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@@ -103,253 +103,286 @@ static const uint16_t s_cubeIndices[36] =
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21, 23, 22,
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};
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-int _main_(int /*_argc*/, char** /*_argv*/)
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+class Bump : public entry::AppI
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{
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- uint32_t width = 1280;
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- uint32_t height = 720;
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- uint32_t debug = BGFX_DEBUG_TEXT;
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- uint32_t reset = BGFX_RESET_VSYNC;
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-
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- bgfx::init();
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- bgfx::reset(width, height, reset);
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-
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- // Enable debug text.
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- bgfx::setDebug(debug);
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-
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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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-
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- // Get renderer capabilities info.
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- const bgfx::Caps* caps = bgfx::getCaps();
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- bool instancingSupported = 0 != (caps->supported & BGFX_CAPS_INSTANCING);
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-
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- // Create vertex stream declaration.
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- PosNormalTangentTexcoordVertex::init();
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-
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- calcTangents(s_cubeVertices
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- , BX_COUNTOF(s_cubeVertices)
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- , PosNormalTangentTexcoordVertex::ms_decl
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- , s_cubeIndices
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- , BX_COUNTOF(s_cubeIndices)
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- );
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-
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- // Create static vertex buffer.
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- bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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- bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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- , PosNormalTangentTexcoordVertex::ms_decl
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- );
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+ void init(int /*_argc*/, char** /*_argv*/) BX_OVERRIDE
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+ {
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+ m_width = 1280;
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+ m_height = 720;
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+ m_debug = BGFX_DEBUG_TEXT;
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+ m_reset = BGFX_RESET_VSYNC;
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+
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+ bgfx::init();
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+ bgfx::reset(m_width, m_height, m_reset);
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+
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+ // Enable debug text.
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+ bgfx::setDebug(m_debug);
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+
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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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+
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+ // Get renderer capabilities info.
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+ const bgfx::Caps* caps = bgfx::getCaps();
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+ m_instancingSupported = 0 != (caps->supported & BGFX_CAPS_INSTANCING);
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+
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+ // Create vertex stream declaration.
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+ PosNormalTangentTexcoordVertex::init();
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+
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+ calcTangents(s_cubeVertices
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+ , BX_COUNTOF(s_cubeVertices)
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+ , PosNormalTangentTexcoordVertex::ms_decl
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+ , s_cubeIndices
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+ , BX_COUNTOF(s_cubeIndices)
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+ );
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+
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+ // Create static vertex buffer.
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+ m_vbh = bgfx::createVertexBuffer(
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+ bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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+ , PosNormalTangentTexcoordVertex::ms_decl
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+ );
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+
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+ // Create static index buffer.
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+ m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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+
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+ // Create texture sampler uniforms.
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+ s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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+ s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
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+
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+ m_numLights = 4;
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+ u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, m_numLights);
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+ u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, m_numLights);
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+
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+ // Create program from shaders.
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+ m_program = loadProgram(m_instancingSupported ? "vs_bump_instanced" : "vs_bump", "fs_bump");
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+
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+ // Load diffuse texture.
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+ m_textureColor = loadTexture("fieldstone-rgba.dds");
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+
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+ // Load normal texture.
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+ m_textureNormal = loadTexture("fieldstone-n.dds");
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+
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+ m_timeOffset = bx::getHPCounter();
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+ }
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- // Create static index buffer.
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- bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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+ virtual int shutdown() BX_OVERRIDE
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+ {
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+ // Cleanup.
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+ bgfx::destroyIndexBuffer(m_ibh);
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+ bgfx::destroyVertexBuffer(m_vbh);
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+ bgfx::destroyProgram(m_program);
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+ bgfx::destroyTexture(m_textureColor);
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+ bgfx::destroyTexture(m_textureNormal);
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+ bgfx::destroyUniform(s_texColor);
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+ bgfx::destroyUniform(s_texNormal);
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+ bgfx::destroyUniform(u_lightPosRadius);
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+ bgfx::destroyUniform(u_lightRgbInnerR);
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+
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+ // Shutdown bgfx.
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+ bgfx::shutdown();
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+
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+ return 0;
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+ }
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- // Create texture sampler uniforms.
