bgfx/examples/04-mesh/mesh.cpp
2012-10-13 22:21:02 -07:00

318 lines
7.5 KiB
C++

/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include <bgfx.h>
#include <bx/bx.h>
#include <bx/timer.h>
#include <openctm.h>
#include "../common/dbg.h"
#include "../common/math.h"
#include <stdio.h>
#include <string.h>
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, const char* _default = NULL)
{
char filePath[512];
shaderFilePath(filePath, _name);
BX_UNUSED(_default);
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, 3, bgfx::AttribType::Float, 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)
{
float* nxyz = (float*)&data[normalOffset];
nxyz[0] = normals[0];
nxyz[1] = normals[1];
nxyz[2] = normals[2];
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(BX_PLATFORM_WINDOWS, 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() )
{
case bgfx::RendererType::Null:
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::ConstantType::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;
}