646 lines
18 KiB
C++
646 lines
18 KiB
C++
/*
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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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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "packrect.h"
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#include "imgui/imgui.h"
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#include <bx/uint32_t.h>
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#include <list>
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namespace
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{
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struct PosTexcoordVertex
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{
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float m_x;
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float m_y;
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float m_z;
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float m_u;
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float m_v;
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float m_w;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float)
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.end();
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};
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosTexcoordVertex::ms_decl;
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static PosTexcoordVertex s_m_cubeVertices[28] =
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{
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{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
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{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
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{-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
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{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
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{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
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{-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
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{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
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{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
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{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
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{-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
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{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
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{-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
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{-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
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{-1.0f, 1.0f, 1.0f, -2.0f, 2.0f, 2.0f },
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{ 1.0f, 1.0f, 1.0f, 2.0f, 2.0f, 2.0f },
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{-1.0f, -1.0f, 1.0f, -2.0f, -2.0f, 2.0f },
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{ 1.0f, -1.0f, 1.0f, 2.0f, -2.0f, 2.0f },
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};
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static const uint16_t s_m_cubeIndices[36] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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8, 10, 9, // 4
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9, 10, 11,
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12, 14, 13, // 6
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14, 15, 13,
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16, 18, 17, // 8
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18, 19, 17,
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20, 22, 21, // 10
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21, 22, 23,
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};
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static void updateTextureCubeRectBgra8(bgfx::TextureHandle _handle, uint8_t _side, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a = 0xff)
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{
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bgfx::TextureInfo ti;
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bgfx::calcTextureSize(ti, _width, _height, 1, false, false, 1, bgfx::TextureFormat::BGRA8);
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const bgfx::Memory* mem = bgfx::alloc(ti.storageSize);
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uint8_t* data = (uint8_t*)mem->data;
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for (uint32_t ii = 0, num = ti.storageSize*8/ti.bitsPerPixel; ii < num; ++ii)
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{
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data[0] = _b;
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data[1] = _g;
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data[2] = _r;
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data[3] = _a;
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data += 4;
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}
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bgfx::updateTextureCube(_handle, 0, _side, 0, _x, _y, _width, _height, mem);
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}
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static const uint16_t textureside = 512;
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static const uint32_t texture2dSize = 256;
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class ExampleUpdate : public entry::AppI
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{
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public:
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ExampleUpdate(const char* _name, const char* _description)
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: entry::AppI(_name, _description)
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, m_cube(textureside)
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{
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}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
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Args args(_argc, _argv);
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::init(args.m_type, args.m_pciId);
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bgfx::reset(m_width, m_height, m_reset);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Create vertex stream declaration.
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PosTexcoordVertex::init();
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m_textures[0] = loadTexture("textures/texture_compression_bc1.ktx", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
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m_textures[1] = loadTexture("textures/texture_compression_bc2.ktx", BGFX_TEXTURE_U_CLAMP);
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m_textures[2] = loadTexture("textures/texture_compression_bc3.ktx", BGFX_TEXTURE_V_CLAMP);
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m_textures[3] = loadTexture("textures/texture_compression_etc1.ktx", BGFX_TEXTURE_U_BORDER|BGFX_TEXTURE_V_BORDER|BGFX_TEXTURE_BORDER_COLOR(1) );
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m_textures[4] = loadTexture("textures/texture_compression_etc2.ktx");
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m_textures[5] = loadTexture("textures/texture_compression_ptc12.pvr");
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m_textures[6] = loadTexture("textures/texture_compression_ptc14.pvr");
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m_textures[7] = loadTexture("textures/texture_compression_ptc22.pvr");
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m_textures[8] = loadTexture("textures/texture_compression_ptc24.pvr");
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const bgfx::Caps* caps = bgfx::getCaps();
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m_texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D);
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m_blitSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_BLIT);
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m_computeSupported = !!(caps->supported & BGFX_CAPS_COMPUTE);
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m_numTextures3d = 0;
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if (m_texture3DSupported)
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{
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const bgfx::Memory* mem8 = bgfx::alloc(32*32*32);
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const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
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const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
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for (uint8_t zz = 0; zz < 32; ++zz)
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{
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for (uint8_t yy = 0; yy < 32; ++yy)
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{
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for (uint8_t xx = 0; xx < 32; ++xx)
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{
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const uint32_t offset = ( (zz*32+yy)*32+xx);
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const uint32_t val = xx ^ yy ^ zz;
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mem8->data[offset] = uint8_t(val<<3);
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*(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
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*(float*)&mem32f->data[offset*4] = (float)val/32.0f;
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}
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}
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R8]) )
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{
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m_textures3d[m_numTextures3d++] = bgfx::createTexture3D(32, 32, 32, false, bgfx::TextureFormat::R8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8);
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R16F]) )
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{
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m_textures3d[m_numTextures3d++] = bgfx::createTexture3D(32, 32, 32, false, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f);
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R32F]) )
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{
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m_textures3d[m_numTextures3d++] = bgfx::createTexture3D(32, 32, 32, false, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f);
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}
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}
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// Create static vertex buffer.
