mesh.cpp 8.4 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include <string>
  6. #include <vector>
  7. #include "common.h"
  8. #include <bgfx.h>
  9. #include <bx/timer.h>
  10. #include <bx/readerwriter.h>
  11. #include "entry/entry.h"
  12. #include "fpumath.h"
  13. #include <stdio.h>
  14. #include <string.h>
  15. static const char* s_shaderPath = NULL;
  16. static bool s_flipV = false;
  17. static void shaderFilePath(char* _out, const char* _name)
  18. {
  19. strcpy(_out, s_shaderPath);
  20. strcat(_out, _name);
  21. strcat(_out, ".bin");
  22. }
  23. long int fsize(FILE* _file)
  24. {
  25. long int pos = ftell(_file);
  26. fseek(_file, 0L, SEEK_END);
  27. long int size = ftell(_file);
  28. fseek(_file, pos, SEEK_SET);
  29. return size;
  30. }
  31. static const bgfx::Memory* load(const char* _filePath)
  32. {
  33. FILE* file = fopen(_filePath, "rb");
  34. if (NULL != file)
  35. {
  36. uint32_t size = (uint32_t)fsize(file);
  37. const bgfx::Memory* mem = bgfx::alloc(size+1);
  38. size_t ignore = fread(mem->data, 1, size, file);
  39. BX_UNUSED(ignore);
  40. fclose(file);
  41. mem->data[mem->size-1] = '\0';
  42. return mem;
  43. }
  44. return NULL;
  45. }
  46. static const bgfx::Memory* loadShader(const char* _name)
  47. {
  48. char filePath[512];
  49. shaderFilePath(filePath, _name);
  50. return load(filePath);
  51. }
  52. static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
  53. {
  54. const bgfx::Memory* mem;
  55. // Load vertex shader.
  56. mem = loadShader(_vsName);
  57. bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
  58. // Load fragment shader.
  59. mem = loadShader(_fsName);
  60. bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
  61. // Create program from shaders.
  62. bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
  63. // We can destroy vertex and fragment shader here since
  64. // their reference is kept inside bgfx after calling createProgram.
  65. // Vertex and fragment shader will be destroyed once program is
  66. // destroyed.
  67. bgfx::destroyVertexShader(vsh);
  68. bgfx::destroyFragmentShader(fsh);
  69. return program;
  70. }
  71. struct Aabb
  72. {
  73. float m_min[3];
  74. float m_max[3];
  75. };
  76. struct Obb
  77. {
  78. float m_mtx[16];
  79. };
  80. struct Sphere
  81. {
  82. float m_center[3];
  83. float m_radius;
  84. };
  85. struct Primitive
  86. {
  87. uint32_t m_startIndex;
  88. uint32_t m_numIndices;
  89. uint32_t m_startVertex;
  90. uint32_t m_numVertices;
  91. Sphere m_sphere;
  92. Aabb m_aabb;
  93. Obb m_obb;
  94. };
  95. typedef std::vector<Primitive> PrimitiveArray;
  96. struct Group
  97. {
  98. Group()
  99. {
  100. reset();
  101. }
  102. void reset()
  103. {
  104. m_vbh.idx = bgfx::invalidHandle;
  105. m_ibh.idx = bgfx::invalidHandle;
  106. m_prims.clear();
  107. }
  108. bgfx::VertexBufferHandle m_vbh;
  109. bgfx::IndexBufferHandle m_ibh;
  110. Sphere m_sphere;
  111. Aabb m_aabb;
  112. Obb m_obb;
  113. PrimitiveArray m_prims;
  114. };
  115. struct Mesh
  116. {
  117. void load(const char* _filePath)
  118. {
  119. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
  120. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  121. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  122. bx::CrtFileReader reader;
  123. reader.open(_filePath);
  124. Group group;
  125. uint32_t chunk;
  126. while (4 == bx::read(&reader, chunk) )
  127. {
  128. switch (chunk)
  129. {
  130. case BGFX_CHUNK_MAGIC_VB:
  131. {
  132. bx::read(&reader, group.m_sphere);
  133. bx::read(&reader, group.m_aabb);
  134. bx::read(&reader, group.m_obb);
  135. bx::read(&reader, m_decl);
  136. uint16_t stride = m_decl.getStride();
  137. uint16_t numVertices;
  138. bx::read(&reader, numVertices);
  139. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  140. bx::read(&reader, mem->data, mem->size);
  141. group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
  142. }
  143. break;
  144. case BGFX_CHUNK_MAGIC_IB:
  145. {
  146. uint32_t numIndices;
  147. bx::read(&reader, numIndices);
  148. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  149. bx::read(&reader, mem->data, mem->size);
  150. group.m_ibh = bgfx::createIndexBuffer(mem);
  151. }
  152. break;
  153. case BGFX_CHUNK_MAGIC_PRI:
  154. {
  155. uint16_t len;
  156. bx::read(&reader, len);
  157. std::string material;
  158. material.resize(len);
  159. bx::read(&reader, const_cast<char*>(material.c_str() ), len);
  160. uint16_t num;
  161. bx::read(&reader, num);
  162. for (uint32_t ii = 0; ii < num; ++ii)
  163. {
  164. bx::read(&reader, len);
  165. std::string name;
  166. name.resize(len);
  167. bx::read(&reader, const_cast<char*>(name.c_str() ), len);
  168. Primitive prim;
  169. bx::read(&reader, prim.m_startIndex);
  170. bx::read(&reader, prim.m_numIndices);
  171. bx::read(&reader, prim.m_startVertex);
  172. bx::read(&reader, prim.m_numVertices);
  173. bx::read(&reader, prim.m_sphere);
  174. bx::read(&reader, prim.m_aabb);
  175. bx::read(&reader, prim.m_obb);
  176. group.m_prims.push_back(prim);
  177. }
  178. m_groups.push_back(group);
  179. group.reset();
  180. }
  181. break;
  182. default:
  183. DBG("%08x at %d", chunk, reader.seek() );
  184. break;
  185. }
  186. }
  187. reader.close();
  188. }
  189. void unload()
  190. {
  191. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  192. {
  193. const Group& group = *it;
  194. bgfx::destroyVertexBuffer(group.m_vbh);
  195. if (bgfx::isValid(group.m_ibh) )
  196. {
  197. bgfx::destroyIndexBuffer(group.m_ibh);
  198. }
  199. }
  200. m_groups.clear();
  201. }
  202. void submit(bgfx::ProgramHandle _program, float* _mtx)
  203. {
  204. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  205. {
  206. const Group& group = *it;
  207. // Set model matrix for rendering.
