mesh.cpp 8.4 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 "../common/processevents.h"
  13. #include <stdio.h>
  14. #include <string.h>
  15. #include <string>
  16. #include <vector>
  17. static const char* s_shaderPath = NULL;
  18. static bool s_flipV = false;
  19. static void shaderFilePath(char* _out, const char* _name)
  20. {
  21. strcpy(_out, s_shaderPath);
  22. strcat(_out, _name);
  23. strcat(_out, ".bin");
  24. }
  25. long int fsize(FILE* _file)
  26. {
  27. long int pos = ftell(_file);
  28. fseek(_file, 0L, SEEK_END);
  29. long int size = ftell(_file);
  30. fseek(_file, pos, SEEK_SET);
  31. return size;
  32. }
  33. static const bgfx::Memory* load(const char* _filePath)
  34. {
  35. FILE* file = fopen(_filePath, "rb");
  36. if (NULL != file)
  37. {
  38. uint32_t size = (uint32_t)fsize(file);
  39. const bgfx::Memory* mem = bgfx::alloc(size+1);
  40. size_t ignore = fread(mem->data, 1, size, file);
  41. BX_UNUSED(ignore);
  42. fclose(file);
  43. mem->data[mem->size-1] = '\0';
  44. return mem;
  45. }
  46. return NULL;
  47. }
  48. static const bgfx::Memory* loadShader(const char* _name)
  49. {
  50. char filePath[512];
  51. shaderFilePath(filePath, _name);
  52. return load(filePath);
  53. }
  54. static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
  55. {
  56. const bgfx::Memory* mem;
  57. // Load vertex shader.
  58. mem = loadShader(_vsName);
  59. bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
  60. // Load fragment shader.
  61. mem = loadShader(_fsName);
  62. bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
  63. // Create program from shaders.
  64. bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
  65. // We can destroy vertex and fragment shader here since
  66. // their reference is kept inside bgfx after calling createProgram.
  67. // Vertex and fragment shader will be destroyed once program is
  68. // destroyed.
  69. bgfx::destroyVertexShader(vsh);
  70. bgfx::destroyFragmentShader(fsh);
  71. return program;
  72. }
  73. struct Aabb
  74. {
  75. float m_min[3];
  76. float m_max[3];
  77. };
  78. struct Obb
  79. {
  80. float m_mtx[16];
  81. };
  82. struct Sphere
  83. {
  84. float m_center[3];
  85. float m_radius;
  86. };
  87. struct Primitive
  88. {
  89. uint32_t m_startIndex;
  90. uint32_t m_numIndices;
  91. uint32_t m_startVertex;
  92. uint32_t m_numVertices;
  93. Sphere m_sphere;
  94. Aabb m_aabb;
  95. Obb m_obb;
  96. };
  97. typedef std::vector<Primitive> PrimitiveArray;
  98. struct Group
  99. {
  100. Group()
  101. {
  102. reset();
  103. }
  104. void reset()
  105. {
  106. m_vbh.idx = bgfx::invalidHandle;
  107. m_ibh.idx = bgfx::invalidHandle;
  108. m_prims.clear();
  109. }
  110. bgfx::VertexBufferHandle m_vbh;
  111. bgfx::IndexBufferHandle m_ibh;
  112. Sphere m_sphere;
  113. Aabb m_aabb;
  114. Obb m_obb;
  115. PrimitiveArray m_prims;
  116. };
  117. struct Mesh
  118. {
  119. void load(const char* _filePath)
  120. {
  121. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
  122. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  123. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  124. bx::CrtFileReader reader;
  125. reader.open(_filePath);
  126. Group group;
  127. uint32_t chunk;
  128. while (4 == bx::read(&reader, chunk) )
  129. {
  130. switch (chunk)
  131. {
  132. case BGFX_CHUNK_MAGIC_VB:
  133. {
  134. bx::read(&reader, group.m_sphere);
  135. bx::read(&reader, group.m_aabb);
  136. bx::read(&reader, group.m_obb);
  137. bx::read(&reader, m_decl);
  138. uint16_t stride = m_decl.getStride();
  139. uint16_t numVertices;
  140. bx::read(&reader, numVertices);
  141. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  142. bx::read(&reader, mem->data, mem->size);
  143. group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
  144. }
  145. break;
  146. case BGFX_CHUNK_MAGIC_IB:
  147. {
  148. uint32_t numIndices;
  149. bx::read(&reader, numIndices);
  150. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  151. bx::read(&reader, mem->data, mem->size);
  152. group.m_ibh = bgfx::createIndexBuffer(mem);
  153. }
  154. break;
  155. case BGFX_CHUNK_MAGIC_PRI:
  156. {
  157. uint16_t len;
  158. bx::read(&reader, len);
  159. std::string material;
  160. material.resize(len);
  161. bx::read(&reader, const_cast<char*>(material.c_str() ), len);
  162. uint16_t num;
  163. bx::read(&reader, num);
  164. for (uint32_t ii = 0; ii < num; ++ii)
  165. {
  166. bx::read(&reader, len);
  167. std::string name;
  168. name.resize(len);
  169. bx::read(&reader, const_cast<char*>(name.c_str() ), len);
  170. Primitive prim;
  171. bx::read(&reader, prim.m_startIndex);
  172. bx::read(&reader, prim.m_numIndices);
  173. bx::read(&reader, prim.m_startVertex);
  174. bx::read(&reader, prim.m_numVertices);
  175. bx::read(&reader, prim.m_sphere);
  176. bx::read(&reader, prim.m_aabb);
  177. bx::read(&reader, prim.m_obb);
  178. group.m_prims.push_back(prim);
  179. }
  180. m_groups.push_back(group);
  181. group.reset();
  182. }
  183. break;
  184. default:
  185. DBG("%08x at %d", chunk, reader.seek() );
  186. break;
  187. }
  188. }
  189. reader.close();
  190. }
  191. void unload()
  192. {
  193. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  194. {
  195. const Group& group = *it;
  196. bgfx::destroyVertexBuffer(group.m_vbh);
  197. if (bgfx::invalidHandle != group.m_ibh.idx)
  198. {
  199. bgfx::destroyIndexBuffer(group.m_ibh);
  200. }
  201. }
  202. m_groups.clear();
  203. }
  204. void submit(bgfx::ProgramHandle _program, float* _mtx)
  205. {
  206. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  207. {
  208. const Group& group = *it;
  209. // Set model matrix for rendering.
