mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 00:31:28 -05:00
393 lines
8.4 KiB
C++
393 lines
8.4 KiB
C++
/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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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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#include <bx/readerwriter.h>
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#include "../common/entry.h"
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#include "../common/dbg.h"
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#include "../common/math.h"
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#include "../common/processevents.h"
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#include <stdio.h>
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#include <string.h>
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#include <string>
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#include <vector>
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static const char* s_shaderPath = NULL;
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static bool s_flipV = false;
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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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size_t ignore = fread(mem->data, 1, size, file);
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BX_UNUSED(ignore);
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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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static const bgfx::Memory* loadShader(const char* _name)
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{
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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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static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
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{
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const bgfx::Memory* mem;
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// Load vertex shader.
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mem = loadShader(_vsName);
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bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
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// Load fragment shader.
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mem = loadShader(_fsName);
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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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return program;
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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::invalidHandle != group.m_ibh.idx)
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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)
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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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|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(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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{
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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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// 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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s_flipV = true;
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break;
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case bgfx::RendererType::OpenGLES2:
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case bgfx::RendererType::OpenGLES3:
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s_shaderPath = "shaders/gles/";
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s_flipV = true;
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break;
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}
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bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
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bgfx::ProgramHandle program = loadProgram("vs_mesh", "fs_mesh");
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Mesh mesh;
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mesh.load("meshes/bunny.bin");
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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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// 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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bgfx::submit(0);
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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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float time = (float)(bx::getHPCounter()/double(bx::getHPFrequency() ) );
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bgfx::setUniform(u_time, &time);
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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/04-mesh");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes.");
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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, 1.0f, 0.0f };
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float eye[3] = { 0.0f, 1.0f, -2.5f };
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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 mtx[16];
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mtxRotateXY(mtx
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, 0.0f
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, time*0.37f
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);
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mesh.submit(program, mtx);
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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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mesh.unload();
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// Cleanup.
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bgfx::destroyProgram(program);
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bgfx::destroyUniform(u_time);
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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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