mirror of
https://github.com/scratchfoundation/bgfx.git
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494 lines
13 KiB
C++
494 lines
13 KiB
C++
/*
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* Copyright 2011-2014 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 <bx/uint32_t.h>
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#include "fpumath.h"
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#include "packrect.h"
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#include <stdio.h>
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#include <string.h>
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#include <list>
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struct PosColorVertex
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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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float m_u;
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float m_v;
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float m_w;
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};
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static bgfx::VertexDecl s_PosTexcoordDecl;
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static PosColorVertex s_cubeVertices[24] =
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{
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{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
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{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
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{-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
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{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
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{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
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{-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
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{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
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{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
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{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
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{-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
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{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
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{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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8, 10, 9, // 4
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9, 10, 11,
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12, 14, 13, // 6
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14, 15, 13,
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16, 18, 17, // 8
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18, 19, 17,
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20, 22, 21, // 10
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21, 22, 23,
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};
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static const char* s_shaderPath = NULL;
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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* _vshName, const char* _fshName)
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{
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const bgfx::Memory* mem;
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mem = loadShader(_vshName);
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bgfx::ShaderHandle vsh = bgfx::createShader(mem);
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mem = loadShader(_fshName);
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bgfx::ShaderHandle fsh = bgfx::createShader(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::destroyShader(vsh);
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bgfx::destroyShader(fsh);
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return program;
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}
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static const bgfx::Memory* loadTexture(const char* _name)
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{
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char filePath[512];
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strcpy(filePath, "textures/");
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strcat(filePath, _name);
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return load(filePath);
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}
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static void updateTextureCubeRectBgra8(bgfx::TextureHandle _handle, uint8_t _side, uint32_t _x, uint32_t _y, uint32_t _width, uint32_t _height, uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a = 0xff)
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{
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bgfx::TextureInfo ti;
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bgfx::calcTextureSize(ti, _width, _height, 1, 1, bgfx::TextureFormat::BGRA8);
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const bgfx::Memory* mem = bgfx::alloc(ti.storageSize);
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uint8_t* data = (uint8_t*)mem->data;
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for (uint32_t ii = 0, num = ti.storageSize*8/ti.bitsPerPixel; ii < num; ++ii)
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{
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data[0] = _b;
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data[1] = _g;
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data[2] = _r;
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data[3] = _a;
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data += 4;
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}
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bgfx::updateTextureCube(_handle, _side, 0, _x, _y, _width, _height, mem);
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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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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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break;
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}
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// Create vertex stream declaration.
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s_PosTexcoordDecl.begin();
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s_PosTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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s_PosTexcoordDecl.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float);
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s_PosTexcoordDecl.end();
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bgfx::TextureHandle textures[] =
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{
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bgfx::createTexture(loadTexture("texture_compression_bc1.dds") ),
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bgfx::createTexture(loadTexture("texture_compression_bc2.dds") ),
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bgfx::createTexture(loadTexture("texture_compression_bc3.dds") ),
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bgfx::createTexture(loadTexture("texture_compression_etc1.ktx") ),
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bgfx::createTexture(loadTexture("texture_compression_etc2.ktx") ),
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bgfx::createTexture(loadTexture("texture_compression_ptc12.pvr") ),
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bgfx::createTexture(loadTexture("texture_compression_ptc14.pvr") ),
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bgfx::createTexture(loadTexture("texture_compression_ptc22.pvr") ),
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bgfx::createTexture(loadTexture("texture_compression_ptc24.pvr") ),
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};
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const bgfx::Memory* mem;
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// Create static vertex buffer.
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mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosTexcoordDecl);
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// Create static index buffer.
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mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
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// Create texture sampler uniforms.
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bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
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bgfx::ProgramHandle program = loadProgram("vs_update", "fs_update");
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bgfx::ProgramHandle programCmp = loadProgram("vs_update", "fs_update_cmp");
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const uint32_t textureSide = 2048;
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bgfx::TextureHandle textureCube = bgfx::createTextureCube(textureSide, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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);
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const uint32_t texture2dSize = 256;
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bgfx::TextureHandle texture2d = bgfx::createTexture2D(texture2dSize, texture2dSize, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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);
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uint8_t* texture2dData = (uint8_t*)malloc(texture2dSize*texture2dSize*4);
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uint8_t rr = rand()%255;
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uint8_t gg = rand()%255;
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uint8_t bb = rand()%255;
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int64_t updateTime = 0;
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RectPackCubeT<256> cube(textureSide);
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uint32_t hit = 0;
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uint32_t miss = 0;
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std::list<PackCube> quads;
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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 and 1 viewport.