  210. bgfx::setTransform(_mtx);
  211. bgfx::setProgram(_program);
  212. bgfx::setIndexBuffer(group.m_ibh);
  213. bgfx::setVertexBuffer(group.m_vbh);
  214. // Set render states.
  215. bgfx::setState(0
  216. |BGFX_STATE_RGB_WRITE
  217. |BGFX_STATE_ALPHA_WRITE
  218. |BGFX_STATE_DEPTH_WRITE
  219. |BGFX_STATE_DEPTH_TEST_LESS
  220. |BGFX_STATE_CULL_CCW
  221. |BGFX_STATE_MSAA
  222. );
  223. // Submit primitive for rendering to view 0.
  224. bgfx::submit(0);
  225. }
  226. }
  227. bgfx::VertexDecl m_decl;
  228. typedef std::vector<Group> GroupArray;
  229. GroupArray m_groups;
  230. };
  231. int _main_(int /*_argc*/, char** /*_argv*/)
  232. {
  233. uint32_t width = 1280;
  234. uint32_t height = 720;
  235. uint32_t debug = BGFX_DEBUG_TEXT;
  236. uint32_t reset = BGFX_RESET_NONE;
  237. bgfx::init();
  238. bgfx::reset(width, height);
  239. // Enable debug text.
  240. bgfx::setDebug(debug);
  241. // Set view 0 clear state.
  242. bgfx::setViewClear(0
  243. , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
  244. , 0x303030ff
  245. , 1.0f
  246. , 0
  247. );
  248. // Setup root path for binary shaders. Shader binaries are different
  249. // for each renderer.
  250. switch (bgfx::getRendererType() )
  251. {
  252. default:
  253. case bgfx::RendererType::Direct3D9:
  254. s_shaderPath = "shaders/dx9/";
  255. break;
  256. case bgfx::RendererType::Direct3D11:
  257. s_shaderPath = "shaders/dx11/";
  258. break;
  259. case bgfx::RendererType::OpenGL:
  260. s_shaderPath = "shaders/glsl/";
  261. s_flipV = true;
  262. break;
  263. case bgfx::RendererType::OpenGLES2:
  264. case bgfx::RendererType::OpenGLES3:
  265. s_shaderPath = "shaders/gles/";
  266. s_flipV = true;
  267. break;
  268. }
  269. bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
  270. bgfx::ProgramHandle program = loadProgram("vs_mesh", "fs_mesh");
  271. Mesh mesh;
  272. mesh.load("meshes/bunny.bin");
  273. while (!processEvents(width, height, debug, reset) )
  274. {
  275. // Set view 0 default viewport.
  276. bgfx::setViewRect(0, 0, 0, width, height);
  277. // This dummy draw call is here to make sure that view 0 is cleared
  278. // if no other draw calls are submitted to view 0.
  279. bgfx::submit(0);
  280. int64_t now = bx::getHPCounter();
  281. static int64_t last = now;
  282. const int64_t frameTime = now - last;
  283. last = now;
  284. const double freq = double(bx::getHPFrequency() );
  285. const double toMs = 1000.0/freq;
  286. float time = (float)(bx::getHPCounter()/double(bx::getHPFrequency() ) );
  287. bgfx::setUniform(u_time, &time);
  288. // Use debug font to print information about this example.
  289. bgfx::dbgTextClear();
  290. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/04-mesh");
  291. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes.");
  292. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  293. float at[3] = { 0.0f, 1.0f, 0.0f };
  294. float eye[3] = { 0.0f, 1.0f, -2.5f };
  295. float view[16];
  296. float proj[16];
  297. mtxLookAt(view, eye, at);
  298. mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
  299. // Set view and projection matrix for view 0.
  300. bgfx::setViewTransform(0, view, proj);
  301. float mtx[16];
  302. mtxRotateXY(mtx
  303. , 0.0f
  304. , time*0.37f
  305. );
  306. mesh.submit(program, mtx);
  307. // Advance to next frame. Rendering thread will be kicked to
  308. // process submitted rendering primitives.
  309. bgfx::frame();
  310. }
  311. mesh.unload();
  312. // Cleanup.
  313. bgfx::destroyProgram(program);
  314. bgfx::destroyUniform(u_time);
  315. // Shutdown bgfx.
  316. bgfx::shutdown();
  317. return 0;
  318. }