/* * Copyright 2011-2014 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include #include #include "common.h" #include #include #include #include "entry/entry.h" #include "fpumath.h" #include #include 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 Aabb { float m_min[3]; float m_max[3]; }; struct Obb { float m_mtx[16]; }; struct Sphere { float m_center[3]; float m_radius; }; struct Primitive { uint32_t m_startIndex; uint32_t m_numIndices; uint32_t m_startVertex; uint32_t m_numVertices; Sphere m_sphere; Aabb m_aabb; Obb m_obb; }; typedef std::vector PrimitiveArray; struct Group { Group() { reset(); } void reset() { m_vbh.idx = bgfx::invalidHandle; m_ibh.idx = bgfx::invalidHandle; m_prims.clear(); } bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; Sphere m_sphere; Aabb m_aabb; Obb m_obb; PrimitiveArray m_prims; }; struct Mesh { void load(const char* _filePath) { #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0) #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0) #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0) bx::CrtFileReader reader; reader.open(_filePath); Group group; uint32_t chunk; while (4 == bx::read(&reader, chunk) ) { switch (chunk) { case BGFX_CHUNK_MAGIC_VB: { bx::read(&reader, group.m_sphere); bx::read(&reader, group.m_aabb); bx::read(&reader, group.m_obb); bx::read(&reader, m_decl); uint16_t stride = m_decl.getStride(); uint16_t numVertices; bx::read(&reader, numVertices); const bgfx::Memory* mem = bgfx::alloc(numVertices*stride); bx::read(&reader, mem->data, mem->size); group.m_vbh = bgfx::createVertexBuffer(mem, m_decl); } break; case BGFX_CHUNK_MAGIC_IB: { uint32_t numIndices; bx::read(&reader, numIndices); const bgfx::Memory* mem = bgfx::alloc(numIndices*2); bx::read(&reader, mem->data, mem->size); group.m_ibh = bgfx::createIndexBuffer(mem); } break; case BGFX_CHUNK_MAGIC_PRI: { uint16_t len; bx::read(&reader, len); std::string material; material.resize(len); bx::read(&reader, const_cast(material.c_str() ), len); uint16_t num; bx::read(&reader, num); for (uint32_t ii = 0; ii < num; ++ii) { bx::read(&reader, len); std::string name; name.resize(len); bx::read(&reader, const_cast(name.c_str() ), len); Primitive prim; bx::read(&reader, prim.m_startIndex); bx::read(&reader, prim.m_numIndices); bx::read(&reader, prim.m_startVertex); bx::read(&reader, prim.m_numVertices); bx::read(&reader, prim.m_sphere); bx::read(&reader, prim.m_aabb); bx::read(&reader, prim.m_obb); group.m_prims.push_back(prim); } m_groups.push_back(group); group.reset(); } break; default: DBG("%08x at %d", chunk, reader.seek() ); break; } } reader.close(); } void unload() { for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it) { const Group& group = *it; bgfx::destroyVertexBuffer(group.m_vbh); if (bgfx::isValid(group.m_ibh) ) { bgfx::destroyIndexBuffer(group.m_ibh); } } m_groups.clear(); } void submit(bgfx::ProgramHandle _program, float* _mtx) { for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it) { const Group& group = *it; // Set model matrix for rendering. bgfx::setTransform(_mtx); bgfx::setProgram(_program); bgfx::setIndexBuffer(group.m_ibh); bgfx::setVertexBuffer(group.m_vbh); // Set render states. bgfx::setState(0 |BGFX_STATE_RGB_WRITE |BGFX_STATE_ALPHA_WRITE |BGFX_STATE_DEPTH_WRITE |BGFX_STATE_DEPTH_TEST_LESS |BGFX_STATE_CULL_CCW |BGFX_STATE_MSAA ); // Submit primitive for rendering to view 0. bgfx::submit(0); } } bgfx::VertexDecl m_decl; typedef std::vector GroupArray; GroupArray m_groups; }; int _main_(int /*_argc*/, char** /*_argv*/) { uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // 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.bin"); int64_t timeOffset = bx::getHPCounter(); while (!entry::processEvents(width, height, debug, reset) ) { // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, 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::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()-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/04-mesh"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading 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, float(width)/float(height), 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 ); mesh.submit(program, mtx); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } mesh.unload(); // Cleanup. bgfx::destroyProgram(program); bgfx::destroyUniform(u_time); // Shutdown bgfx. bgfx::shutdown(); return 0; }