Beispiel #1
0
void write(bx::WriterI* _writer, const uint8_t* _vertices, uint32_t _numVertices, const bgfx::VertexDecl& _decl, const uint16_t* _indices, uint32_t _numIndices, const std::string& _material, const PrimitiveArray& _primitives)
{
	uint32_t stride = _decl.getStride();
	bx::write(_writer, BGFX_CHUNK_MAGIC_VB);
	writeBounds(_writer, _vertices, _numVertices, stride);

	bx::write(_writer, _decl);
	bx::write(_writer, uint16_t(_numVertices) );
	bx::write(_writer, _vertices, _numVertices*stride);

	bx::write(_writer, BGFX_CHUNK_MAGIC_IB);
	bx::write(_writer, _numIndices);
	bx::write(_writer, _indices, _numIndices*2);

	bx::write(_writer, BGFX_CHUNK_MAGIC_PRI);
	uint16_t nameLen = uint16_t(_material.size() );
	bx::write(_writer, nameLen);
	bx::write(_writer, _material.c_str(), nameLen);
	bx::write(_writer, uint16_t(_primitives.size() ) );
	for (PrimitiveArray::const_iterator primIt = _primitives.begin(); primIt != _primitives.end(); ++primIt)
	{
		const Primitive& prim = *primIt;
		nameLen = uint16_t(prim.m_name.size() );
		bx::write(_writer, nameLen);
		bx::write(_writer, prim.m_name.c_str(), nameLen);
		bx::write(_writer, prim.m_startIndex);
		bx::write(_writer, prim.m_numIndices);
		bx::write(_writer, prim.m_startVertex);
		bx::write(_writer, prim.m_numVertices);
		writeBounds(_writer, &_vertices[prim.m_startVertex*stride], prim.m_numVertices, stride);
	}
}
Beispiel #2
0
void Model::create(const bgfx::VertexDecl& def,
				   Material* material,
				   const int* indices_data,
				   int indices_size,
				   const void* attributes_data,
				   int attributes_size)
{
	m_geometry_buffer_object.setAttributesData(
		attributes_data, attributes_size, def);
	m_geometry_buffer_object.setIndicesData(indices_data, indices_size);

	m_meshes.emplace(def,
					 material,
					 0,
					 attributes_size,
					 0,
					 indices_size / sizeof(int),
					 "default",
					 m_allocator);

	Model::LOD lod;
	lod.m_distance = FLT_MAX;
	lod.m_from_mesh = 0;
	lod.m_to_mesh = 0;
	m_lods.push(lod);

	m_indices.resize(indices_size / sizeof(m_indices[0]));
	memcpy(&m_indices[0], indices_data, indices_size);

	m_vertices.resize(attributes_size / def.getStride());
	computeRuntimeData((const uint8_t*)attributes_data);

	onReady();
}
Beispiel #3
0
void Model::create(const bgfx::VertexDecl& def,
				   Material* material,
				   const int* indices_data,
				   int indices_size,
				   const void* attributes_data,
				   int attributes_size)
{
	ASSERT(!bgfx::isValid(m_vertices_handle));
	m_vertices_handle = bgfx::createVertexBuffer(bgfx::copy(attributes_data, attributes_size), def);
	m_vertices_size = attributes_size;

	ASSERT(!bgfx::isValid(m_indices_handle));
	auto* mem = bgfx::copy(indices_data, indices_size);
	m_indices_handle = bgfx::createIndexBuffer(mem, BGFX_BUFFER_INDEX32);
	m_indices_size = indices_size;

	m_meshes.emplace(def,
					 material,
					 0,
					 attributes_size,
					 0,
					 indices_size / int(sizeof(int)),
					 "default",
					 m_allocator);

	Model::LOD lod;
	lod.m_distance = FLT_MAX;
	lod.m_from_mesh = 0;
	lod.m_to_mesh = 0;
	m_lods.push(lod);

	m_indices.resize(indices_size / sizeof(m_indices[0]));
	copyMemory(&m_indices[0], indices_data, indices_size);

	m_vertices.resize(attributes_size / def.getStride());
	computeRuntimeData((const uint8*)attributes_data);

	onCreated(State::READY);
}
Beispiel #4
0
	void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
	{
		Group group;
		const bgfx::Memory* mem;
		uint32_t size;

		size = _numVertices*_decl.getStride();
		mem = bgfx::makeRef(_vertices, size);
		group.m_vbh = bgfx::createVertexBuffer(mem, _decl);

		size = _numIndices*2;
		mem = bgfx::makeRef(_indices, size);
		group.m_ibh = bgfx::createIndexBuffer(mem);

		//TODO:
		// group.m_sphere = ...
		// group.m_aabb = ...
		// group.m_obb = ...
		// group.m_prims = ...

		m_groups.push_back(group);
	}
Beispiel #5
0
int _main_(int _argc, char** _argv)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_NONE;

	bgfx::init();
	bgfx::reset(width, height);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		s_flipV = true;
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		s_flipV = true;
		break;
	}

	// Create vertex stream declaration.
	s_PosColorTexCoord0Decl.begin();
	s_PosColorTexCoord0Decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosColorTexCoord0Decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
	s_PosColorTexCoord0Decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
	s_PosColorTexCoord0Decl.end();  

	bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
	bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Uniform3fv);

	bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching");

	while (!processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// Set view 1 default viewport.
		bgfx::setViewRect(1, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to viewZ 0.
		bgfx::submit(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;

