mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
317 lines
7.5 KiB
C++
317 lines
7.5 KiB
C++
/*
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* Copyright 2011-2012 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 <openctm.h>
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#include "../common/dbg.h"
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#include "../common/math.h"
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#include <stdio.h>
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#include <string.h>
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void fatalCb(bgfx::Fatal::Enum _code, const char* _str)
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{
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DBG("%x: %s", _code, _str);
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}
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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, const char* _default = NULL)
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{
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char filePath[512];
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shaderFilePath(filePath, _name);
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BX_UNUSED(_default);
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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 Mesh
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{
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void load(const char* _filePath)
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{
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CTMcontext ctm;
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ctm = ctmNewContext(CTM_IMPORT);
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ctmLoad(ctm, _filePath);
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// Create vertex decleration.
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{
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m_decl.begin();
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m_decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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if (ctmGetInteger(ctm, CTM_HAS_NORMALS) )
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{
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m_decl.add(bgfx::Attrib::Normal, 3, bgfx::AttribType::Float, true);
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}
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if (0 < ctmGetInteger(ctm, CTM_UV_MAP_COUNT) )
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{
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m_decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
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}
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CTMenum colorAttrib = ctmGetNamedAttribMap(ctm, "Color");
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if (CTM_NONE != colorAttrib)
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{
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m_decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
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}
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m_decl.end();
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}
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// Allocate vertex buffer and copy vertex attributes.
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{
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CTMuint numVertices = ctmGetInteger(ctm, CTM_VERTEX_COUNT);
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uint32_t stride = m_decl.m_stride;
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const CTMfloat* vertices = ctmGetFloatArray(ctm, CTM_VERTICES);
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const CTMfloat* normals = ctmGetFloatArray(ctm, CTM_NORMALS);
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const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
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uint8_t* data = mem->data;
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const uint16_t normalOffset = m_decl.getOffset(bgfx::Attrib::Normal);
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const uint16_t color0Offset = m_decl.getOffset(bgfx::Attrib::Color0);
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const bool hasColor0 = m_decl.has(bgfx::Attrib::Color0);
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for (uint32_t ii = 0; ii < numVertices; ++ii)
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{
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{
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float* xyz = (float*)data;
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xyz[0] = vertices[0];
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xyz[1] = vertices[1];
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xyz[2] = vertices[2];
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vertices += 3;
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}
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if (hasColor0)
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{
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uint32_t* abgr = (uint32_t*)&data[color0Offset];
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abgr[0] = 0xff000000;
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abgr[0] |= uint8_t( (ii%37)/37.0f*255.0f)<<16;
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abgr[0] |= uint8_t( (ii%59)/59.0f*255.0f)<<8;
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abgr[0] |= uint8_t( (ii%79)/79.0f*255.0f);
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}
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if (NULL != normals)
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{
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float* nxyz = (float*)&data[normalOffset];
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nxyz[0] = normals[0];
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nxyz[1] = normals[1];
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nxyz[2] = normals[2];
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normals += 3;
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}
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data += stride;
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}
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m_vbh = bgfx::createVertexBuffer(mem, m_decl);
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}
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// Allocated static index buffer and fill with indices.
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{
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CTMuint numTriangles = ctmGetInteger(ctm, CTM_TRIANGLE_COUNT);
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const CTMuint* indices = ctmGetIntegerArray(ctm, CTM_INDICES);
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const bgfx::Memory* mem = bgfx::alloc(numTriangles*3*sizeof(uint16_t) );
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uint16_t* data = (uint16_t*)mem->data;
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for (uint32_t ii = 0, num = numTriangles * 3; ii < num; ++ii)
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{
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data[ii] = (uint16_t)indices[ii];
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}
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m_ibh = bgfx::createIndexBuffer(mem);
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}
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ctmFreeContext(ctm);
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}
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void setup()
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{
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bgfx::setIndexBuffer(m_ibh);
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bgfx::setVertexBuffer(m_vbh);
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}
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bgfx::VertexDecl m_decl;
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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};
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int _main_(int _argc, char** _argv)
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{
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bgfx::init(BX_PLATFORM_WINDOWS, fatalCb);
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bgfx::reset(1280, 720);
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// Enable debug text.
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bgfx::setDebug(BGFX_DEBUG_TEXT);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, 1280, 720);
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// Set view 1 default viewport.
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bgfx::setViewRect(1, 0, 0, 1280, 720);
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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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case bgfx::RendererType::Null:
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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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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::ConstantType::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.ctm");
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while (true)
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{
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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 OpenCTM 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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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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bgfx::setProgram(program);
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mesh.setup();
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// Set render states.
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bgfx::setState(BGFX_STATE_RGB_WRITE
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|BGFX_STATE_DEPTH_WRITE
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|BGFX_STATE_DEPTH_TEST_LESS
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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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// 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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// 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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