385 lines
9.5 KiB
C++
385 lines
9.5 KiB
C++
/*
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* Copyright 2011-2020 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 <bx/easing.h>
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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extern "C" void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, const int *tri, int *map, int *permutation);
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static void * Alloc(size_t sz) {
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return BX_ALLOC(entry::getAllocator(), sz);
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}
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static void Free(void *p) {
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BX_FREE(entry::getAllocator(), p);
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}
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namespace
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{
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class ExampleBunnyLOD : public entry::AppI
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{
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public:
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ExampleBunnyLOD(const char* _name, const char* _description, const char* _url)
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: entry::AppI(_name, _description, _url)
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{
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}
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void PermuteMesh(const bgfx::Memory *vb, const bgfx::Memory *ib, const bgfx::VertexLayout &layout) {
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int i;
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int stride = layout.getStride();
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int offset = layout.getOffset(bgfx::Attrib::Position);
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int vertices = vb->size / stride;
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int triangles = ib->size / ( 3 * sizeof(uint32_t) );
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int *permutation = (int*)Alloc(vertices * sizeof(int));
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m_map = (int *)Alloc(vertices * sizeof(int));
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// It will takes long time if there are too many vertices.
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ProgressiveMesh(vertices, stride, (const float *)(vb->data + offset), triangles, (const int *)ib->data, m_map, permutation);
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// rearrange the vertex Array
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char * temp = (char *)Alloc(vertices * stride);
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bx::memCopy(temp, vb->data, vb->size);
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for (i = 0; i<vertices; i++) {
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bx::memCopy(vb->data + permutation[i] * stride , temp + i * stride, stride);
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}
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Free(temp);
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// update the changes in the entries in the triangle Array
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for (i = 0; i<triangles * 3; i++) {
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int *indices = (int *)(ib->data + i * sizeof(uint32_t));
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*indices = permutation[*indices];
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}
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Free(permutation);
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}
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int findDuplicateVertices(const char *vb, int n, const bgfx::VertexLayout &layout, int *map) {
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int i,j;
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int stride = layout.getStride();
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int poffset = layout.getOffset(bgfx::Attrib::Position);
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for (i=0;i<n;i++) {
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map[i] = i;
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}
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int merge = 0;
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for (i=merge;i<n;i++) {
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if (map[i] == i) {
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float *p1 = (float *)(vb + i*stride + poffset);
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map[i] = merge;
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for (j=i+1;j<n;j++) {
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if (map[j] == j) {
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float *p2 = (float *)(vb + j*stride + poffset);
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if (p1[0] == p2[0] && p1[1] == p2[1] && p1[2] == p2[2]) {
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map[j] = merge;
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}
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}
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}
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++merge;
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}
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}
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return merge;
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}
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const bgfx::Memory * mergeVertices(const char *vb, int stride, const int *map, int n, int merged) {
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const bgfx::Memory * buffer = bgfx::alloc(stride * merged);
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int i;
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int target = 0;
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for (i=0;i<n;i++) {
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if (map[i] == target) {
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bx::memCopy(buffer->data + target*stride, vb + i*stride, stride);
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++target;
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}
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}
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return buffer;
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}
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void loadMesh(Mesh *mesh) {
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// merge sub mesh
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int vertices = 0;
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int indices = 0;
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for (GroupArray::const_iterator it = mesh->m_groups.begin(), itEnd = mesh->m_groups.end(); it != itEnd; ++it) {
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vertices += it->m_numVertices;
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indices += it->m_numIndices;
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}
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const bgfx::Memory *ib = bgfx::alloc(indices * sizeof(uint32_t));
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char * vb_data = (char *)Alloc(mesh->m_layout.getSize(vertices));
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size_t voffset = 0;
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size_t ioffset = 0;
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int index = 0;
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for (GroupArray::const_iterator it = mesh->m_groups.begin(), itEnd = mesh->m_groups.end(); it != itEnd; ++it) {
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size_t vsize = mesh->m_layout.getSize(it->m_numVertices);
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bx::memCopy(vb_data + voffset, it->m_vertices, vsize);
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uint32_t *ibptr = (uint32_t *)(ib->data + ioffset);
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for (uint32_t i = 0; i<it->m_numIndices; i++) {
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ibptr[i] = it->m_indices[i] + index;
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}
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voffset+=vsize;
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ioffset+=it->m_numIndices * sizeof(uint32_t);
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index+=it->m_numVertices;
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}
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int * map = (int *)Alloc(vertices * sizeof(int));
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int merged = findDuplicateVertices(vb_data, vertices, mesh->m_layout, map);
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const bgfx::Memory *vb = mergeVertices(vb_data, mesh->m_layout.getStride(), map, vertices, merged);
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Free(vb_data);
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vertices = merged;
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int i;
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int *ib_data = (int *)ib->data;
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for (i=0; i<indices; i++) {
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ib_data[i] = map[ib_data[i]];
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}
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Free(map);
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PermuteMesh(vb, ib, mesh->m_layout);
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m_triangle = (int *)Alloc(ib->size);
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bx::memCopy(m_triangle, ib->data, ib->size);
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m_vb = bgfx::createVertexBuffer(vb, mesh->m_layout);
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m_ib = bgfx::createDynamicIndexBuffer(ib, BGFX_BUFFER_INDEX32);
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m_numVertices = vertices;
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m_numTriangles = indices/3;
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m_totalVertices = m_numVertices;
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m_totalTriangles = m_numTriangles;
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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 init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.resolution.width = m_width;
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init.resolution.height = m_height;
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init.resolution.reset = m_reset;
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bgfx::init(init);
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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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u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4);
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// Create program from shaders.