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/03-raymarch");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -15.0f };
		
		float view[16];
		float proj[16];
		mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransform(0, view, proj);

		float ortho[16];
		mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(1, NULL, ortho);

		float time = (float)(bx::getHPCounter()/double(bx::getHPFrequency() ) );

		float vp[16];
		mtxMul(vp, view, proj);

		float mtx[16];
		mtxRotateXY(mtx
			, time
			, time*0.37f
			); 

		float mtxInv[16];
		mtxInverse(mtxInv, mtx);
		float lightDirModel[4] = { -0.4f, -0.5f, -1.0f, 0.0f };
		float lightDirModelN[4];
		vec3Norm(lightDirModelN, lightDirModel);
		float lightDir[4];
		vec4MulMtx(lightDir, lightDirModelN, mtxInv);
		bgfx::setUniform(u_lightDir, lightDir);

		float mvp[16];
		mtxMul(mvp, mtx, vp);

		float invMvp[16];
		mtxInverse(invMvp, mvp);
		bgfx::setUniform(u_mtx, invMvp);

		bgfx::setUniform(u_time, &time);

		renderScreenSpaceQuad(1, raymarching, 0.0f, 0.0f, 1280.0f, 720.0f);

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	bgfx::destroyProgram(raymarching);

	bgfx::destroyUniform(u_time);
	bgfx::destroyUniform(u_mtx);
	bgfx::destroyUniform(u_lightDir);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #6
0
int _main_(int _argc, char** _argv)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_NONE;

	bgfx::init();
	bgfx::reset(width, height);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		break;
	}

	// Create vertex stream declaration.
	s_PosNormalTangentTexcoordDecl.begin();
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true);
	s_PosNormalTangentTexcoordDecl.end();

	const bgfx::Memory* mem;

	calcTangents(s_cubeVertices, countof(s_cubeVertices), s_PosNormalTangentTexcoordDecl, s_cubeIndices, countof(s_cubeIndices) );

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosNormalTangentTexcoordDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Create texture sampler uniforms.
	bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Uniform1iv);

	uint16_t numLights = 4;
	bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, numLights);
	bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, numLights);

	// Load vertex shader.
	mem = loadShader("vs_bump");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_bump");
	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);

	// Create program from shaders.
	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);

	// We can destroy vertex and fragment shader here since
	// their reference is kept inside bgfx after calling createProgram.
	// Vertex and fragment shader will be destroyed once program is^
	// destroyed.
	bgfx::destroyVertexShader(vsh);
	bgfx::destroyFragmentShader(fsh);

	// Load diffuse texture.
	mem = loadTexture("fieldstone-rgba.dds");
	bgfx::TextureHandle textureColor = bgfx::createTexture(mem);

	// Load normal texture.
	mem = loadTexture("fieldstone-n.dds");
	bgfx::TextureHandle textureNormal = bgfx::createTexture(mem);

	while (!processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, 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::submit(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)(now/freq);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -7.0f };
		
		float view[16];
		float proj[16];
		mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);

		float lightPosRadius[4][4];
		for (uint32_t ii = 0; ii < numLights; ++ii)
		{
			lightPosRadius[ii][0] = sin( (time*(0.1f + ii*0.17f) + float(ii*M_PI_2)*1.37f ) )*3.0f;
			lightPosRadius[ii][1] = cos( (time*(0.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f ) )*3.0f;
			lightPosRadius[ii][2] = -2.5f;
			lightPosRadius[ii][3] = 3.0f;
		}

		bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);

		float lightRgbInnerR[4][4] =
		{
			{ 1.0f, 0.7f, 0.2f, 0.8f },
			{ 0.7f, 0.2f, 1.0f, 0.8f },
			{ 0.2f, 1.0f, 0.7f, 0.8f },
			{ 1.0f, 0.4f, 0.2f, 0.8f },
		};

		bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(0, view, proj);

		const uint16_t instanceStride = 64;
		const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(9, instanceStride);
		if (NULL != idb)
		{
			uint8_t* data = idb->data;

			// Write instance data for 3x3 cubes.
			for (uint32_t yy = 0; yy < 3; ++yy)
			{
				for (uint32_t xx = 0; xx < 3; ++xx)
				{
					float* mtx = (float*)data;
					mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
					mtx[12] = -3.0f + float(xx)*3.0f;
					mtx[13] = -3.0f + float(yy)*3.0f;
					mtx[14] = 0.0f;

					float* color = (float*)&data[64];
					color[0] = sin(time+float(xx)/11.0f)*0.5f+0.5f;
					color[1] = cos(time+float(yy)/11.0f)*0.5f+0.5f;
					color[2] = sin(time*3.0f)*0.5f+0.5f;
					color[3] = 1.0f;

					data += instanceStride;
				}
			}

			uint16_t numInstances = (uint16_t)( (data - idb->data)/instanceStride);

			// Set vertex and fragment shaders.
			bgfx::setProgram(program);

			// Set vertex and index buffer.
			bgfx::setVertexBuffer(vbh);
			bgfx::setIndexBuffer(ibh);

			// Set instance data buffer.
			bgfx::setInstanceDataBuffer(idb, numInstances);

			// Bind textures.
			bgfx::setTexture(0, u_texColor, textureColor);
			bgfx::setTexture(1, u_texNormal, textureNormal);

