bgfx/examples/common/bgfx_utils.h

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/*
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* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
#ifndef BGFX_UTILS_H_HEADER_GUARD
#define BGFX_UTILS_H_HEADER_GUARD
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#include <bx/pixelformat.h>
#include <bgfx/bgfx.h>
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#include <bimg/bimg.h>
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///
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void* load(const char* _filePath, uint32_t* _size = NULL);
///
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void unload(void* _ptr);
///
bgfx::ShaderHandle loadShader(const char* _name);
///
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bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName);
///
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bgfx::TextureHandle loadTexture(const char* _name, uint32_t _flags = BGFX_TEXTURE_NONE, uint8_t _skip = 0, bgfx::TextureInfo* _info = NULL, bimg::Orientation::Enum* _orientation = NULL);
///
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bimg::ImageContainer* imageLoad(const char* _filePath, bgfx::TextureFormat::Enum _dstFormat);
///
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void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices);
/// Returns true if both internal transient index and vertex buffer have
/// enough space.
///
/// @param[in] _numVertices Number of vertices.
/// @param[in] _decl Vertex declaration.
/// @param[in] _numIndices Number of indices.
///
inline bool checkAvailTransientBuffers(uint32_t _numVertices, const bgfx::VertexDecl& _decl, uint32_t _numIndices)
{
return _numVertices == bgfx::getAvailTransientVertexBuffer(_numVertices, _decl)
&& _numIndices == bgfx::getAvailTransientIndexBuffer(_numIndices)
;
}
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///
inline uint32_t encodeNormalRgba8(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
{
const float src[] =
{
_x * 0.5f + 0.5f,
_y * 0.5f + 0.5f,
_z * 0.5f + 0.5f,
_w * 0.5f + 0.5f,
};
uint32_t dst;
bx::packRgba8(&dst, src);
return dst;
}
///
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struct MeshState
{
struct Texture
{
uint32_t m_flags;
bgfx::UniformHandle m_sampler;
bgfx::TextureHandle m_texture;
uint8_t m_stage;
};
Texture m_textures[4];
uint64_t m_state;
bgfx::ProgramHandle m_program;
uint8_t m_numTextures;
bgfx::ViewId m_viewId;
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};
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struct Mesh;
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///
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Mesh* meshLoad(const char* _filePath);
///
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void meshUnload(Mesh* _mesh);
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///
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MeshState* meshStateCreate();
///
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void meshStateDestroy(MeshState* _meshState);
///
void meshSubmit(const Mesh* _mesh, bgfx::ViewId _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state = BGFX_STATE_MASK);
///
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void meshSubmit(const Mesh* _mesh, const MeshState*const* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices = 1);
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///
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struct Args
{
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Args(int _argc, const char* const* _argv);
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bgfx::RendererType::Enum m_type;
uint16_t m_pciId;
};
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#endif // BGFX_UTILS_H_HEADER_GUARD