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bgfx::setViewRectMask(0x3, 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 int64_t freq = bx::getHPFrequency();
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const double toMs = 1000.0/double(freq);
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float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
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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/08-update");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating textures.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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if (now > updateTime)
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{
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PackCube face;
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uint32_t bw = bx::uint16_max(1, rand()%(textureSide/4) );
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uint32_t bh = bx::uint16_max(1, rand()%(textureSide/4) );
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if (cube.find(bw, bh, face) )
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{
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quads.push_back(face);
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++hit;
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const Pack2D& rect = face.m_rect;
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updateTextureCubeRectBgra8(textureCube, face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, rr, gg, bb);
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rr = rand()%255;
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gg = rand()%255;
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bb = rand()%255;
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}
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else
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{
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++miss;
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for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)quads.size() ); ii < num; ++ii)
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{
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const PackCube& face = quads.front();
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cube.clear(face);
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quads.pop_front();
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}
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}
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{
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// Fill rect.
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const uint32_t pitch = texture2dSize*4;
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const uint16_t tw = rand()%texture2dSize;
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const uint16_t th = rand()%texture2dSize;
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const uint16_t tx = rand()%(texture2dSize-tw);
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const uint16_t ty = rand()%(texture2dSize-th);
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uint8_t* dst = &texture2dData[(ty*texture2dSize+tx)*4];
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uint8_t* next = dst + pitch;
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// Using makeRef to pass texture memory without copying.
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const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4);
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for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch)
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{
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for (uint32_t xx = 0; xx < tw; ++xx, dst += 4)
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{
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dst[0] = bb;
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dst[1] = gg;
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dst[2] = rr;
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dst[3] = 255;
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}
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}
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// Pitch here makes possible to pass data from source to destination
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// without need for textures and allocated memory to be the same size.
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bgfx::updateTexture2D(texture2d, 0, tx, ty, tw, th, mem, pitch);
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}
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}
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bgfx::dbgTextPrintf(0, 4, 0x0f, "hit: %d, miss %d", hit, miss);
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -5.0f };
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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 0.
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bgfx::setViewTransform(0, view, proj);
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float mtx[16];
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mtxRotateXY(mtx, time, time*0.37f);
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and fragment shaders.
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bgfx::setProgram(program);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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// Bind texture.
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bgfx::setTexture(0, u_texCube, textureCube);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0);
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// Set view and projection matrix for view 1.
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const float aspectRatio = float(height)/float(width);
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const float size = 10.0f;
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mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
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bgfx::setViewTransform(1, NULL, proj);
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mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f, 1.9f, 0.0f);
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and fragment shaders.
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bgfx::setProgram(programCmp);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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// Bind texture.
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bgfx::setTexture(0, u_texColor, texture2d);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(1);
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for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
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{
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mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f + ii*2.1f, 4.0f, 0.0f);
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and fragment shaders.
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bgfx::setProgram(programCmp);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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// Bind texture.
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bgfx::setTexture(0, u_texColor, textures[ii]);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(1);
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}
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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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// texture2dData is managed from main thread, and it's passed to renderer
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// just as MemoryRef. At this point render might be using it. We must wait
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// previous frame to finish before we can free it.
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bgfx::frame();
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|
// Cleanup.
|
|
free(texture2dData);
|
|
|
|
for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
|
|
{
|
|
bgfx::destroyTexture(textures[ii]);
|
|
}
|
|
|
|
bgfx::destroyTexture(texture2d);
|
|
bgfx::destroyTexture(textureCube);
|
|
bgfx::destroyIndexBuffer(ibh);
|
|
bgfx::destroyVertexBuffer(vbh);
|
|
bgfx::destroyProgram(programCmp);
|
|
bgfx::destroyProgram(program);
|
|
bgfx::destroyUniform(u_texColor);
|
|
bgfx::destroyUniform(u_texCube);
|
|
|
|
// Shutdown bgfx.
|
|
bgfx::shutdown();
|
|
|
|
return 0;
|
|
}
|