Added 28-wireframe. Geometryc now has --barycentric feature. Example meshes updated. Commit has only glsl shaders.

This commit is contained in:
Dario Manesku 2016-02-29 01:06:27 +01:00
parent 1a4c308ba5
commit 7b2752c450
17 changed files with 774 additions and 1 deletions

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$input v_view, v_bc, v_normal
/*
* Copyright 2016 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "uniforms.sh"
const vec3 shEnv[9] = vec3[9](vec3( 0.967757057878229854, 0.976516067990363390, 0.891218272348969998) /* Band 0 */
, vec3(-0.384163503608655643, -0.423492289131209787, -0.425532726148547868) /* Band 1 */
, vec3( 0.055906294587354334, 0.056627436881069373, 0.069969936396987467)
, vec3( 0.120985157386215209, 0.119297994074027414, 0.117111965829213599)
, vec3(-0.176711633774331106, -0.170331404095516392, -0.151345020570876621) /* Band 2 */
, vec3(-0.124682114349692147, -0.119340785411183953, -0.096300354204368860)
, vec3( 0.001852378550138503, -0.032592784164597745, -0.088204495001329680)
, vec3( 0.296365482782109446, 0.281268696656263029, 0.243328223888495510)
, vec3(-0.079826665303240341, -0.109340956251195970, -0.157208859664677764)
);
vec3 evalSh(vec3 _dir)
{
# define k01 0.2820947918 // sqrt( 1/PI)/2
# define k02 0.4886025119 // sqrt( 3/PI)/2
# define k03 1.0925484306 // sqrt(15/PI)/2
# define k04 0.3153915652 // sqrt( 5/PI)/4
# define k05 0.5462742153 // sqrt(15/PI)/4
vec3 nn = _dir.zxy;
float sh[9];
sh[0] = k01;
sh[1] = -k02*nn.y;
sh[2] = k02*nn.z;
sh[3] = -k02*nn.x;
sh[4] = k03*nn.y*nn.x;
sh[5] = -k03*nn.y*nn.z;
sh[6] = k04*(3.0*nn.z*nn.z-1.0);
sh[7] = -k03*nn.x*nn.z;
sh[8] = k05*(nn.x*nn.x-nn.y*nn.y);
vec3 rgb = vec3_splat(0.0);
rgb += shEnv[0] * sh[0] * 1.0;
rgb += shEnv[1] * sh[1] * 2.0/2.5;
rgb += shEnv[2] * sh[2] * 2.0/2.5;
rgb += shEnv[3] * sh[3] * 2.0/2.5;
rgb += shEnv[4] * sh[4] * 1.0/2.5;
rgb += shEnv[5] * sh[5] * 0.5;
rgb += shEnv[6] * sh[6] * 0.5;
rgb += shEnv[7] * sh[7] * 0.5;
rgb += shEnv[8] * sh[8] * 0.5;
return rgb;
}
void main()
{
vec3 nn = normalize(v_normal);
vec3 col = evalSh(nn);
if (0.0 != u_drawEdges)
{
vec3 wfColor = u_wfColor;
float wfOpacity = u_wfOpacity;
float thickness = u_wfThickness;
vec3 fw = abs(dFdx(v_bc)) + abs(dFdy(v_bc));
vec3 val = smoothstep(vec3_splat(0.0), vec3_splat(fw*thickness), v_bc);
float edge = min(min(val.x, val.y), val.z); // Gets to 0.0 when close to edges.
vec3 edgeCol = mix(col, wfColor, wfOpacity);
col = mix(edgeCol, col, edge);
}
gl_FragColor.xyz = col;
gl_FragColor.w = 1.0;
}