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m_program = loadProgram("vs_picking_shaded", "fs_picking_shaded");
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Mesh *mesh = meshLoad("meshes/bunny_patched.bin", true);
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loadMesh(mesh);
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meshUnload(mesh);
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m_timeOffset = bx::getHPCounter();
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m_LOD = 1.0f;
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m_lastLOD = m_LOD;
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imguiCreate();
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}
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int shutdown() override
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{
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imguiDestroy();
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// Cleanup.
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bgfx::destroy(m_program);
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bgfx::destroy(m_vb);
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bgfx::destroy(m_ib);
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bgfx::destroy(u_tint);
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Free(m_map);
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Free(m_triangle);
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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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void updateIndexBuffer() {
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int verts = bx::easeInQuad(m_LOD) * m_totalVertices;
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if (verts <= 0)
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return;
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int i,j;
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int tris = 0;
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const bgfx::Memory * ib = bgfx::alloc(m_totalTriangles * 3 * sizeof(uint32_t));
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for (i = 0; i < (int)m_totalTriangles; i++) {
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int v[3];
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for (j=0;j<3;j++) {
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int idx = m_triangle[i*3+j];
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while (idx >= verts) {
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idx = m_map[idx];
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}
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v[j] = idx;
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}
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if (v[0] != v[1] && v[0] != v[2] && v[1] != v[2]) {
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bx::memCopy(ib->data + tris * 3 * sizeof(uint32_t), v, 3 * sizeof(int));
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++tris;
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}
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}
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m_numTriangles = tris;
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m_numVertices = verts;
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bgfx::update(m_ib, 0, ib);
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}
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void submitLOD(bgfx::ViewId viewid, const float *mtx) {
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bgfx::setTransform(mtx);
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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);
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if (m_LOD != m_lastLOD) {
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updateIndexBuffer();
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m_lastLOD = m_LOD;
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}
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bgfx::setIndexBuffer(m_ib, 0, m_numTriangles*3);
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bgfx::setVertexBuffer(0, m_vb, 0, m_numVertices);
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bgfx::submit(viewid, m_program);
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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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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 2.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, 0
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);
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ImGui::Text("Vertices: %d", m_numVertices);
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ImGui::Text("Triangles: %d", m_numTriangles);
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ImGui::SliderFloat("LOD Level", &m_LOD, 0.05f, 1.0f);
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ImGui::End();
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imguiEndFrame();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 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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float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) );
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const float BasicColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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bgfx::setUniform(u_tint, BasicColor);
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const bx::Vec3 at = { 0.0f, 1.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 1.0f, -2.5f };
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// Set view and projection matrix for view 0.
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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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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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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}
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float mtx[16];
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bx::mtxRotateXY(mtx
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, 0.0f
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, time*0.37f
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);
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submitLOD(0, mtx);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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return true;
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}
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return false;
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}
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entry::MouseState m_mouseState;
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uint32_t m_width;
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uint32_t m_height;
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uint32_t m_debug;
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uint32_t m_reset;
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float m_lastLOD;
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float m_LOD;
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uint32_t m_numVertices;
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uint32_t m_numTriangles;
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uint32_t m_totalVertices;
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uint32_t m_totalTriangles;
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int *m_map;
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int *m_triangle;
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int64_t m_timeOffset;
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bgfx::VertexBufferHandle m_vb;
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bgfx::DynamicIndexBufferHandle m_ib;
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bgfx::ProgramHandle m_program;
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bgfx::UniformHandle u_tint;
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};
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} // namespace
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ENTRY_IMPLEMENT_MAIN(
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ExampleBunnyLOD
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, "42-bunnylod"
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, "Progressive Mesh LOD"
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, "https://bkaradzic.github.io/bgfx/examples.html#bunnylod"
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);
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