			// Set render states.
			bgfx::setState(0
				|BGFX_STATE_RGB_WRITE
				|BGFX_STATE_ALPHA_WRITE
				|BGFX_STATE_DEPTH_WRITE
				|BGFX_STATE_DEPTH_TEST_LESS
				|BGFX_STATE_MSAA
				);

			// Submit primitive for rendering to view 0.
			bgfx::submit(0);
		}

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	bgfx::destroyIndexBuffer(ibh);
	bgfx::destroyVertexBuffer(vbh);
	bgfx::destroyProgram(program);
	bgfx::destroyTexture(textureColor);
	bgfx::destroyTexture(textureNormal);
	bgfx::destroyUniform(u_texColor);
	bgfx::destroyUniform(u_texNormal);
	bgfx::destroyUniform(u_lightPosRadius);
	bgfx::destroyUniform(u_lightRgbInnerR);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #7
0
namespace GFX
{
lmDefineLogGroup(gGFXQuadRendererLogGroup, "GFXQuadRenderer", 1, LoomLogInfo);

// coincides w/ struct VertexPosColorTex in gfxQuadRenderer.h
static bgfx::VertexDecl sVertexPosColorTexDecl;

static bgfx::UniformHandle sUniformTexColor;
static bgfx::UniformHandle sUniformNodeMatrixRemoveMe;
static bgfx::ProgramHandle sProgramPosColorTex;
static bgfx::ProgramHandle sProgramPosTex;

static bgfx::IndexBufferHandle sIndexBufferHandle;

static bool sTinted = true;

bgfx::DynamicVertexBufferHandle QuadRenderer::vertexBuffers[MAXVERTEXBUFFERS];

VertexPosColorTex* QuadRenderer::vertexData[MAXVERTEXBUFFERS];

void* QuadRenderer::vertexDataMemory = NULL;

int QuadRenderer::maxVertexIdx[MAXVERTEXBUFFERS];

int QuadRenderer::numVertexBuffers;

int               QuadRenderer::currentVertexBufferIdx;
VertexPosColorTex *QuadRenderer::currentVertexPtr;
int               QuadRenderer::vertexCount;

int QuadRenderer::currentIndexBufferIdx;

TextureID QuadRenderer::currentTexture;
int       QuadRenderer::quadCount;

int QuadRenderer::numFrameSubmit;

static loom_allocator_t *gQuadMemoryAllocator = NULL;

void QuadRenderer::submit()
{
    if (quadCount <= 0)
    {
        return;
    }

    numFrameSubmit++;

    if (Texture::sTextureInfos[currentTexture].handle.idx != MARKEDTEXTURE)
    {
        // On iPad 1, the PosColorTex shader, which multiplies texture color with
        // vertex color, is 5x slower than PosTex, which just draws the texture
        // unmodified. So we do this.
        if(sTinted)
            bgfx::setProgram(sProgramPosColorTex);
        else
            bgfx::setProgram(sProgramPosTex);

        lmAssert(sIndexBufferHandle.idx != bgfx::invalidHandle, "No index buffer!");
        bgfx::setIndexBuffer(sIndexBufferHandle, currentIndexBufferIdx, (quadCount * 6));
        bgfx::setVertexBuffer(vertexBuffers[currentVertexBufferIdx], MAXBATCHQUADS * 4);

        // set U and V wrap modes (repeat / mirror / clamp)
        uint32_t textureFlags = BGFX_TEXTURE_W_CLAMP;
        ///U
        switch(Texture::sTextureInfos[currentTexture].wrapU)
        {
            case TEXTUREINFO_WRAP_REPEAT:
                textureFlags |= BGFX_TEXTURE_NONE;
                break;
            case TEXTUREINFO_WRAP_MIRROR:
                textureFlags |= BGFX_TEXTURE_U_MIRROR;
                break;
            case TEXTUREINFO_WRAP_CLAMP:
                textureFlags |= BGFX_TEXTURE_U_CLAMP;
                break;
        }
        ///V
        switch(Texture::sTextureInfos[currentTexture].wrapV)
        {
            case TEXTUREINFO_WRAP_REPEAT:
                textureFlags |= BGFX_TEXTURE_NONE;
                break;
            case TEXTUREINFO_WRAP_MIRROR:
                textureFlags |= BGFX_TEXTURE_V_MIRROR;
                break;
            case TEXTUREINFO_WRAP_CLAMP:
                textureFlags |= BGFX_TEXTURE_V_CLAMP;
                break;
        }

        // set smoothing mode, bgfx default is bilinear
        switch (Texture::sTextureInfos[currentTexture].smoothing)
        {
            // use nearest neighbor 
            case TEXTUREINFO_SMOOTHING_NONE:
                textureFlags |= BGFX_TEXTURE_MIN_POINT;
                textureFlags |= BGFX_TEXTURE_MAG_POINT;
                textureFlags |= BGFX_TEXTURE_MIP_POINT;
                break;
        }   
        
        bgfx::setTexture(0, sUniformTexColor, Texture::sTextureInfos[currentTexture].handle, textureFlags);