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$input v_view, v_bc
/*
* Copyright 2016 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "uniforms.sh"
void main()
{
vec3 color = u_wfColor;
float opacity = u_wfOpacity;
float thickness = u_wfThickness;
if (!gl_FrontFacing) { opacity *= 0.5; }
vec3 fw = abs(dFdx(v_bc)) + abs(dFdy(v_bc));
vec3 val = smoothstep(vec3_splat(0.0), vec3_splat(fw*thickness), v_bc);
float edge = min(min(val.x, val.y), val.z); // Gets to 0.0 around the edges.
vec4 rgba = vec4(color, (1.0-edge)*opacity);
gl_FragColor = rgba;
}

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#
# Copyright 2011-2016 Branimir Karadzic. All rights reserved.
# License: http://www.opensource.org/licenses/BSD-2-Clause
#
BGFX_DIR=../..
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
BUILD_DIR=../../.build
include $(BGFX_DIR)/scripts/shader.mk
rebuild:
@make -s --no-print-directory TARGET=0 clean all
@make -s --no-print-directory TARGET=1 clean all
@make -s --no-print-directory TARGET=2 clean all
@make -s --no-print-directory TARGET=3 clean all
@make -s --no-print-directory TARGET=4 clean all

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/*
* Copyright 2016 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
uniform vec4 u_params[3];
#define u_camPos u_params[0].xyz
#define u_unused0 u_params[0].w
#define u_wfColor u_params[1].xyz
#define u_wfOpacity u_params[1].w
#define u_drawEdges u_params[2].x
#define u_wfThickness u_params[2].y

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vec3 v_view : TEXCOORD0 = vec3(0.0, 0.0, 0.0);
vec3 v_bc : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec3 a_color1 : COLOR1;
vec3 a_normal : NORMAL;

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$input a_position, a_color1, a_normal
$output v_view, v_bc, v_normal
/*
* Copyright 2016 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "uniforms.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_view = u_camPos - mul(u_model[0], vec4(a_position, 1.0) ).xyz;
v_bc = a_color1;
vec3 normal = a_normal.xyz*2.0 - 1.0;
v_normal = mul(u_model[0], vec4(normal, 0.0) ).xyz;
}

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$input a_position, a_color1
$output v_view, v_bc
/*
* Copyright 2016 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "uniforms.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_view = u_camPos - mul(u_model[0], vec4(a_position, 1.0) ).xyz;
v_bc = a_color1;
}

