mesh.cpp 8.2 KB

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  1. /*
  2. * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include <bgfx.h>
  6. #include <bx/bx.h>
  7. #include <bx/timer.h>
  8. #include <bx/readerwriter.h>
  9. #include "../common/entry.h"
  10. #include "../common/dbg.h"
  11. #include "../common/math.h"
  12. #include <stdio.h>
  13. #include <string.h>
  14. #include <string>
  15. #include <vector>
  16. static const char* s_shaderPath = NULL;
  17. static bool s_flipV = false;
  18. static void shaderFilePath(char* _out, const char* _name)
  19. {
  20. strcpy(_out, s_shaderPath);
  21. strcat(_out, _name);
  22. strcat(_out, ".bin");
  23. }
  24. long int fsize(FILE* _file)
  25. {
  26. long int pos = ftell(_file);
  27. fseek(_file, 0L, SEEK_END);
  28. long int size = ftell(_file);
  29. fseek(_file, pos, SEEK_SET);
  30. return size;
  31. }
  32. static const bgfx::Memory* load(const char* _filePath)
  33. {
  34. FILE* file = fopen(_filePath, "rb");
  35. if (NULL != file)
  36. {
  37. uint32_t size = (uint32_t)fsize(file);
  38. const bgfx::Memory* mem = bgfx::alloc(size+1);
  39. size_t ignore = fread(mem->data, 1, size, file);
  40. BX_UNUSED(ignore);
  41. fclose(file);
  42. mem->data[mem->size-1] = '\0';
  43. return mem;
  44. }
  45. return NULL;
  46. }
  47. static const bgfx::Memory* loadShader(const char* _name)
  48. {
  49. char filePath[512];
  50. shaderFilePath(filePath, _name);
  51. return load(filePath);
  52. }
  53. static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
  54. {
  55. const bgfx::Memory* mem;
  56. // Load vertex shader.
  57. mem = loadShader(_vsName);
  58. bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
  59. // Load fragment shader.
  60. mem = loadShader(_fsName);
  61. bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
  62. // Create program from shaders.
  63. bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
  64. // We can destroy vertex and fragment shader here since
  65. // their reference is kept inside bgfx after calling createProgram.
  66. // Vertex and fragment shader will be destroyed once program is
  67. // destroyed.
  68. bgfx::destroyVertexShader(vsh);
  69. bgfx::destroyFragmentShader(fsh);
  70. return program;
  71. }
  72. struct Aabb
  73. {
  74. float m_min[3];
  75. float m_max[3];
  76. };
  77. struct Obb
  78. {
  79. float m_mtx[16];
  80. };
  81. struct Sphere
  82. {
  83. float m_center[3];
  84. float m_radius;
  85. };
  86. struct Primitive
  87. {
  88. uint32_t m_startIndex;
  89. uint32_t m_numIndices;
  90. uint32_t m_startVertex;
  91. uint32_t m_numVertices;
  92. Sphere m_sphere;
  93. Aabb m_aabb;
  94. Obb m_obb;
  95. };
  96. typedef std::vector<Primitive> PrimitiveArray;
  97. struct Group
  98. {
  99. Group()
  100. {
  101. reset();
  102. }
  103. void reset()
  104. {
  105. m_vbh.idx = bgfx::invalidHandle;
  106. m_ibh.idx = bgfx::invalidHandle;
  107. m_prims.clear();
  108. }
  109. bgfx::VertexBufferHandle m_vbh;
  110. bgfx::IndexBufferHandle m_ibh;
  111. Sphere m_sphere;
  112. Aabb m_aabb;
  113. Obb m_obb;
  114. PrimitiveArray m_prims;
  115. };
  116. struct Mesh
  117. {
  118. void load(const char* _filePath)
  119. {
  120. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
  121. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  122. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  123. bx::CrtFileReader reader;
  124. reader.open(_filePath);
  125. Group group;
  126. uint32_t chunk;
  127. while (4 == bx::read(&reader, chunk) )
  128. {
  129. switch (chunk)
  130. {
  131. case BGFX_CHUNK_MAGIC_VB:
  132. {
  133. bx::read(&reader, group.m_sphere);
  134. bx::read(&reader, group.m_aabb);
  135. bx::read(&reader, group.m_obb);
  136. bx::read(&reader, m_decl);
  137. uint16_t stride = m_decl.getStride();
  138. uint16_t numVertices;
  139. bx::read(&reader, numVertices);
  140. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  141. bx::read(&reader, mem->data, mem->size);
  142. group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
  143. }
  144. break;
  145. case BGFX_CHUNK_MAGIC_IB:
  146. {
  147. uint32_t numIndices;
  148. bx::read(&reader, numIndices);
  149. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  150. bx::read(&reader, mem->data, mem->size);
  151. group.m_ibh = bgfx::createIndexBuffer(mem);
  152. }
  153. break;
  154. case BGFX_CHUNK_MAGIC_PRI:
  155. {
  156. uint16_t len;
  157. bx::read(&reader, len);
  158. std::string material;
  159. material.resize(len);
  160. bx::read(&reader, const_cast<char*>(material.c_str() ), len);
  161. uint16_t num;
  162. bx::read(&reader, num);
  163. for (uint32_t ii = 0; ii < num; ++ii)
  164. {
  165. bx::read(&reader, len);
  166. std::string name;
  167. name.resize(len);
  168. bx::read(&reader, const_cast<char*>(name.c_str() ), len);
  169. Primitive prim;
  170. bx::read(&reader, prim.m_startIndex);
  171. bx::read(&reader, prim.m_numIndices);
  172. bx::read(&reader, prim.m_startVertex);
  173. bx::read(&reader, prim.m_numVertices);
  174. bx::read(&reader, prim.m_sphere);
  175. bx::read(&reader, prim.m_aabb);
  176. bx::read(&reader, prim.m_obb);
  177. group.m_prims.push_back(prim);
  178. }
  179. m_groups.push_back(group);
  180. group.reset();
  181. }
  182. break;
  183. default:
  184. DBG("%08x at %d", chunk, reader.seek() );
  185. break;
  186. }
  187. }
  188. reader.close();
  189. }
  190. void unload()
  191. {
  192. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  193. {
  194. const Group& group = *it;
  195. bgfx::destroyVertexBuffer(group.m_vbh);
  196. if (bgfx::invalidHandle != group.m_ibh.idx)
  197. {
  198. bgfx::destroyIndexBuffer(group.m_ibh);
  199. }
  200. }
  201. m_groups.clear();
  202. }
  203. void submit(bgfx::ProgramHandle _program, float* _mtx)
  204. {
  205. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  206. {
  207. const Group& group = *it;
  208. // Set model matrix for rendering.