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m_vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_m_cubeVertices, sizeof(s_m_cubeVertices) ), PosTexcoordVertex::ms_decl);
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// Create static index buffer.
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m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_m_cubeIndices, sizeof(s_m_cubeIndices) ) );
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// Create programs.
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m_program = loadProgram("vs_update", "fs_update");
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m_programCmp = loadProgram("vs_update", "fs_update_cmp");
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m_program3d.idx = bgfx::kInvalidHandle;
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if (m_texture3DSupported)
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{
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m_program3d = loadProgram("vs_update", "fs_update_3d");
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}
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m_programCompute.idx = bgfx::kInvalidHandle;
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if (m_computeSupported)
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{
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m_programCompute = bgfx::createProgram( loadShader( "cs_update" ), true );
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}
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// Create texture sampler uniforms.
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s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
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s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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// Create time uniform.
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u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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for(uint32_t ii = 0; ii<BX_COUNTOF( m_textureCube ); ++ii)
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{
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m_textureCube[ii].idx = bgfx::kInvalidHandle;
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}
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m_textureCube[0] = bgfx::createTextureCube(
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textureside
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, false
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, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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);
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if (m_blitSupported)
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{
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m_textureCube[1] = bgfx::createTextureCube(
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textureside
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, false
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, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT|BGFX_TEXTURE_BLIT_DST
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);
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}
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if (m_computeSupported)
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{
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m_textureCube[2] = bgfx::createTextureCube(
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textureside
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, false
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, 1
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, bgfx::TextureFormat::RGBA8
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, BGFX_TEXTURE_COMPUTE_WRITE
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);
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}
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m_texture2d = bgfx::createTexture2D(
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texture2dSize
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, texture2dSize
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, false
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, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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);
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m_texture2dData = (uint8_t*)malloc(texture2dSize*texture2dSize*4);
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m_rr = rand()%255;
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m_gg = rand()%255;
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m_bb = rand()%255;
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m_hit = 0;
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m_miss = 0;
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m_updateTime = 0;
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m_timeOffset = bx::getHPCounter();
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imguiCreate();
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}
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virtual int shutdown() override
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{
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imguiDestroy();
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// m_texture2dData is managed from main thread, and it's passed to renderer
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// just as MemoryRef. At this point render might be using it. We must wait
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// previous frame to finish before we can free it.
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bgfx::frame();
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// Cleanup.
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free(m_texture2dData);
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
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{
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bgfx::destroyTexture(m_textures[ii]);
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}
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for (uint32_t ii = 0; ii < m_numTextures3d; ++ii)
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{
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bgfx::destroyTexture(m_textures3d[ii]);
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}
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bgfx::destroyTexture(m_texture2d);
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for (uint32_t ii = 0; ii<BX_COUNTOF(m_textureCube); ++ii)
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{
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if (bgfx::isValid(m_textureCube[ii]))
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{
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bgfx::destroyTexture(m_textureCube[ii]);
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}
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}
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bgfx::destroyIndexBuffer(m_ibh);
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bgfx::destroyVertexBuffer(m_vbh);
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if (bgfx::isValid(m_program3d) )
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{
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bgfx::destroyProgram(m_program3d);
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}
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bgfx::destroyProgram(m_programCmp);
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if (bgfx::isValid(m_programCompute) )
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{
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bgfx::destroyProgram(m_programCompute);
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}
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bgfx::destroyProgram(m_program);
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bgfx::destroyUniform(u_time);
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bgfx::destroyUniform(s_texColor);
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bgfx::destroyUniform(s_texCube);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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bool update() override
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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showExampleDialog(this);
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imguiEndFrame();
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float borderColor[4] = { float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f };
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bgfx::setPaletteColor(1, borderColor);
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// Set view 0 and 1 viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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bgfx::setViewRect(1, 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
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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int64_t now = bx::getHPCounter();
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float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) );
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bgfx::setUniform(u_time, &time);
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if (now > m_updateTime)
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{
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PackCube face;
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uint16_t bw = bx::uint16_max(1, rand()%(textureside/4) );
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uint16_t bh = bx::uint16_max(1, rand()%(textureside/4) );
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if (m_cube.find(bw, bh, face) )
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{
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m_quads.push_back(face);
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++m_hit;
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const Pack2D& rect = face.m_rect;
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updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, m_rr, m_gg, m_bb);
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if (m_blitSupported)
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{
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bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
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}
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m_rr = rand()%255;
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m_gg = rand()%255;
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m_bb = rand()%255;
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}
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else
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{
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++m_miss;
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for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)m_quads.size() ); ii < num; ++ii)
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{
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face = m_quads.front();
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const Pack2D& rect = face.m_rect;
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updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, 0, 0, 0);
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if (m_blitSupported)
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{
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bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
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}
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m_cube.clear(face);
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m_quads.pop_front();
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}
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}
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{
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// Fill rect.