  208. bgfx::setTransform(_mtx);
  209. bgfx::setProgram(_program);
  210. bgfx::setIndexBuffer(group.m_ibh);
  211. bgfx::setVertexBuffer(group.m_vbh);
  212. // Set render states.
  213. bgfx::setState(0
  214. |BGFX_STATE_RGB_WRITE
  215. |BGFX_STATE_ALPHA_WRITE
  216. |BGFX_STATE_DEPTH_WRITE
  217. |BGFX_STATE_DEPTH_TEST_LESS
  218. |BGFX_STATE_CULL_CCW
  219. |BGFX_STATE_MSAA
  220. );
  221. // Submit primitive for rendering to view 0.
  222. bgfx::submit(0);
  223. }
  224. }
  225. bgfx::VertexDecl m_decl;
  226. typedef std::vector<Group> GroupArray;
  227. GroupArray m_groups;
  228. };
  229. int _main_(int /*_argc*/, char** /*_argv*/)
  230. {
  231. uint32_t width = 1280;
  232. uint32_t height = 720;
  233. uint32_t debug = BGFX_DEBUG_TEXT;
  234. uint32_t reset = BGFX_RESET_VSYNC;
  235. bgfx::init();
  236. bgfx::reset(width, height, reset);
  237. // Enable debug text.
  238. bgfx::setDebug(debug);
  239. // Set view 0 clear state.
  240. bgfx::setViewClear(0
  241. , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
  242. , 0x303030ff
  243. , 1.0f
  244. , 0
  245. );
  246. // Setup root path for binary shaders. Shader binaries are different
  247. // for each renderer.
  248. switch (bgfx::getRendererType() )
  249. {
  250. default:
  251. case bgfx::RendererType::Direct3D9:
  252. s_shaderPath = "shaders/dx9/";
  253. break;
  254. case bgfx::RendererType::Direct3D11:
  255. s_shaderPath = "shaders/dx11/";
  256. break;
  257. case bgfx::RendererType::OpenGL:
  258. s_shaderPath = "shaders/glsl/";
  259. s_flipV = true;
  260. break;
  261. case bgfx::RendererType::OpenGLES2:
  262. case bgfx::RendererType::OpenGLES3:
  263. s_shaderPath = "shaders/gles/";
  264. s_flipV = true;
  265. break;
  266. }
  267. bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
  268. bgfx::ProgramHandle program = loadProgram("vs_mesh", "fs_mesh");
  269. Mesh mesh;
  270. mesh.load("meshes/bunny.bin");
  271. int64_t timeOffset = bx::getHPCounter();
  272. while (!entry::processEvents(width, height, debug, reset) )
  273. {
  274. // Set view 0 default viewport.
  275. bgfx::setViewRect(0, 0, 0, width, height);
  276. // This dummy draw call is here to make sure that view 0 is cleared
  277. // if no other draw calls are submitted to view 0.
  278. bgfx::submit(0);
  279. int64_t now = bx::getHPCounter();
  280. static int64_t last = now;
  281. const int64_t frameTime = now - last;
  282. last = now;
  283. const double freq = double(bx::getHPFrequency() );
  284. const double toMs = 1000.0/freq;
  285. float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );
  286. bgfx::setUniform(u_time, &time);
  287. // Use debug font to print information about this example.
  288. bgfx::dbgTextClear();
  289. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/04-mesh");
  290. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes.");
  291. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  292. float at[3] = { 0.0f, 1.0f, 0.0f };
  293. float eye[3] = { 0.0f, 1.0f, -2.5f };
  294. float view[16];
  295. float proj[16];
  296. mtxLookAt(view, eye, at);
  297. mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
  298. // Set view and projection matrix for view 0.
  299. bgfx::setViewTransform(0, view, proj);
  300. float mtx[16];
  301. mtxRotateXY(mtx
  302. , 0.0f
  303. , time*0.37f
  304. );
  305. mesh.submit(program, mtx);
  306. // Advance to next frame. Rendering thread will be kicked to
  307. // process submitted rendering primitives.
  308. bgfx::frame();
  309. }
  310. mesh.unload();
  311. // Cleanup.
  312. bgfx::destroyProgram(program);
  313. bgfx::destroyUniform(u_time);
  314. // Shutdown bgfx.
  315. bgfx::shutdown();
  316. return 0;
  317. }