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/*
* Copyright 2016 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
class Wireframe : public entry::AppI
{
struct DrawMode
{
enum
{
WireframeShaded,
Wireframe,
Shaded,
};
};
struct Camera
{
Camera()
{
reset();
}
void reset()
{
m_target.curr[0] = 0.0f;
m_target.curr[1] = 0.0f;
m_target.curr[2] = 0.0f;
m_target.dest[0] = 0.0f;
m_target.dest[1] = 0.0f;
m_target.dest[2] = 0.0f;
m_pos.curr[0] = 0.0f;
m_pos.curr[1] = 0.0f;
m_pos.curr[2] = -2.0f;
m_pos.dest[0] = 0.0f;
m_pos.dest[1] = 0.0f;
m_pos.dest[2] = -2.0f;
m_orbit[0] = 0.0f;
m_orbit[1] = 0.0f;
}
void mtxLookAt(float* _outViewMtx)
{
bx::mtxLookAt(_outViewMtx, m_pos.curr, m_target.curr);
}
void orbit(float _dx, float _dy)
{
m_orbit[0] += _dx;
m_orbit[1] += _dy;
}
void dolly(float _dz)
{
const float cnear = 0.01f;
const float cfar = 10.0f;
const float toTarget[3] =
{
m_target.dest[0] - m_pos.dest[0],
m_target.dest[1] - m_pos.dest[1],
m_target.dest[2] - m_pos.dest[2],
};
const float toTargetLen = bx::vec3Length(toTarget);
const float invToTargetLen = 1.0f/(toTargetLen+FLT_MIN);
const float toTargetNorm[3] =
{
toTarget[0]*invToTargetLen,
toTarget[1]*invToTargetLen,
toTarget[2]*invToTargetLen,
};
float delta = toTargetLen*_dz;
float newLen = toTargetLen + delta;
if ( (cnear < newLen || _dz < 0.0f)
&& (newLen < cfar || _dz > 0.0f) )
{
m_pos.dest[0] += toTargetNorm[0]*delta;
m_pos.dest[1] += toTargetNorm[1]*delta;
m_pos.dest[2] += toTargetNorm[2]*delta;
}
}
void consumeOrbit(float _amount)
{
float consume[2];
consume[0] = m_orbit[0]*_amount;
consume[1] = m_orbit[1]*_amount;
m_orbit[0] -= consume[0];
m_orbit[1] -= consume[1];
const float toPos[3] =
{
m_pos.curr[0] - m_target.curr[0],
m_pos.curr[1] - m_target.curr[1],
m_pos.curr[2] - m_target.curr[2],
};
const float toPosLen = bx::vec3Length(toPos);
const float invToPosLen = 1.0f/(toPosLen+FLT_MIN);
const float toPosNorm[3] =
{
toPos[0]*invToPosLen,
toPos[1]*invToPosLen,
toPos[2]*invToPosLen,
};
float ll[2];
latLongFromVec(ll[0], ll[1], toPosNorm);
ll[0] += consume[0];
ll[1] -= consume[1];
ll[1] = bx::fclamp(ll[1], 0.02f, 0.98f);
float tmp[3];
vecFromLatLong(tmp, ll[0], ll[1]);
float diff[3];
diff[0] = (tmp[0]-toPosNorm[0])*toPosLen;
diff[1] = (tmp[1]-toPosNorm[1])*toPosLen;
diff[2] = (tmp[2]-toPosNorm[2])*toPosLen;
m_pos.curr[0] += diff[0];
m_pos.curr[1] += diff[1];
m_pos.curr[2] += diff[2];
m_pos.dest[0] += diff[0];
m_pos.dest[1] += diff[1];
m_pos.dest[2] += diff[2];
}
void update(float _dt)
{
const float amount = bx::fmin(_dt/0.12f, 1.0f);
consumeOrbit(amount);
m_target.curr[0] = bx::flerp(m_target.curr[0], m_target.dest[0], amount);
m_target.curr[1] = bx::flerp(m_target.curr[1], m_target.dest[1], amount);
m_target.curr[2] = bx::flerp(m_target.curr[2], m_target.dest[2], amount);
m_pos.curr[0] = bx::flerp(m_pos.curr[0], m_pos.dest[0], amount);
m_pos.curr[1] = bx::flerp(m_pos.curr[1], m_pos.dest[1], amount);
m_pos.curr[2] = bx::flerp(m_pos.curr[2], m_pos.dest[2], amount);
}
static inline void vecFromLatLong(float _vec[3], float _u, float _v)
{
const float phi = _u * 2.0f*bx::pi;
const float theta = _v * bx::pi;
const float st = bx::fsin(theta);
const float sp = bx::fsin(phi);
const float ct = bx::fcos(theta);
const float cp = bx::fcos(phi);
_vec[0] = -st*sp;
_vec[1] = ct;
_vec[2] = -st*cp;
}
static inline void latLongFromVec(float& _u, float& _v, const float _vec[3])
{
const float phi = atan2f(_vec[0], _vec[2]);
