mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 00:31:28 -05:00
325 lines
8 KiB
C++
325 lines
8 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 "common.h"
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#include <bgfx.h>
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#include <bx/timer.h>
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#include "entry/entry.h"
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#include "fpumath.h"
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#include <stdio.h>
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#include <string.h>
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struct PosColorTexCoord0Vertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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float m_u;
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float m_v;
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};
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static bgfx::VertexDecl s_PosColorTexCoord0Decl;
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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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bool allocTransientBuffers(bgfx::TransientVertexBuffer* _tvb, const bgfx::VertexDecl& _decl, uint16_t _numVertices, bgfx::TransientIndexBuffer* _tib, uint16_t _numIndices)
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{
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if (bgfx::checkAvailTransientVertexBuffer(_numVertices, _decl)
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&& bgfx::checkAvailTransientIndexBuffer(_numIndices) )
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{
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bgfx::allocTransientVertexBuffer(_tvb, _numVertices, _decl);
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bgfx::allocTransientIndexBuffer(_tib, _numIndices);
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return true;
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}
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return false;
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}
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void renderScreenSpaceQuad(uint32_t _view, bgfx::ProgramHandle _program, float _x, float _y, float _width, float _height)
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{
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bgfx::TransientVertexBuffer tvb;
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bgfx::TransientIndexBuffer tib;
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if (allocTransientBuffers(&tvb, s_PosColorTexCoord0Decl, 4, &tib, 6) )
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{
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PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)tvb.data;
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float zz = 0.0f;
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const float minx = _x;
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const float maxx = _x + _width;
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const float miny = _y;
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const float maxy = _y + _height;
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float minu = -1.0f;
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float minv = -1.0f;
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float maxu = 1.0f;
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float maxv = 1.0f;
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vertex[0].m_x = minx;
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vertex[0].m_y = miny;
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vertex[0].m_z = zz;
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vertex[0].m_abgr = 0xff0000ff;
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vertex[0].m_u = minu;
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vertex[0].m_v = minv;
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vertex[1].m_x = maxx;
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vertex[1].m_y = miny;
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vertex[1].m_z = zz;
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vertex[1].m_abgr = 0xff00ff00;
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vertex[1].m_u = maxu;
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vertex[1].m_v = minv;
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vertex[2].m_x = maxx;
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vertex[2].m_y = maxy;
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vertex[2].m_z = zz;
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vertex[2].m_abgr = 0xffff0000;
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vertex[2].m_u = maxu;
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vertex[2].m_v = maxv;
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vertex[3].m_x = minx;
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vertex[3].m_y = maxy;
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vertex[3].m_z = zz;
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vertex[3].m_abgr = 0xffffffff;
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vertex[3].m_u = minu;
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vertex[3].m_v = maxv;
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uint16_t* indices = (uint16_t*)tib.data;
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indices[0] = 0;
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indices[1] = 2;
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indices[2] = 1;
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indices[3] = 0;
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indices[4] = 3;
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indices[5] = 2;
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bgfx::setProgram(_program);
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bgfx::setState(BGFX_STATE_DEFAULT);
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bgfx::setIndexBuffer(&tib);
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bgfx::setVertexBuffer(&tvb);
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bgfx::submit(_view);
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}
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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_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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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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// Create vertex stream declaration.
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s_PosColorTexCoord0Decl.begin();
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s_PosColorTexCoord0Decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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s_PosColorTexCoord0Decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
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s_PosColorTexCoord0Decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
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s_PosColorTexCoord0Decl.end();
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bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
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bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
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bgfx::UniformHandle u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Uniform3fv);
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bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching");
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int64_t timeOffset = bx::getHPCounter();
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while (!entry::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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// Set view 1 default viewport.
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bgfx::setViewRect(1, 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 viewZ 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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// 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/03-raymarch");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms.");
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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, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -15.0f };
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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, float(width)/float(height), 0.1f, 100.0f);
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// Set view and projection matrix for view 1.
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bgfx::setViewTransform(0, view, proj);
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float ortho[16];
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mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f);
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// Set view and projection matrix for view 0.
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bgfx::setViewTransform(1, NULL, ortho);
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float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );
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float vp[16];
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mtxMul(vp, view, proj);
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float mtx[16];
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mtxRotateXY(mtx
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, time
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, time*0.37f
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);
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float mtxInv[16];
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mtxInverse(mtxInv, mtx);
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float lightDirModel[4] = { -0.4f, -0.5f, -1.0f, 0.0f };
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float lightDirModelN[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vec3Norm(lightDirModelN, lightDirModel);
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float lightDir[4];
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vec4MulMtx(lightDir, lightDirModelN, mtxInv);
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bgfx::setUniform(u_lightDir, lightDir);
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float mvp[16];
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mtxMul(mvp, mtx, vp);
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float invMvp[16];
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mtxInverse(invMvp, mvp);
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bgfx::setUniform(u_mtx, invMvp);
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bgfx::setUniform(u_time, &time);
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renderScreenSpaceQuad(1, raymarching, 0.0f, 0.0f, 1280.0f, 720.0f);
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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(raymarching);
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bgfx::destroyUniform(u_time);
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bgfx::destroyUniform(u_mtx);
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bgfx::destroyUniform(u_lightDir);
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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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