  209. bgfx::setTransform(_mtx);
  210. bgfx::setProgram(_program);
  211. bgfx::setIndexBuffer(group.m_ibh);
  212. bgfx::setVertexBuffer(group.m_vbh);
  213. // Set render states.
  214. bgfx::setState(BGFX_STATE_RGB_WRITE
  215. |BGFX_STATE_DEPTH_WRITE
  216. |BGFX_STATE_DEPTH_TEST_LESS
  217. );
  218. // Submit primitive for rendering to view 0.
  219. bgfx::submit(0);
  220. }
  221. }
  222. bgfx::VertexDecl m_decl;
  223. typedef std::vector<Group> GroupArray;
  224. GroupArray m_groups;
  225. };
  226. int _main_(int _argc, char** _argv)
  227. {
  228. bgfx::init();
  229. bgfx::reset(1280, 720);
  230. // Enable debug text.
  231. bgfx::setDebug(BGFX_DEBUG_TEXT);
  232. // Set view 0 default viewport.
  233. bgfx::setViewRect(0, 0, 0, 1280, 720);
  234. // Set view 1 default viewport.
  235. bgfx::setViewRect(1, 0, 0, 1280, 720);
  236. // Set view 0 clear state.
  237. bgfx::setViewClear(0
  238. , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
  239. , 0x303030ff
  240. , 1.0f
  241. , 0
  242. );
  243. // Setup root path for binary shaders. Shader binaries are different
  244. // for each renderer.
  245. switch (bgfx::getRendererType() )
  246. {
  247. default:
  248. case bgfx::RendererType::Direct3D9:
  249. s_shaderPath = "shaders/dx9/";
  250. break;
  251. case bgfx::RendererType::Direct3D11:
  252. s_shaderPath = "shaders/dx11/";
  253. break;
  254. case bgfx::RendererType::OpenGL:
  255. s_shaderPath = "shaders/glsl/";
  256. s_flipV = true;
  257. break;
  258. case bgfx::RendererType::OpenGLES2:
  259. case bgfx::RendererType::OpenGLES3:
  260. s_shaderPath = "shaders/gles/";
  261. s_flipV = true;
  262. break;
  263. }
  264. bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
  265. bgfx::ProgramHandle program = loadProgram("vs_mesh", "fs_mesh");
  266. Mesh mesh;
  267. mesh.load("meshes/bunny.bin");
  268. while (entry::Event::Exit != entry::poll() )
  269. {
  270. // This dummy draw call is here to make sure that view 0 is cleared
  271. // if no other draw calls are submitted to view 0.
  272. bgfx::submit(0);
  273. int64_t now = bx::getHPCounter();
  274. static int64_t last = now;
  275. const int64_t frameTime = now - last;
  276. last = now;
  277. const double freq = double(bx::getHPFrequency() );
  278. const double toMs = 1000.0/freq;
  279. float time = (float)(bx::getHPCounter()/double(bx::getHPFrequency() ) );
  280. bgfx::setUniform(u_time, &time);
  281. // Use debug font to print information about this example.
  282. bgfx::dbgTextClear();
  283. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/04-mesh");
  284. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes.");
  285. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  286. float at[3] = { 0.0f, 1.0f, 0.0f };
  287. float eye[3] = { 0.0f, 1.0f, -2.5f };
  288. float view[16];
  289. float proj[16];
  290. mtxLookAt(view, eye, at);
  291. mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
  292. // Set view and projection matrix for view 0.
  293. bgfx::setViewTransform(0, view, proj);
  294. float mtx[16];
  295. mtxRotateXY(mtx
  296. , 0.0f
  297. , time*0.37f
  298. );
  299. mesh.submit(program, mtx);
  300. // Advance to next frame. Rendering thread will be kicked to
  301. // process submitted rendering primitives.
  302. bgfx::frame();
  303. }
  304. mesh.unload();
  305. // Cleanup.
  306. bgfx::destroyProgram(program);
  307. bgfx::destroyUniform(u_time);
  308. // Shutdown bgfx.
  309. bgfx::shutdown();
  310. return 0;
  311. }