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const uint32_t pitch = texture2dSize*4;
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const uint16_t tw = rand()% texture2dSize;
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const uint16_t th = rand()% texture2dSize;
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const uint16_t tx = rand()%(texture2dSize-tw);
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const uint16_t ty = rand()%(texture2dSize-th);
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uint8_t* dst = &m_texture2dData[(ty*texture2dSize+tx)*4];
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uint8_t* next = dst + pitch;
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// Using makeRef to pass texture memory without copying.
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const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4);
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for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch)
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{
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for (uint32_t xx = 0; xx < tw; ++xx, dst += 4)
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{
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dst[0] = m_bb;
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dst[1] = m_gg;
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dst[2] = m_rr;
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dst[3] = 255;
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}
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}
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// Pitch here makes possible to pass data from source to destination
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// without need for m_textures and allocated memory to be the same size.
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bgfx::updateTexture2D(m_texture2d, 0, 0, tx, ty, tw, th, mem, pitch);
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}
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}
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -5.0f };
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float view[16];
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float proj[16];
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bx::mtxLookAt(view, eye, at);
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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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// Set view and projection matrix for view 0.
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bgfx::setViewTransform(0, view, proj);
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|
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// Update texturecube using compute shader
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if (bgfx::isValid(m_programCompute) )
|
|
{
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|
bgfx::setImage(0, s_texCube, m_textureCube[2], 0, bgfx::Access::Write);
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bgfx::dispatch(0, m_programCompute, textureside/16, textureside/16);
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|
}
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|
|
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textureCube); ++ii)
|
|
{
|
|
if (bgfx::isValid(m_textureCube[ii]))
|
|
{
|
|
float mtx[16];
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|
bx::mtxSRT( mtx, 0.7f, 0.7f, 0.7f, time, time*0.37f, 0.0f, -2.0f +ii*2.0f, 0.0f, 0.0f );
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|
|
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// Set model matrix for rendering.
|
|
bgfx::setTransform( mtx );
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|
|
|
// Set vertex and index buffer.
|
|
bgfx::setVertexBuffer(0, m_vbh );
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|
bgfx::setIndexBuffer( m_ibh );
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|
|
|
// Bind texture.
|
|
bgfx::setTexture( 0, s_texCube, m_textureCube[ii] );
|
|
|
|
// Set render states.
|
|
bgfx::setState( BGFX_STATE_DEFAULT );
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|
|
|
// Submit primitive for rendering to view 0.
|
|
bgfx::submit( 0, m_program );
|
|
}
|
|
}
|
|
|
|
// Set view and projection matrix for view 1.
|
|
const float aspectRatio = float(m_height)/float(m_width);
|
|
const float size = 11.0f;
|
|
const bgfx::Caps* caps = bgfx::getCaps();
|
|
bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
|
|
bgfx::setViewTransform(1, NULL, proj);
|
|
|
|
float mtx[16];
|
|
bx::mtxTranslate(mtx, -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f, 1.9f, 0.0f);
|
|
|
|
// Set model matrix for rendering.
|
|
bgfx::setTransform(mtx);
|
|
|
|
// Set vertex and index buffer.
|
|
bgfx::setVertexBuffer(0, m_vbh);
|
|
bgfx::setIndexBuffer(m_ibh);
|
|
|
|
// Bind texture.
|
|
bgfx::setTexture(0, s_texColor, m_texture2d);
|
|
|
|
// Set render states.
