bgfx/examples/34-mvs/mvs.cpp

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2017-08-19 20:58:06 +03:00
/*
* Copyright 2011-2017 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
namespace
{
struct PosVertex
{
float m_x;
float m_y;
float m_z;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.end();
};
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosVertex::ms_decl;
struct ColorVertex
{
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl ColorVertex::ms_decl;
static PosVertex s_cubePosVertices[] =
{
{-1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f },
{-1.0f, -1.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f },
{-1.0f, 1.0f, -1.0f },
{ 1.0f, 1.0f, -1.0f },
{-1.0f, -1.0f, -1.0f },
{ 1.0f, -1.0f, -1.0f },
};
static ColorVertex s_cubeColorVertices[] =
{
{ 0xff000000 },
{ 0xff0000ff },
{ 0xff00ff00 },
{ 0xff00ffff },
{ 0xffff0000 },
{ 0xffff00ff },
{ 0xffffff00 },
{ 0xffffffff },
};
static const uint16_t s_cubeTriList[] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
static const uint16_t s_cubeTriStrip[] =
{
0, 1, 2,
3,
7,
1,
5,
0,
4,
2,
6,
7,
4,
5,
};
class ExampleMvs : public entry::AppI
{
public:
ExampleMvs(const char* _name, const char* _description)
: entry::AppI(_name, _description)
{
}
void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
{
BX_UNUSED(s_cubeTriList, s_cubeTriStrip);
Args args(_argc, _argv);
m_width = _width;
m_height = _height;
m_debug = BGFX_DEBUG_NONE;
m_reset = BGFX_RESET_VSYNC;
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
// Enable debug text.
bgfx::setDebug(m_debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
// Create vertex stream declaration.
PosVertex::init();
ColorVertex::init();
// Create static vertex buffer.
m_vbh[0] = bgfx::createVertexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubePosVertices, sizeof(s_cubePosVertices) )
, PosVertex::ms_decl
);
m_vbh[1] = bgfx::createVertexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeColorVertices, sizeof(s_cubeColorVertices) )
, ColorVertex::ms_decl
);
// Create static index buffer.
m_ibh = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeTriStrip, sizeof(s_cubeTriStrip) )
);
// Create program from shaders.
m_program = loadProgram("vs_cubes", "fs_cubes");
m_timeOffset = bx::getHPCounter();
imguiCreate();
}
virtual int shutdown() override
{
imguiDestroy();
// Cleanup.
bgfx::destroy(m_ibh);
bgfx::destroy(m_vbh[0]);
bgfx::destroy(m_vbh[1]);
bgfx::destroy(m_program);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() override
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
imguiBeginFrame(m_mouseState.m_mx
, m_mouseState.m_my
, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, m_mouseState.m_mz
, uint16_t(m_width)
, uint16_t(m_height)
);
showExampleDialog(this);
imguiEndFrame();
float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) );
float at[3] = { 0.0f, 0.0f, 0.0f };
float eye[3] = { 0.0f, 0.0f, -35.0f };
// 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);
// 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];
bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
}
// 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);
// Submit 11x11 cubes.
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx < 11; ++xx)
{
float mtx[16];
bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
mtx[12] = -15.0f + float(xx)*3.0f;
mtx[13] = -15.0f + float(yy)*3.0f;
mtx[14] = 0.0f;
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, m_vbh[0]);
bgfx::setVertexBuffer(1, m_vbh[1]);
bgfx::setIndexBuffer(m_ibh);
// Set render states.
bgfx::setState(0
| BGFX_STATE_DEFAULT
| BGFX_STATE_PT_TRISTRIP
);
// Submit primitive for rendering to view 0.
bgfx::submit(0, m_program);
}
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
entry::MouseState m_mouseState;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
bgfx::VertexBufferHandle m_vbh[2];
bgfx::IndexBufferHandle m_ibh;
bgfx::ProgramHandle m_program;
int64_t m_timeOffset;
};
} // namespace
2017-08-19 21:02:45 +03:00
ENTRY_IMPLEMENT_MAIN(ExampleMvs, "34-mvs", "Multiple vertex streams.");