const float theta = acosf(_vec[1]);
_u = (bx::pi + phi)*bx::invPi*0.5f;
_v = theta*bx::invPi;
}
struct Interp3f
{
float curr[3];
float dest[3];
};
Interp3f m_target;
Interp3f m_pos;
float m_orbit[2];
};
struct Mouse
{
Mouse()
{
m_dx = 0.0f;
m_dy = 0.0f;
m_prevMx = 0.0f;
m_prevMx = 0.0f;
m_scroll = 0;
m_scrollPrev = 0;
}
void update(float _mx, float _my, int32_t _mz, uint32_t _width, uint32_t _height)
{
const float widthf = float(int32_t(_width));
const float heightf = float(int32_t(_height));
// Delta movement.
m_dx = float(_mx - m_prevMx)/widthf;
m_dy = float(_my - m_prevMy)/heightf;
m_prevMx = _mx;
m_prevMy = _my;
// Scroll.
m_scroll = _mz - m_scrollPrev;
m_scrollPrev = _mz;
}
float m_dx; // Screen space.
float m_dy;
float m_prevMx;
float m_prevMy;
int32_t m_scroll;
int32_t m_scrollPrev;
};
struct MeshMtx
{
MeshMtx()
{
m_mesh = NULL;
}
void init(const char* _path
, float _scale = 1.0f
, float _rotX = 0.0f
, float _rotY = 0.0f
, float _rotZ = 0.0f
, float _transX = 0.0f
, float _transY = 0.0f
, float _transZ = 0.0f
)
{
m_mesh = meshLoad(_path);
bx::mtxSRT(m_mtx
, _scale
, _scale
, _scale
, _rotX
, _rotY
, _rotZ
, _transX
, _transY
, _transZ
);
}
void destroy()
{
if (NULL != m_mesh)
{
meshUnload(m_mesh);
}
}
Mesh* m_mesh;
float m_mtx[16];
};
struct Uniforms
{
enum { NumVec4 = 3 };
void init()
{
m_camPos[0] = 0.0f;
m_camPos[1] = 1.0f;
m_camPos[2] = -2.5f;
m_wfColor[0] = 1.0f;
m_wfColor[1] = 0.0f;
m_wfColor[2] = 0.0f;
m_wfOpacity = 0.7f;
m_drawEdges = 0.0f;
m_wfThickness = 1.5f;
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
}
void submit()
{
bgfx::setUniform(u_params, m_params, NumVec4);
}
void destroy()
{
bgfx::destroyUniform(u_params);
}
union
{
struct
{
/*0*/struct { float m_camPos[3], m_unused0; };
/*1*/struct { float m_wfColor[3], m_wfOpacity; };
/*2*/struct { float m_drawEdges, m_wfThickness, m_unused2[2]; };
};
float m_params[NumVec4*4];
};
bgfx::UniformHandle u_params;
};
void init(int _argc, char** _argv) BX_OVERRIDE
{
Args args(_argc, _argv);
m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
// Enable m_debug text.
bgfx::setDebug(m_debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
m_wfProgram = loadProgram("vs_wf_wireframe", "fs_wf_wireframe");
m_meshProgram = loadProgram("vs_wf_mesh", "fs_wf_mesh");
m_uniforms.init();
m_meshes[0].init("meshes/bunny.bin", 1.0f, 0.0f, bx::pi, 0.0f, 0.0f, -0.8f, 0.0f);
m_meshes[1].init("meshes/hollowcube.bin", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
m_meshes[2].init("meshes/orb.bin", 1.2f, 0.0f, 0.0f, 0.0f, 0.0f, -0.65f, 0.0f);
// Imgui.
imguiCreate();
m_oldWidth = 0;
m_oldHeight = 0;
m_oldReset = m_reset;
m_meshSelection = 1;
m_drawMode = DrawMode::WireframeShaded;
m_scrollArea = 0;
m_showWfColor = true;
}
virtual int shutdown() BX_OVERRIDE
{
// Cleanup.
imguiDestroy();
m_meshes[0].destroy();
m_meshes[1].destroy();
m_meshes[2].destroy();
bgfx::destroyProgram(m_wfProgram);
bgfx::destroyProgram(m_meshProgram);
m_uniforms.destroy();
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() BX_OVERRIDE
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
if (m_oldWidth != m_width
|| m_oldHeight != m_height
|| m_oldReset != m_reset)
{
// Recreate variable size render targets when resolution changes.
m_oldWidth = m_width;
m_oldHeight = m_height;
m_oldReset = m_reset;
}
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
, m_width
, m_height
);
imguiBeginScrollArea("Settings"