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- bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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- bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
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+ bool update() BX_OVERRIDE
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+ {
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+ if (!entry::processEvents(m_width, m_height, m_debug, m_reset) )
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+ {
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+ // Set view 0 default viewport.
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+ bgfx::setViewRect(0, 0, 0, m_width, m_height);
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- uint16_t numLights = 4;
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- bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, numLights);
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- bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, numLights);
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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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- // Create program from shaders.
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- bgfx::ProgramHandle program = loadProgram(instancingSupported ? "vs_bump_instanced" : "vs_bump", "fs_bump");
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+ int64_t now = bx::getHPCounter();
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+ static int64_t last = now;
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+ const int64_t frameTime = now - last;
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+ last = now;
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+ const double freq = double(bx::getHPFrequency() );
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+ const double toMs = 1000.0/freq;
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- // Load diffuse texture.
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- bgfx::TextureHandle textureColor = loadTexture("fieldstone-rgba.dds");
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+ float time = (float)( (now-m_timeOffset)/freq);
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- // Load normal texture.
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- bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds");
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+ // Use debug font to print information about this example.
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+ bgfx::dbgTextClear();
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+ bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
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+ bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
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+ bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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- int64_t timeOffset = bx::getHPCounter();
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+ float at[3] = { 0.0f, 0.0f, 0.0f };
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+ float eye[3] = { 0.0f, 0.0f, -7.0f };
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- while (!entry::processEvents(width, height, debug, reset) )
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- {
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- // Set view 0 default viewport.
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- bgfx::setViewRect(0, 0, 0, width, height);
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-
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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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-
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- int64_t now = bx::getHPCounter();
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- static int64_t last = now;
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- const int64_t frameTime = now - last;
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- last = now;
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- const double freq = double(bx::getHPFrequency() );
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- const double toMs = 1000.0/freq;
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-
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- float time = (float)( (now-timeOffset)/freq);
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-
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- // Use debug font to print information about this example.
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- bgfx::dbgTextClear();
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- bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
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- bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
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- bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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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, -7.0f };
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-
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- // Set view and projection matrix for view 0.
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- const bgfx::HMD* hmd = bgfx::getHMD();
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- if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
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- {
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- float view[16];
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- bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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+ // Set view and projection matrix for view 0.
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+ const bgfx::HMD* hmd = bgfx::getHMD();
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+ if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
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+ {
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+ float view[16];
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+ bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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- float proj[16];
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- bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
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+ float proj[16];
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+ bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
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- bgfx::setViewTransform(0, view, proj);
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+ bgfx::setViewTransform(0, view, proj);
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- // Set view 0 default viewport.
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- //
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- // Use HMD's width/height since HMD's internal frame buffer size
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- // might be much larger than window size.
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- bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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- }
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- else
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- {
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- float view[16];
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- bx::mtxLookAt(view, eye, at);
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+ // Set view 0 default viewport.
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+ //
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+ // Use HMD's width/height since HMD's internal frame buffer size
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+ // might be much larger than window size.
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+ bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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+ }
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+ else
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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(width)/float(height), 0.1f, 100.0f);
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- bgfx::setViewTransform(0, view, proj);
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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);
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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, width, height);
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- }
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+ // Set view 0 default viewport.
