bgfx/examples/04-mesh/mesh.cpp

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/*
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* Copyright 2011-2017 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
#include "common.h"
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#include "bgfx_utils.h"
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class ExampleMesh : public entry::AppI
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{
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void init(int _argc, char** _argv) BX_OVERRIDE
{
Args args(_argc, _argv);
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m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
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bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
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// Enable debug text.
bgfx::setDebug(m_debug);
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// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
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u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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// Create program from shaders.
m_program = loadProgram("vs_mesh", "fs_mesh");
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m_mesh = meshLoad("meshes/bunny.bin");
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m_timeOffset = bx::getHPCounter();
}
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int shutdown() BX_OVERRIDE
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{
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meshUnload(m_mesh);
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// Cleanup.
bgfx::destroyProgram(m_program);
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bgfx::destroyUniform(u_time);
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// Shutdown bgfx.
bgfx::shutdown();
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return 0;
}
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bool update() BX_OVERRIDE
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset) )
{
// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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// 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::touch(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()-m_timeOffset)/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 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 };
// Set view and projection matrix for view 0.
const bgfx::HMD* hmd = bgfx::getHMD();
if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
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// Set view 0 default viewport.
//
// Use HMD's width/height since HMD's internal frame buffer size
// might be much larger than window size.
bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
}
else
{
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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}
float mtx[16];
bx::mtxRotateXY(mtx
, 0.0f
, time*0.37f
);
meshSubmit(m_mesh, 0, m_program, mtx);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
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return false;
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}
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uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
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int64_t m_timeOffset;
Mesh* m_mesh;
bgfx::ProgramHandle m_program;
bgfx::UniformHandle u_time;
};
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ENTRY_IMPLEMENT_MAIN(ExampleMesh);