        // Set render states.
        bgfx::setState(0
                       | BGFX_STATE_RGB_WRITE
                       | BGFX_STATE_ALPHA_WRITE
                       //|BGFX_STATE_DEPTH_WRITE
                       //|BGFX_STATE_DEPTH_TEST_LESS
                       | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
                       );

        bgfx::submit(Graphics::getView());


        currentIndexBufferIdx += quadCount * 6;
    }

    quadCount = 0;
}


VertexPosColorTex *QuadRenderer::getQuadVertices(TextureID texture, uint16_t numVertices, bool tinted)
{
    if (!numVertices || (texture < 0) || (numVertices > MAXBATCHQUADS * 4))
    {
        return NULL;
    }

    lmAssert(!(numVertices % 4), "numVertices % 4 != 0");

    if (((currentTexture != TEXTUREINVALID) && (currentTexture != texture))
        || (sTinted != tinted))
    {
        submit();
    }

    if ((vertexCount + numVertices) > MAXBATCHQUADS * 4)
    {
        submit();

        if (numVertexBuffers == MAXVERTEXBUFFERS)
        {
            return NULL;
        }

        currentVertexBufferIdx++;

        if (currentVertexBufferIdx == numVertexBuffers)
        {
            // we need to allocate a new one
            printf("Allocating new dynamic vertex buffer\n");
            vertexBuffers[numVertexBuffers++] = bgfx::createDynamicVertexBuffer(MAXBATCHQUADS * 4, sVertexPosColorTexDecl);
        }

        currentIndexBufferIdx = 0;

        maxVertexIdx[currentVertexBufferIdx] = 0;
        currentVertexPtr = vertexData[currentVertexBufferIdx];
        vertexCount      = 0;
        quadCount        = 0;
    }

    VertexPosColorTex *returnPtr = currentVertexPtr;

    sTinted = tinted;

    currentVertexPtr += numVertices;
    vertexCount      += numVertices;

    maxVertexIdx[currentVertexBufferIdx] = vertexCount;

    currentTexture = texture;

    quadCount += numVertices / 4;

    return returnPtr;
}


void QuadRenderer::batch(TextureID texture, VertexPosColorTex *vertices, uint16_t numVertices)
{
    VertexPosColorTex *verticePtr = getQuadVertices(texture, numVertices, true);

    if (!verticePtr)
    {
        return;
    }

    memcpy((void *)verticePtr, (void *)vertices, sizeof(VertexPosColorTex) * numVertices);
}


void QuadRenderer::beginFrame()
{
    currentIndexBufferIdx  = 0;
    currentVertexBufferIdx = 0;
    vertexCount            = 0;
    currentTexture         = TEXTUREINVALID;
    quadCount = 0;

    currentVertexPtr = vertexData[currentVertexBufferIdx];
    maxVertexIdx[currentIndexBufferIdx] = 0;

    numFrameSubmit = 0;

    // remove me
    float node[16];
    mtxIdentity(node);

    bgfx::setUniform(sUniformNodeMatrixRemoveMe, (const void *)node);
    bgfx::setProgram(sProgramPosColorTex);
}


void QuadRenderer::endFrame()
{
    submit();

    //printf("numFrameSubmit %i\n", numFrameSubmit);

    for (int i = 0; i < currentVertexBufferIdx + 1; i++)
    {
        // may need to alloc or double buffer if we thread bgfx
        const bgfx::Memory *mem = bgfx::makeRef(vertexData[i], sizeof(VertexPosColorTex) * maxVertexIdx[i]);
        bgfx::updateDynamicVertexBuffer(vertexBuffers[i], mem);
    }
}


void QuadRenderer::destroyGraphicsResources()
{
    for (int i = 0; i < MAXVERTEXBUFFERS; i++)
    {
        if (vertexBuffers[i].idx != bgfx::invalidHandle)
        {
            bgfx::destroyDynamicVertexBuffer(vertexBuffers[i]);
            vertexBuffers[i].idx = bgfx::invalidHandle;
        }
    }

    if (sIndexBufferHandle.idx != bgfx::invalidHandle)
    {
        bgfx::destroyIndexBuffer(sIndexBufferHandle);
        sIndexBufferHandle.idx = bgfx::invalidHandle;
    }

    if (sProgramPosColorTex.idx != bgfx::invalidHandle)
    {
        bgfx::destroyProgram(sProgramPosColorTex);
    }

    if (sUniformTexColor.idx != bgfx::invalidHandle)
    {
        bgfx::destroyUniform(sUniformTexColor);
    }

    if (sUniformNodeMatrixRemoveMe.idx != bgfx::invalidHandle)
    {
        bgfx::destroyUniform(sUniformNodeMatrixRemoveMe);
    }

    sUniformTexColor.idx           = bgfx::invalidHandle;
    sUniformNodeMatrixRemoveMe.idx = bgfx::invalidHandle;
    sProgramPosColorTex.idx        = bgfx::invalidHandle;

    if (vertexDataMemory)
    {
        lmFree(gQuadMemoryAllocator, vertexDataMemory);
        vertexDataMemory = NULL;
    }
}


void QuadRenderer::initializeGraphicsResources()
{
    const bgfx::Memory *mem = NULL;

    lmLogInfo(gGFXQuadRendererLogGroup, "Initializing Graphics Resources");

    // Create texture sampler uniforms.
    sUniformTexColor           = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
    sUniformNodeMatrixRemoveMe = bgfx::createUniform("u_nodeMatrix", bgfx::UniformType::Uniform4x4fv);

    int           sz;
    const uint8_t *pshader;

    // Load vertex shader.
    bgfx::VertexShaderHandle vsh_pct;
    pshader = GetVertexShaderPosColorTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    vsh_pct = bgfx::createVertexShader(mem);

    bgfx::VertexShaderHandle vsh_pt;
    pshader = GetVertexShaderPosTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    vsh_pt  = bgfx::createVertexShader(mem);

