bgfx/examples/common/bgfx_utils.h
Бранимир Караџић c5d1a1a8e3 Moving bounds from bgfx to bx.
2021-10-16 10:41:42 -07:00

165 lines
3.9 KiB
C++

/*
* Copyright 2011-2021 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#ifndef BGFX_UTILS_H_HEADER_GUARD
#define BGFX_UTILS_H_HEADER_GUARD
#include <bx/bounds.h>
#include <bx/pixelformat.h>
#include <bx/string.h>
#include <bgfx/bgfx.h>
#include <bimg/bimg.h>
#include <tinystl/allocator.h>
#include <tinystl/vector.h>
namespace stl = tinystl;
///
void* load(const char* _filePath, uint32_t* _size = NULL);
///
void unload(void* _ptr);
///
bgfx::ShaderHandle loadShader(const char* _name);
///
bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName);
///
bgfx::TextureHandle loadTexture(const char* _name, uint64_t _flags = BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE, uint8_t _skip = 0, bgfx::TextureInfo* _info = NULL, bimg::Orientation::Enum* _orientation = NULL);
///
bimg::ImageContainer* imageLoad(const char* _filePath, bgfx::TextureFormat::Enum _dstFormat);
///
void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexLayout _layout, const uint16_t* _indices, uint32_t _numIndices);
/// Returns true if both internal transient index and vertex buffer have
/// enough space.
///
/// @param[in] _numVertices Number of vertices.
/// @param[in] _layout Vertex layout.
/// @param[in] _numIndices Number of indices.
///
inline bool checkAvailTransientBuffers(uint32_t _numVertices, const bgfx::VertexLayout& _layout, uint32_t _numIndices)
{
return _numVertices == bgfx::getAvailTransientVertexBuffer(_numVertices, _layout)
&& (0 == _numIndices || _numIndices == bgfx::getAvailTransientIndexBuffer(_numIndices) )
;
}
///
inline uint32_t encodeNormalRgba8(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
{
const float src[] =
{
_x * 0.5f + 0.5f,
_y * 0.5f + 0.5f,
_z * 0.5f + 0.5f,
_w * 0.5f + 0.5f,
};
uint32_t dst;
bx::packRgba8(&dst, src);
return dst;
}
///
struct MeshState
{
struct Texture
{
uint32_t m_flags;
bgfx::UniformHandle m_sampler;
bgfx::TextureHandle m_texture;
uint8_t m_stage;
};
Texture m_textures[4];
uint64_t m_state;
bgfx::ProgramHandle m_program;
uint8_t m_numTextures;
bgfx::ViewId m_viewId;
};
struct Primitive
{
uint32_t m_startIndex;
uint32_t m_numIndices;
uint32_t m_startVertex;
uint32_t m_numVertices;
bx::Sphere m_sphere;
bx::Aabb m_aabb;
bx::Obb m_obb;
};
typedef stl::vector<Primitive> PrimitiveArray;
struct Group
{
Group();
void reset();
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
uint16_t m_numVertices;
uint8_t* m_vertices;
uint32_t m_numIndices;
uint16_t* m_indices;
bx::Sphere m_sphere;
bx::Aabb m_aabb;
bx::Obb m_obb;
PrimitiveArray m_prims;
};
typedef stl::vector<Group> GroupArray;
struct Mesh
{
void load(bx::ReaderSeekerI* _reader, bool _ramcopy);
void unload();
void submit(bgfx::ViewId _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state) const;
void submit(const MeshState*const* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices) const;
bgfx::VertexLayout m_layout;
GroupArray m_groups;
};
///
Mesh* meshLoad(const char* _filePath, bool _ramcopy = false);
///
void meshUnload(Mesh* _mesh);
///
MeshState* meshStateCreate();
///
void meshStateDestroy(MeshState* _meshState);
///
void meshSubmit(const Mesh* _mesh, bgfx::ViewId _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state = BGFX_STATE_MASK);
///
void meshSubmit(const Mesh* _mesh, const MeshState*const* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices = 1);
/// bgfx::RendererType::Enum to name.
bx::StringView getName(bgfx::RendererType::Enum _type);
/// Name to bgfx::RendererType::Enum.
bgfx::RendererType::Enum getType(const bx::StringView& _name);
///
struct Args
{
Args(int _argc, const char* const* _argv);
bgfx::RendererType::Enum m_type;
uint16_t m_pciId;
};
#endif // BGFX_UTILS_H_HEADER_GUARD