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+ bgfx::setViewRect(0, 0, 0, m_width, m_height);
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+ }
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- float lightPosRadius[4][4];
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- for (uint32_t ii = 0; ii < numLights; ++ii)
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- {
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- lightPosRadius[ii][0] = sinf( (time*(0.1f + ii*0.17f) + ii*bx::piHalf*1.37f ) )*3.0f;
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- lightPosRadius[ii][1] = cosf( (time*(0.2f + ii*0.29f) + ii*bx::piHalf*1.49f ) )*3.0f;
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- lightPosRadius[ii][2] = -2.5f;
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- lightPosRadius[ii][3] = 3.0f;
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- }
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+ float lightPosRadius[4][4];
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+ for (uint32_t ii = 0; ii < m_numLights; ++ii)
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+ {
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+ lightPosRadius[ii][0] = sinf( (time*(0.1f + ii*0.17f) + ii*bx::piHalf*1.37f ) )*3.0f;
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+ lightPosRadius[ii][1] = cosf( (time*(0.2f + ii*0.29f) + ii*bx::piHalf*1.49f ) )*3.0f;
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+ lightPosRadius[ii][2] = -2.5f;
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+ lightPosRadius[ii][3] = 3.0f;
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+ }
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- bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
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+ bgfx::setUniform(u_lightPosRadius, lightPosRadius, m_numLights);
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- float lightRgbInnerR[4][4] =
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- {
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- { 1.0f, 0.7f, 0.2f, 0.8f },
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- { 0.7f, 0.2f, 1.0f, 0.8f },
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- { 0.2f, 1.0f, 0.7f, 0.8f },
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- { 1.0f, 0.4f, 0.2f, 0.8f },
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- };
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+ float lightRgbInnerR[4][4] =
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+ {
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+ { 1.0f, 0.7f, 0.2f, 0.8f },
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+ { 0.7f, 0.2f, 1.0f, 0.8f },
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+ { 0.2f, 1.0f, 0.7f, 0.8f },
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+ { 1.0f, 0.4f, 0.2f, 0.8f },
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+ };
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- bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);
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+ bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, m_numLights);
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- const uint16_t instanceStride = 64;
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- const uint16_t numInstances = 3;
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+ const uint16_t instanceStride = 64;
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+ const uint16_t numInstances = 3;
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- if (instancingSupported)
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- {
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- // Write instance data for 3x3 cubes.
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- for (uint32_t yy = 0; yy < 3; ++yy)
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+ if (m_instancingSupported)
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{
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- const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(numInstances, instanceStride);
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- if (NULL != idb)
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+ // Write instance data for 3x3 cubes.
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+ for (uint32_t yy = 0; yy < 3; ++yy)
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+ {
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+ const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(numInstances, instanceStride);
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+ if (NULL != idb)
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+ {
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+ uint8_t* data = idb->data;
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+
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+ for (uint32_t xx = 0; xx < 3; ++xx)
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+ {
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+ float* mtx = (float*)data;
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+ bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
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+ mtx[12] = -3.0f + float(xx)*3.0f;
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+ mtx[13] = -3.0f + float(yy)*3.0f;
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+ mtx[14] = 0.0f;
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+
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+ data += instanceStride;
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+ }
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+
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+ // Set instance data buffer.
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+ bgfx::setInstanceDataBuffer(idb, numInstances);
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+
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+ // Set vertex and index buffer.
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+ bgfx::setVertexBuffer(m_vbh);
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+ bgfx::setIndexBuffer(m_ibh);
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+
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+ // Bind textures.
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+ bgfx::setTexture(0, s_texColor, m_textureColor);
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+ bgfx::setTexture(1, s_texNormal, m_textureNormal);
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+
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+ // Set render states.
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+ bgfx::setState(0
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+ | BGFX_STATE_RGB_WRITE
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+ | BGFX_STATE_ALPHA_WRITE
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+ | BGFX_STATE_DEPTH_WRITE
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+ | BGFX_STATE_DEPTH_TEST_LESS
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+ | BGFX_STATE_MSAA
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+ );
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+
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+ // Submit primitive for rendering to view 0.
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+ bgfx::submit(0, m_program);
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+ }
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+ }
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+ }
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+ else
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+ {
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+ for (uint32_t yy = 0; yy < 3; ++yy)
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{
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- uint8_t* data = idb->data;
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-
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for (uint32_t xx = 0; xx < 3; ++xx)
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{
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- float* mtx = (float*)data;
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+ float mtx[16];
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bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
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mtx[12] = -3.0f + float(xx)*3.0f;
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mtx[13] = -3.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
|
|
|
|
|
|
- data += instanceStride;
|
|
|
- }
|
|
|
-
|
|
|
- // Set instance data buffer.
|
|
|
- bgfx::setInstanceDataBuffer(idb, numInstances);
|
|
|
+ // Set transform for draw call.
|
|
|
+ bgfx::setTransform(mtx);
|
|
|
|
|
|
- // Set vertex and index buffer.