    // Load fragment shaders.
    bgfx::FragmentShaderHandle fsh_pct;
    pshader = GetFragmentShaderPosColorTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    fsh_pct = bgfx::createFragmentShader(mem);

    bgfx::FragmentShaderHandle fsh_pt;
    pshader = GetFragmentShaderPosTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    fsh_pt  = bgfx::createFragmentShader(mem);

    // Create program from shaders.
    sProgramPosColorTex = bgfx::createProgram(vsh_pct, fsh_pct);
    sProgramPosTex = bgfx::createProgram(vsh_pt, fsh_pt);

    // We can destroy vertex and fragment shader here since
    // their reference is kept inside bgfx after calling createProgram.
    // Vertex and fragment shader will be destroyed once program is
    // destroyed.
    bgfx::destroyVertexShader(vsh_pct);
    bgfx::destroyVertexShader(vsh_pt);
    bgfx::destroyFragmentShader(fsh_pct);
    bgfx::destroyFragmentShader(fsh_pt);

    // create the vertex stream
    sVertexPosColorTexDecl.begin();
    sVertexPosColorTexDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
    sVertexPosColorTexDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
    sVertexPosColorTexDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
    sVertexPosColorTexDecl.end();

    // create the single, reused quad index buffer
    numVertexBuffers = 0;
    vertexBuffers[numVertexBuffers++] = bgfx::createDynamicVertexBuffer(MAXBATCHQUADS * 4, sVertexPosColorTexDecl);

    mem = bgfx::alloc(sizeof(uint16_t) * 6 * MAXBATCHQUADS);
    uint16_t *pindice = (uint16_t *)mem->data;

    int j = 0;
    for (int i = 0; i < 6 * MAXBATCHQUADS; i += 6, j += 4, pindice += 6)
    {
        pindice[0] = j;
        pindice[1] = j + 2;
        pindice[2] = j + 1;
        pindice[3] = j + 1;
        pindice[4] = j + 2;
        pindice[5] = j + 3;
    }

    sIndexBufferHandle = bgfx::createIndexBuffer(mem);

    size_t bufferSize = MAXVERTEXBUFFERS * sizeof(VertexPosColorTex) * MAXBATCHQUADS * 4;

    vertexDataMemory = lmAlloc(gQuadMemoryAllocator, bufferSize);

    lmAssert(vertexDataMemory, "Unable to allocate buffer for quad vertex data");

    VertexPosColorTex* p = (VertexPosColorTex*) vertexDataMemory; 

    for (int i = 0; i < MAXVERTEXBUFFERS; i++)
    {
        // setup buffer pointer
        vertexData[i] = p;

        p += MAXBATCHQUADS * 4;
    }
}


void QuadRenderer::reset()
{
    destroyGraphicsResources();
    bgfx::frame();
    initializeGraphicsResources();
}


void QuadRenderer::initialize()
{
    sUniformNodeMatrixRemoveMe.idx = bgfx::invalidHandle;
    sUniformTexColor.idx           = bgfx::invalidHandle;
    sProgramPosColorTex.idx        = bgfx::invalidHandle;
    sIndexBufferHandle.idx         = bgfx::invalidHandle;

    for (int i = 0; i < MAXVERTEXBUFFERS; i++)
    {
        vertexBuffers[i].idx = bgfx::invalidHandle;
    }
}
}
Beispiel #8
0
void QuadRenderer::initializeGraphicsResources()
{
    const bgfx::Memory *mem = NULL;

    lmLogInfo(gGFXQuadRendererLogGroup, "Initializing Graphics Resources");

    // Create texture sampler uniforms.
    sUniformTexColor           = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
    sUniformNodeMatrixRemoveMe = bgfx::createUniform("u_nodeMatrix", bgfx::UniformType::Uniform4x4fv);

    int           sz;
    const uint8_t *pshader;

    // Load vertex shader.
    bgfx::VertexShaderHandle vsh_pct;
    pshader = GetVertexShaderPosColorTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    vsh_pct = bgfx::createVertexShader(mem);

    bgfx::VertexShaderHandle vsh_pt;
    pshader = GetVertexShaderPosTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    vsh_pt  = bgfx::createVertexShader(mem);

    // Load fragment shaders.
    bgfx::FragmentShaderHandle fsh_pct;
    pshader = GetFragmentShaderPosColorTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    fsh_pct = bgfx::createFragmentShader(mem);

    bgfx::FragmentShaderHandle fsh_pt;
    pshader = GetFragmentShaderPosTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    fsh_pt  = bgfx::createFragmentShader(mem);

    // Create program from shaders.
    sProgramPosColorTex = bgfx::createProgram(vsh_pct, fsh_pct);
    sProgramPosTex = bgfx::createProgram(vsh_pt, fsh_pt);

    // We can destroy vertex and fragment shader here since
    // their reference is kept inside bgfx after calling createProgram.
    // Vertex and fragment shader will be destroyed once program is
    // destroyed.
    bgfx::destroyVertexShader(vsh_pct);
    bgfx::destroyVertexShader(vsh_pt);
    bgfx::destroyFragmentShader(fsh_pct);
    bgfx::destroyFragmentShader(fsh_pt);