|
|
bgfx::setState(BGFX_STATE_DEFAULT);
|
|
|
|
// Submit primitive for rendering to view 1.
|
|
bgfx::submit(1, m_programCmp);
|
|
|
|
const float xpos = -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f;
|
|
|
|
for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
|
|
{
|
|
bx::mtxTranslate(mtx, xpos + ii*2.1f, size-6.5f, 0.0f);
|
|
|
|
// Set model matrix for rendering.
|
|
bgfx::setTransform(mtx);
|
|
|
|
// Set vertex and index buffer.
|
|
bgfx::setVertexBuffer(0, m_vbh);
|
|
bgfx::setIndexBuffer(m_ibh, 0, 6);
|
|
|
|
// Bind texture.
|
|
bgfx::setTexture(0, s_texColor, m_textures[ii]);
|
|
|
|
// Set render states.
|
|
bgfx::setState(BGFX_STATE_DEFAULT);
|
|
|
|
// Submit primitive for rendering to view 1.
|
|
bgfx::submit(1, m_programCmp);
|
|
}
|
|
|
|
for (uint32_t ii = 0; ii < m_numTextures3d; ++ii)
|
|
{
|
|
bx::mtxTranslate(mtx, xpos + ii*2.1f, -size+6.5f, 0.0f);
|
|
|
|
// Set model matrix for rendering.
|
|
bgfx::setTransform(mtx);
|
|
|
|
// Set vertex and index buffer.
|
|
bgfx::setVertexBuffer(0, m_vbh);
|
|
bgfx::setIndexBuffer(m_ibh, 0, 6);
|
|
|
|
// Bind texture.
|
|
bgfx::setTexture(0, s_texColor, m_textures3d[ii]);
|
|
|
|
// Set render states.
|
|
bgfx::setState(BGFX_STATE_DEFAULT);
|
|
|
|
// Submit primitive for rendering to view 1.
|
|
bgfx::submit(1, m_program3d);
|
|
}
|
|
|
|
for (uint32_t ii = 0; ii < 4; ++ii)
|
|
{
|
|
bx::mtxTranslate(mtx, xpos + (size-2.0f)*2.1f, -size+6.5f + ii*2.1f, 0.0f);
|
|
|
|
// Set model matrix for rendering.
|
|
bgfx::setTransform(mtx);
|
|
|
|
// Set vertex and index buffer.
|
|
bgfx::setVertexBuffer(0, m_vbh, 24, 4);
|
|
bgfx::setIndexBuffer(m_ibh, 0, 6);
|
|
|
|
// Bind texture.
|
|
bgfx::setTexture(0, s_texColor, m_textures[ii]);
|
|
|
|
// Set render states.
|
|
bgfx::setState(BGFX_STATE_DEFAULT);
|
|
|
|
// Submit primitive for rendering to view 1.
|
|
bgfx::submit(1, m_programCmp);
|
|
}
|
|
|
|
// 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;
|
|
|
|
uint8_t* m_texture2dData;
|
|
uint32_t m_numTextures3d;
|
|
bool m_texture3DSupported;
|
|
bool m_blitSupported;
|
|
bool m_computeSupported;
|
|
|
|
std::list<PackCube> m_quads;
|
|
RectPackCubeT<256> m_cube;
|
|
int64_t m_updateTime;
|
|
int64_t m_timeOffset;
|
|
|
|
uint32_t m_hit;
|
|
uint32_t m_miss;
|
|
|
|
uint8_t m_rr;
|
|
uint8_t m_gg;
|
|
uint8_t m_bb;
|
|
|
|
bgfx::TextureHandle m_textures[9];
|
|
bgfx::TextureHandle m_textures3d[3];
|
|
bgfx::TextureHandle m_texture2d;
|
|
bgfx::TextureHandle m_textureCube[3];
|
|
bgfx::IndexBufferHandle m_ibh;
|
|
bgfx::VertexBufferHandle m_vbh;
|
|
bgfx::ProgramHandle m_program3d;
|
|
bgfx::ProgramHandle m_programCmp;
|
|
bgfx::ProgramHandle m_programCompute;
|
|
bgfx::ProgramHandle m_program;
|
|
bgfx::UniformHandle u_time;
|
|
bgfx::UniformHandle s_texColor;
|
|
bgfx::UniformHandle s_texCube;
|
|
|
|
};
|
|
|
|
} // namespace
|
|
|
|
ENTRY_IMPLEMENT_MAIN(ExampleUpdate, "08-update", "Updating textures.");
|