, m_width - m_width / 5 - 10
, 10
, m_width / 5
, 492
, &m_scrollArea
);
imguiSeparatorLine(1); imguiIndent(8); imguiLabel("Draw mode:"); imguiUnindent(8); imguiSeparatorLine(1);
imguiSeparator(4);
{
imguiIndent();
m_drawMode = imguiChoose(m_drawMode
, "Wireframe + Shaded"
, "Wireframe"
, "Shaded"
);
imguiUnindent();
}
imguiSeparator(8);
const bool wfEnabled = (DrawMode::Shaded != m_drawMode);
imguiSeparatorLine(1); imguiIndent(8); imguiLabel("Wireframe:", wfEnabled); imguiUnindent(8); imguiSeparatorLine(1);
imguiSeparator(4);
{
imguiColorWheel("Color", m_uniforms.m_wfColor, m_showWfColor, 0.6f, wfEnabled);
imguiIndent();
imguiSlider("Opacity", m_uniforms.m_wfOpacity, 0.1f, 1.0f, 0.1f, wfEnabled);
imguiSlider("Thickness", m_uniforms.m_wfThickness, 0.6f, 2.2f, 0.1f, wfEnabled);
imguiUnindent();
}
imguiSeparator(8);
imguiSeparatorLine(1); imguiIndent(8); imguiLabel("Mesh:"); imguiUnindent(8); imguiSeparatorLine(1);
imguiSeparator(4);
{
imguiIndent();
const uint32_t prevMeshSel = m_meshSelection;
m_meshSelection = imguiChoose(m_meshSelection
, "Bunny"
, "Orb"
, "Hollowcubes"
);
if (prevMeshSel != m_meshSelection)
{
m_camera.reset();
}
imguiUnindent();
}
imguiSeparator(8);
imguiEndScrollArea();
imguiEndFrame();
// 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;
const double deltaTimeSec = double(frameTime)/freq;
// Use m_debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/28-wirefame");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Drawing wireframe mesh.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Setup view.
bgfx::setViewRect(0, 0, 0, bgfx::BackbufferRatio::Equal);
bgfx::setViewClear(0, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
const bool mouseOverGui = imguiMouseOverArea();
m_mouse.update(m_mouseState.m_mx, m_mouseState.m_my, m_mouseState.m_mz, m_width, m_height);
if (!mouseOverGui)
{
if (m_mouseState.m_buttons[entry::MouseButton::Left])
{
m_camera.orbit(m_mouse.m_dx, m_mouse.m_dy);
}
else if (m_mouseState.m_buttons[entry::MouseButton::Right])
{
m_camera.dolly(m_mouse.m_dx + m_mouse.m_dy);
}
else if (0 != m_mouse.m_scroll)
{
m_camera.dolly(float(m_mouse.m_scroll)*0.1f);
}
}
float view[16];
float proj[16];
m_camera.update(deltaTimeSec);
memcpy(m_uniforms.m_camPos, m_camera.m_pos.curr, 3*sizeof(float));
m_camera.mtxLookAt(view);
bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
bgfx::setViewTransform(0, view, proj);
m_uniforms.m_drawEdges = (DrawMode::WireframeShaded == m_drawMode) ? 1.0f : 0.0;
m_uniforms.submit();
if (DrawMode::Wireframe == m_drawMode)
{
uint64_t state = 0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
;
meshSubmit(m_meshes[m_meshSelection].m_mesh, 0, m_wfProgram, m_meshes[m_meshSelection].m_mtx, state);
}
else
{
uint64_t state = 0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
;
meshSubmit(m_meshes[m_meshSelection].m_mesh, 0, m_meshProgram, m_meshes[m_meshSelection].m_mtx, state);
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
entry::MouseState m_mouseState;
bgfx::ProgramHandle m_wfProgram;
bgfx::ProgramHandle m_meshProgram;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
uint32_t m_lumBgra8;
uint32_t m_oldWidth;
uint32_t m_oldHeight;
uint32_t m_oldReset;
Camera m_camera;
Mouse m_mouse;
Uniforms m_uniforms;
MeshMtx m_meshes[3];
uint32_t m_meshSelection;
uint32_t m_drawMode; // Holds data for 'DrawMode'.
bool m_showWfColor;
int32_t m_scrollArea;
};
ENTRY_IMPLEMENT_MAIN(Wireframe);