    // create the vertex stream
    sVertexPosColorTexDecl.begin();
    sVertexPosColorTexDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
    sVertexPosColorTexDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
    sVertexPosColorTexDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
    sVertexPosColorTexDecl.end();

    // create the single, reused quad index buffer
    numVertexBuffers = 0;
    vertexBuffers[numVertexBuffers++] = bgfx::createDynamicVertexBuffer(MAXBATCHQUADS * 4, sVertexPosColorTexDecl);

    mem = bgfx::alloc(sizeof(uint16_t) * 6 * MAXBATCHQUADS);
    uint16_t *pindice = (uint16_t *)mem->data;

    int j = 0;
    for (int i = 0; i < 6 * MAXBATCHQUADS; i += 6, j += 4, pindice += 6)
    {
        pindice[0] = j;
        pindice[1] = j + 2;
        pindice[2] = j + 1;
        pindice[3] = j + 1;
        pindice[4] = j + 2;
        pindice[5] = j + 3;
    }

    sIndexBufferHandle = bgfx::createIndexBuffer(mem);

    size_t bufferSize = MAXVERTEXBUFFERS * sizeof(VertexPosColorTex) * MAXBATCHQUADS * 4;

    vertexDataMemory = lmAlloc(gQuadMemoryAllocator, bufferSize);

    lmAssert(vertexDataMemory, "Unable to allocate buffer for quad vertex data");

    VertexPosColorTex* p = (VertexPosColorTex*) vertexDataMemory; 

    for (int i = 0; i < MAXVERTEXBUFFERS; i++)
    {
        // setup buffer pointer
        vertexData[i] = p;

        p += MAXBATCHQUADS * 4;
    }
}
Beispiel #9
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		break;
	}

	// Create vertex stream declaration.
	s_PosTexcoordDecl.begin();
	s_PosTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosTexcoordDecl.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float);
	s_PosTexcoordDecl.end();

	const bgfx::Memory* mem;

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosTexcoordDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Create texture sampler uniforms.
	bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1iv);

	// Load vertex shader.
	mem = loadShader("vs_update");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_update");
	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);

	// Create program from shaders.
	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);

	// We can destroy vertex and fragment shader here since
	// their reference is kept inside bgfx after calling createProgram.
	// Vertex and fragment shader will be destroyed once program is
	// destroyed.
	bgfx::destroyVertexShader(vsh);
	bgfx::destroyFragmentShader(fsh);

	const uint32_t textureSide = 2048;

	bgfx::TextureHandle textureCube = 
		bgfx::createTextureCube(6
			, textureSide
			, 1
			, bgfx::TextureFormat::BGRA8
			, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
			);

	uint8_t rr = rand()%255;
	uint8_t gg = rand()%255;
	uint8_t bb = rand()%255;

	int64_t updateTime = 0;

	RectPackCubeT<256> cube(textureSide);

	uint32_t hit = 0;
	uint32_t miss = 0;
	std::list<PackCube> quads;

	int64_t timeOffset = bx::getHPCounter();

	while (!processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, 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::submit(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const int64_t freq = bx::getHPFrequency();
		const double toMs = 1000.0/double(freq);
		float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/08-update");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating textures.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		if (now > updateTime)
		{
			PackCube face;

			uint32_t bw = bx::uint16_max(1, rand()%(textureSide/4) );
			uint32_t bh = bx::uint16_max(1, rand()%(textureSide/4) );

			if (cube.find(bw, bh, face) )
			{
				quads.push_back(face);

				++hit;
				bgfx::TextureInfo ti;
				const Pack2D& rect = face.m_rect;
				bgfx::calcTextureSize(ti, rect.m_width, rect.m_height, 1, 1, bgfx::TextureFormat::BGRA8);

// 				updateTime = now + freq/10;
				const bgfx::Memory* mem = bgfx::alloc(ti.storageSize);
				uint8_t* data = (uint8_t*)mem->data;
				for (uint32_t ii = 0, num = ti.storageSize*8/ti.bitsPerPixel; ii < num; ++ii)
				{
					data[0] = bb;
					data[1] = rr;
					data[2] = gg;
					data[3] = 0xff;
					data += 4;
				}

				bgfx::updateTextureCube(textureCube, face.m_side, 0, rect.m_x, rect.m_y, rect.m_width, rect.m_height, mem);

				rr = rand()%255;
				gg = rand()%255;
				bb = rand()%255;
			}
			else
			{
				++miss;

				for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)quads.size() ); ii < num; ++ii)
				{
					const PackCube& face = quads.front();
					cube.clear(face);
					quads.pop_front();
				}
			}
		}

		bgfx::dbgTextPrintf(0, 4, 0x0f, "hit: %d, miss %d", hit, miss);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -5.0f };
		
		float view[16];
		float proj[16];
		mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(0, view, proj);

		float mtx[16];
		mtxRotateXY(mtx, time, time*0.37f);

		// Set model matrix for rendering.
		bgfx::setTransform(mtx);

		// Set vertex and fragment shaders.
		bgfx::setProgram(program);

		// Set vertex and index buffer.
		bgfx::setVertexBuffer(vbh);
		bgfx::setIndexBuffer(ibh);

		// Bind texture.
		bgfx::setTexture(0, u_texCube, textureCube);

		// Set render states.
		bgfx::setState(BGFX_STATE_DEFAULT);

		// Submit primitive for rendering to view 0.
		bgfx::submit(0);

