/* * Copyright 2011-2016 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "common.h" #include "bgfx_utils.h" class ExampleMesh : public entry::AppI { 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 debug text. bgfx::setDebug(m_debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4); // Create program from shaders. m_program = loadProgram("vs_mesh", "fs_mesh"); m_mesh = meshLoad("meshes/bunny.bin"); m_timeOffset = bx::getHPCounter(); } int shutdown() BX_OVERRIDE { meshUnload(m_mesh); // Cleanup. bgfx::destroyProgram(m_program); bgfx::destroyUniform(u_time); // Shutdown bgfx. bgfx::shutdown(); return 0; } bool update() BX_OVERRIDE { if (!entry::processEvents(m_width, m_height, m_debug, m_reset) ) { // 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); 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); // 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::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) ); } 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; } return false; } uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; int64_t m_timeOffset; Mesh* m_mesh; bgfx::ProgramHandle m_program; bgfx::UniformHandle u_time; }; ENTRY_IMPLEMENT_MAIN(ExampleMesh);