/* * Copyright 2011-2022 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "common.h" #include "bgfx_utils.h" #include "imgui/imgui.h" namespace { class ExampleMesh : public entry::AppI { public: ExampleMesh(const char* _name, const char* _description, const char* _url) : entry::AppI(_name, _description, _url) { } void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override { Args args(_argc, _argv); m_width = _width; m_height = _height; m_debug = BGFX_DEBUG_NONE; m_reset = BGFX_RESET_VSYNC; bgfx::Init init; init.type = args.m_type; init.vendorId = args.m_pciId; init.resolution.width = m_width; init.resolution.height = m_height; init.resolution.reset = m_reset; bgfx::init(init); // 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(); imguiCreate(); } int shutdown() override { imguiDestroy(); meshUnload(m_mesh); // Cleanup. bgfx::destroy(m_program); bgfx::destroy(u_time); // 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(); // 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); float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) ); bgfx::setUniform(u_time, &time); const bx::Vec3 at = { 0.0f, 1.0f, 0.0f }; const bx::Vec3 eye = { 0.0f, 1.0f, -2.5f }; // Set view and projection matrix for view 0. { 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) ); } 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; } entry::MouseState m_mouseState; 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; }; } // namespace ENTRY_IMPLEMENT_MAIN( ExampleMesh , "04-mesh" , "Loading meshes." , "https://bkaradzic.github.io/bgfx/examples.html#mesh" );