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	bgfx::destroyIndexBuffer(ibh);
	bgfx::destroyVertexBuffer(vbh);
	bgfx::destroyProgram(program);
	bgfx::destroyTexture(textureCube);
	bgfx::destroyUniform(u_texCube);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #10
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		break;
	}

	// Create vertex stream declaration.
	s_PosColorDecl.begin();
	s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
	s_PosColorDecl.end();

	const bgfx::Memory* mem;

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Load vertex shader.
	mem = loadShader("vs_instancing");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_instancing");
	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);

	// Create program from shaders.
	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);

	// We can destroy vertex and fragment shader here since
	// their reference is kept inside bgfx after calling createProgram.
	// Vertex and fragment shader will be destroyed once program is
	// destroyed.
	bgfx::destroyVertexShader(vsh);
	bgfx::destroyFragmentShader(fsh);

	int64_t timeOffset = bx::getHPCounter();

	while (!entry::processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, 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::submit(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)( (now - timeOffset)/double(bx::getHPFrequency() ) );

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/05-instancing");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Geometry instancing.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -35.0f };
		
		float view[16];
		float proj[16];
		mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(0, view, proj);

		const uint16_t instanceStride = 80;
		const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(121, instanceStride);
		if (NULL != idb)
		{
			uint8_t* data = idb->data;

			// Write instance data for 11x11 cubes.
			for (uint32_t yy = 0; yy < 11; ++yy)
			{
				for (uint32_t xx = 0; xx < 11; ++xx)
				{
					float* mtx = (float*)data;
					mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
					mtx[12] = -15.0f + float(xx)*3.0f;
					mtx[13] = -15.0f + float(yy)*3.0f;
					mtx[14] = 0.0f;

					float* color = (float*)&data[64];
					color[0] = sin(time+float(xx)/11.0f)*0.5f+0.5f;
					color[1] = cos(time+float(yy)/11.0f)*0.5f+0.5f;
					color[2] = sin(time*3.0f)*0.5f+0.5f;
					color[3] = 1.0f;

					data += instanceStride;
				}
			}

			// Set vertex and fragment shaders.
			bgfx::setProgram(program);

			// Set vertex and index buffer.
			bgfx::setVertexBuffer(vbh);
			bgfx::setIndexBuffer(ibh);

			// Set instance data buffer.
			bgfx::setInstanceDataBuffer(idb);

			// Set render states.
			bgfx::setState(BGFX_STATE_DEFAULT);

			// Submit primitive for rendering to view 0.
			bgfx::submit(0);
		}

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	bgfx::destroyIndexBuffer(ibh);
	bgfx::destroyVertexBuffer(vbh);
	bgfx::destroyProgram(program);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #11
0
bool Model::parseMeshesOld(bgfx::VertexDecl global_vertex_decl, FS::IFile& file, FileVersion version, u32 global_flags)
{
	int object_count = 0;
	file.read(&object_count, sizeof(object_count));
	if (object_count <= 0) return false;

	m_meshes.reserve(object_count);
	char model_dir[MAX_PATH_LENGTH];
	PathUtils::getDir(model_dir, MAX_PATH_LENGTH, getPath().c_str());
	struct Offsets
	{
		i32 attribute_array_offset;
		i32 attribute_array_size;
		i32 indices_offset;
		i32 mesh_tri_count;
	};
	Array<Offsets> mesh_offsets(m_allocator);
	for (int i = 0; i < object_count; ++i)
	{
		i32 str_size;
		file.read(&str_size, sizeof(str_size));
		char material_name[MAX_PATH_LENGTH];
		file.read(material_name, str_size);
		if (str_size >= MAX_PATH_LENGTH) return false;

		material_name[str_size] = 0;

		char material_path[MAX_PATH_LENGTH];
		copyString(material_path, model_dir);
		catString(material_path, material_name);
		catString(material_path, ".mat");

		auto* material_manager = m_resource_manager.getOwner().get(Material::TYPE);
		Material* material = static_cast<Material*>(material_manager->load(Path(material_path)));

		Offsets& offsets = mesh_offsets.emplace();
		file.read(&offsets.attribute_array_offset, sizeof(offsets.attribute_array_offset));
		file.read(&offsets.attribute_array_size, sizeof(offsets.attribute_array_size));
		file.read(&offsets.indices_offset, sizeof(offsets.indices_offset));
		file.read(&offsets.mesh_tri_count, sizeof(offsets.mesh_tri_count));

		file.read(&str_size, sizeof(str_size));
		if (str_size >= MAX_PATH_LENGTH)
		{
			material_manager->unload(*material);
			return false;
		}

		char mesh_name[MAX_PATH_LENGTH];
		mesh_name[str_size] = 0;
		file.read(mesh_name, str_size);

		bgfx::VertexDecl vertex_decl = global_vertex_decl;
		if (version <= FileVersion::SINGLE_VERTEX_DECL)
		{
			parseVertexDecl(file, &vertex_decl);
			if (i != 0 && global_vertex_decl.m_hash != vertex_decl.m_hash)
			{
				g_log_error.log("Renderer") << "Model " << getPath().c_str()
					<< " contains meshes with different vertex declarations.";
			}
			if(i == 0) global_vertex_decl = vertex_decl;
		}


		m_meshes.emplace(material,
			vertex_decl,
			mesh_name,
			m_allocator);
		addDependency(*material);
	}

	i32 indices_count = 0;
	file.read(&indices_count, sizeof(indices_count));
	if (indices_count <= 0) return false;

	u32 INDICES_16BIT_FLAG = 1;
	int index_size = global_flags & INDICES_16BIT_FLAG ? 2 : 4;
	Array<u8> indices(m_allocator);
	indices.resize(indices_count * index_size);
	file.read(&indices[0], indices.size());

	i32 vertices_size = 0;
	file.read(&vertices_size, sizeof(vertices_size));
	if (vertices_size <= 0) return false;