|
|
|
- bgfx::setVertexBuffer(vbh);
|
|
|
- bgfx::setIndexBuffer(ibh);
|
|
|
+ // Set vertex and index buffer.
|
|
|
+ bgfx::setVertexBuffer(m_vbh);
|
|
|
+ bgfx::setIndexBuffer(m_ibh);
|
|
|
|
|
|
- // Bind textures.
|
|
|
- bgfx::setTexture(0, s_texColor, textureColor);
|
|
|
- bgfx::setTexture(1, s_texNormal, textureNormal);
|
|
|
+ // Bind textures.
|
|
|
+ bgfx::setTexture(0, s_texColor, m_textureColor);
|
|
|
+ bgfx::setTexture(1, s_texNormal, m_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
|
|
|
- );
|
|
|
+ // 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, program);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- for (uint32_t yy = 0; yy < 3; ++yy)
|
|
|
- {
|
|
|
- for (uint32_t xx = 0; xx < 3; ++xx)
|
|
|
- {
|
|
|
- float mtx[16];
|
|
|
- bx::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;
|
|
|
-
|
|
|
- // Set transform for draw call.
|
|
|
- bgfx::setTransform(mtx);
|
|
|
-
|
|
|
- // Set vertex and index buffer.
|
|
|
- bgfx::setVertexBuffer(vbh);
|
|
|
- bgfx::setIndexBuffer(ibh);
|
|
|
-
|
|
|
- // Bind textures.
|
|
|
- bgfx::setTexture(0, s_texColor, textureColor);
|
|
|
- bgfx::setTexture(1, s_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, program);
|
|
|
+ // Submit primitive for rendering to view 0.
|
|
|
+ bgfx::submit(0, m_program);
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
+
|
|
|
+ // Advance to next frame. Rendering thread will be kicked to
|
|
|
+ // process submitted rendering primitives.
|
|
|
+ bgfx::frame();
|
|
|
+
|
|
|
+ return true;
|
|
|
}
|
|
|
|
|
|
- // Advance to next frame. Rendering thread will be kicked to
|
|
|
- // process submitted rendering primitives.
|
|
|
- bgfx::frame();
|
|
|
+ return false;
|
|
|
}
|
|
|
|
|
|
- // Cleanup.
|
|
|
- bgfx::destroyIndexBuffer(ibh);
|
|
|
- bgfx::destroyVertexBuffer(vbh);
|
|
|
- bgfx::destroyProgram(program);
|
|
|
- bgfx::destroyTexture(textureColor);
|
|
|
- bgfx::destroyTexture(textureNormal);
|
|
|
- bgfx::destroyUniform(s_texColor);
|
|
|
- bgfx::destroyUniform(s_texNormal);
|
|
|
- bgfx::destroyUniform(u_lightPosRadius);
|
|
|
- bgfx::destroyUniform(u_lightRgbInnerR);
|
|
|
-
|
|
|
- // Shutdown bgfx.
|
|
|
- bgfx::shutdown();
|
|
|
-
|
|
|
- return 0;
|
|
|
-}
|
|
|
+ bgfx::VertexBufferHandle m_vbh;
|
|
|
+ bgfx::IndexBufferHandle m_ibh;
|
|
|
+ bgfx::UniformHandle s_texColor;
|
|
|
+ bgfx::UniformHandle s_texNormal;
|
|
|
+ bgfx::UniformHandle u_lightPosRadius;
|
|
|
+ bgfx::UniformHandle u_lightRgbInnerR;
|
|
|
+ bgfx::ProgramHandle m_program;
|
|
|
+ bgfx::TextureHandle m_textureColor;
|
|
|
+ bgfx::TextureHandle m_textureNormal;
|
|
|
+ uint16_t m_numLights;
|
|
|
+ bool m_instancingSupported;
|
|
|
+
|
|
|
+ uint32_t m_width;
|
|
|
+ uint32_t m_height;
|
|
|
+ uint32_t m_debug;
|
|
|
+ uint32_t m_reset;
|
|
|
+ int64_t m_timeOffset;
|
|
|
+};
|
|
|
+
|
|
|
+ENTRY_IMPLEMENT_MAIN(Bump);
|