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@ -420,6 +420,7 @@ exampleProject("23-vectordisplay")
exampleProject("24-nbody")
exampleProject("26-occlusion")
exampleProject("27-terrain")
exampleProject("28-wireframe")
-- C99 source doesn't compile under WinRT settings
if not premake.vstudio.iswinrt() then

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@ -81,6 +81,7 @@ struct Index3
int32_t m_texcoord;
int32_t m_normal;
int32_t m_vertexIndex;
int32_t m_vbc; // Barycentric ID. Holds eigher 0, 1 or 2.
};
typedef stl::unordered_map<uint64_t, Index3> Index3Map;
@ -387,6 +388,7 @@ void help(const char* _error = NULL)
" 0 - unpacked 8 bytes (default).\n"
" 1 - packed 4 bytes.\n"
" --tangent Calculate tangent vectors (packing mode is the same as normal).\n"
" --barycentric Adds barycentric vertex attribute (packed in bgfx::Attrib::Color1).\n"
" -c, --compress Compress indices.\n"
"\n"
@ -450,6 +452,7 @@ int main(int _argc, const char* _argv[])
bool ccw = cmdLine.hasArg("ccw");
bool flipV = cmdLine.hasArg("flipv");
bool hasTangent = cmdLine.hasArg("tangent");
bool hasBc = cmdLine.hasArg("barycentric");
FILE* file = fopen(filePath, "r");
if (NULL == file)
@ -513,6 +516,14 @@ int main(int _argc, const char* _argv[])
index.m_texcoord = -1;
index.m_normal = -1;
index.m_vertexIndex = -1;
if (hasBc)
{
index.m_vbc = edge < 3 ? edge : (1+(edge+1) )&1;
}
else
{
index.m_vbc = 0;
}
char* vertex = argv[edge+1];
char* texcoord = strchr(vertex, '/');
@ -542,7 +553,8 @@ int main(int _argc, const char* _argv[])
uint64_t hash0 = index.m_position;
uint64_t hash1 = uint64_t(index.m_texcoord)<<20;
uint64_t hash2 = uint64_t(index.m_normal)<<40;
uint64_t hash = hash0^hash1^hash2;
uint64_t hash3 = uint64_t(index.m_vbc)<<60;
uint64_t hash = hash0^hash1^hash2^hash3;
stl::pair<Index3Map::iterator, bool> result = indexMap.insert(stl::make_pair(hash, index) );
if (!result.second)
@ -755,6 +767,11 @@ int main(int _argc, const char* _argv[])
decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
}
if (hasBc)
{
decl.add(bgfx::Attrib::Color1, 4, bgfx::AttribType::Uint8, true);
}
if (hasTexcoord)
{
switch (packUv)
@ -914,6 +931,17 @@ int main(int _argc, const char* _argv[])
*color0 = rgbaToAbgr(numVertices%255, numIndices%255, 0, 0xff);
}
if (hasBc)
{
const float bc[3] =
{
(index.m_vbc == 0) ? 1.0f : 0.0f,
(index.m_vbc == 1) ? 1.0f : 0.0f,
(index.m_vbc == 2) ? 1.0f : 0.0f,
};
bgfx::vertexPack(bc, true, bgfx::Attrib::Color1, decl, vertices);
}
if (hasTexcoord)
{
float uv[2];