	Array<u8> vertices(m_allocator);
	vertices.resize(vertices_size);
	file.read(&vertices[0], vertices.size());

	int vertex_count = 0;
	for (const Offsets& offsets : mesh_offsets)
	{
		vertex_count += offsets.attribute_array_size / global_vertex_decl.getStride();
	}

	if (version > FileVersion::BOUNDING_SHAPES_PRECOMPUTED)
	{
		file.read(&m_bounding_radius, sizeof(m_bounding_radius));
		file.read(&m_aabb, sizeof(m_aabb));
	}

	float bounding_radius_squared = 0;
	Vec3 min_vertex(0, 0, 0);
	Vec3 max_vertex(0, 0, 0);

	int vertex_size = global_vertex_decl.getStride();
	int position_attribute_offset = global_vertex_decl.getOffset(bgfx::Attrib::Position);
	int uv_attribute_offset = global_vertex_decl.getOffset(bgfx::Attrib::TexCoord0);
	int weights_attribute_offset = global_vertex_decl.getOffset(bgfx::Attrib::Weight);
	int bone_indices_attribute_offset = global_vertex_decl.getOffset(bgfx::Attrib::Indices);
	bool keep_skin = global_vertex_decl.has(bgfx::Attrib::Weight) && global_vertex_decl.has(bgfx::Attrib::Indices);
	for (int i = 0; i < m_meshes.size(); ++i)
	{
		Offsets& offsets = mesh_offsets[i];
		Mesh& mesh = m_meshes[i];
		mesh.indices_count = offsets.mesh_tri_count * 3;
		mesh.indices.resize(mesh.indices_count * index_size);
		copyMemory(&mesh.indices[0], &indices[offsets.indices_offset * index_size], mesh.indices_count * index_size);

		int mesh_vertex_count = offsets.attribute_array_size / global_vertex_decl.getStride();
		int mesh_attributes_array_offset = offsets.attribute_array_offset;
		mesh.vertices.resize(mesh_vertex_count);
		mesh.uvs.resize(mesh_vertex_count);
		if (keep_skin) mesh.skin.resize(mesh_vertex_count);
		for (int j = 0; j < mesh_vertex_count; ++j)
		{
			int offset = mesh_attributes_array_offset + j * vertex_size;
			if (keep_skin)
			{
				mesh.skin[j].weights = *(const Vec4*)&vertices[offset + weights_attribute_offset];
				copyMemory(mesh.skin[j].indices,
					&vertices[offset + bone_indices_attribute_offset],
					sizeof(mesh.skin[j].indices));
			}
			mesh.vertices[j] = *(const Vec3*)&vertices[offset + position_attribute_offset];
			mesh.uvs[j] = *(const Vec2*)&vertices[offset + uv_attribute_offset];
			float sq_len = mesh.vertices[j].squaredLength();
			bounding_radius_squared = Math::maximum(bounding_radius_squared, sq_len > 0 ? sq_len : 0);
			min_vertex.x = Math::minimum(min_vertex.x, mesh.vertices[j].x);
			min_vertex.y = Math::minimum(min_vertex.y, mesh.vertices[j].y);
			min_vertex.z = Math::minimum(min_vertex.z, mesh.vertices[j].z);
			max_vertex.x = Math::maximum(max_vertex.x, mesh.vertices[j].x);
			max_vertex.y = Math::maximum(max_vertex.y, mesh.vertices[j].y);
			max_vertex.z = Math::maximum(max_vertex.z, mesh.vertices[j].z);
		}
	}

	if (version <= FileVersion::BOUNDING_SHAPES_PRECOMPUTED)
	{
		m_bounding_radius = sqrt(bounding_radius_squared);
		m_aabb = AABB(min_vertex, max_vertex);
	}

	for (int i = 0; i < m_meshes.size(); ++i)
	{
		Mesh& mesh = m_meshes[i];
		Offsets offsets = mesh_offsets[i];
		
		ASSERT(!bgfx::isValid(mesh.index_buffer_handle));
		if (global_flags & INDICES_16BIT_FLAG)
		{
			mesh.flags.set(Mesh::Flags::INDICES_16_BIT);
		}
		int indices_size = index_size * mesh.indices_count;
		const bgfx::Memory* mem = bgfx::copy(&indices[offsets.indices_offset * index_size], indices_size);
		mesh.index_buffer_handle = bgfx::createIndexBuffer(mem, index_size == 4 ? BGFX_BUFFER_INDEX32 : 0);
		if (!bgfx::isValid(mesh.index_buffer_handle)) return false;

		ASSERT(!bgfx::isValid(mesh.vertex_buffer_handle));
		const bgfx::Memory* vertices_mem = bgfx::copy(&vertices[offsets.attribute_array_offset], offsets.attribute_array_size);
		mesh.vertex_buffer_handle = bgfx::createVertexBuffer(vertices_mem, mesh.vertex_decl);
		if (!bgfx::isValid(mesh.vertex_buffer_handle)) return false;
	}

	return true;
}