffer(mem, m_decl); } // Allocated static index buffer and fill with indices. { CTMuint numTriangles = ctmGetInteger(ctm, CTM_TRIANGLE_COUNT); const CTMuint* indices = ctmGetIntegerArray(ctm, CTM_INDICES); const bgfx::Memory* mem = bgfx::alloc(numTriangles*3*sizeof(uint16_t) ); uint16_t* data = (uint16_t*)mem->data; for (uint32_t ii = 0, num = numTriangles * 3; ii < num; ++ii) { data[ii] = (uint16_t)indices[ii]; } m_ibh = bgfx::createIndexBuffer(mem); } ctmFreeContext(ctm); } void setup() { bgfx::setIndexBuffer(m_ibh); bgfx::setVertexBuffer(m_vbh); } bgfx::VertexDecl m_decl; bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; }; int _main_(int _argc, char** _argv) { bgfx::init(fatalCb); bgfx::reset(1280, 720); // Enable debug text. bgfx::setDebug(BGFX_DEBUG_TEXT); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, 1280, 720); // Set view 1 default viewport. bgfx::setViewRect(1, 0, 0, 1280, 720); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT , 0x303030ff , 1.0f , 0 ); // Setup root path for binary shaders. Shader binaries are different // for each renderer. switch (bgfx::getRendererType() ) { default: case bgfx::RendererType::Direct3D9: s_shaderPath = "shaders/dx9/"; break; case bgfx::RendererType::Direct3D11: s_shaderPath = "shaders/dx11/"; break; case bgfx::RendererType::OpenGL: s_shaderPath = "shaders/glsl/"; s_flipV = true; break; case bgfx::RendererType::OpenGLES2: case bgfx::RendererType::OpenGLES3: s_shaderPath = "shaders/gles/"; s_flipV = true; break; } bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f); bgfx::ProgramHandle program = loadProgram("vs_mesh", "fs_mesh"); Mesh mesh; mesh.load("meshes/bunny.ctm"); while (true) { // 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::submit(0); int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const double toMs = 1000.0/freq; float time = (float)(bx::getHPCounter()/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/04-mesh"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading OpenCTM meshes."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); float at[3] = { 0.0f, 1.0f, 0.0f }; float eye[3] = { 0.0f, 1.0f, -2.5f }; float view[16]; float proj[16]; mtxLookAt(view, eye, at); mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f); // Set view and projection matrix for view 0. bgfx::setViewTransform(0, view, proj); float mtx[16]; mtxRotateXY(mtx , 0.0f , time*0.37f ); // Set model matrix for rendering. bgfx::setTransform(mtx); bgfx::setProgram(program); mesh.setup(); // Set render states. bgfx::setState(BGFX_STATE_RGB_WRITE |BGFX_STATE_DEPTH_WRITE |BGFX_STATE_DEPTH_TEST_LESS ); // Submit primitive for rendering to view 0. bgfx::submit(0); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } // Cleanup. bgfx::destroyProgram(program); bgfx::destroyUniform(u_time); // Shutdown bgfx. bgfx::shutdown(); return 0; }