mesh.cpp 8.2 KB

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  1. /*
  2. * Copyright 2011-2012 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/dbg.h"
  10. #include "../common/math.h"
  11. #include <stdio.h>
  12. #include <string.h>
  13. #include <string>
  14. #include <vector>
  15. void fatalCb(bgfx::Fatal::Enum _code, const char* _str)
  16. {
  17. DBG("%x: %s", _code, _str);
  18. }
  19. static const char* s_shaderPath = NULL;
  20. static bool s_flipV = false;
  21. static void shaderFilePath(char* _out, const char* _name)
  22. {
  23. strcpy(_out, s_shaderPath);
  24. strcat(_out, _name);
  25. strcat(_out, ".bin");
  26. }
  27. long int fsize(FILE* _file)
  28. {
  29. long int pos = ftell(_file);
  30. fseek(_file, 0L, SEEK_END);
  31. long int size = ftell(_file);
  32. fseek(_file, pos, SEEK_SET);
  33. return size;
  34. }
  35. static const bgfx::Memory* load(const char* _filePath)
  36. {
  37. FILE* file = fopen(_filePath, "rb");
  38. if (NULL != file)
  39. {
  40. uint32_t size = (uint32_t)fsize(file);
  41. const bgfx::Memory* mem = bgfx::alloc(size+1);
  42. size_t ignore = fread(mem->data, 1, size, file);
  43. BX_UNUSED(ignore);
  44. fclose(file);
  45. mem->data[mem->size-1] = '\0';
  46. return mem;
  47. }
  48. return NULL;
  49. }
  50. static const bgfx::Memory* loadShader(const char* _name)
  51. {
  52. char filePath[512];
  53. shaderFilePath(filePath, _name);
  54. return load(filePath);
  55. }
  56. static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
  57. {
  58. const bgfx::Memory* mem;
  59. // Load vertex shader.
  60. mem = loadShader(_vsName);
  61. bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
  62. // Load fragment shader.
  63. mem = loadShader(_fsName);
  64. bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
  65. // Create program from shaders.
  66. bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
  67. // We can destroy vertex and fragment shader here since
  68. // their reference is kept inside bgfx after calling createProgram.
  69. // Vertex and fragment shader will be destroyed once program is
  70. // destroyed.
  71. bgfx::destroyVertexShader(vsh);
  72. bgfx::destroyFragmentShader(fsh);
  73. return program;
  74. }
  75. struct Aabb
  76. {
  77. float m_min[3];
  78. float m_max[3];
  79. };
  80. struct Obb
  81. {
  82. float m_mtx[16];
  83. };
  84. struct Sphere
  85. {
  86. float m_center[3];
  87. float m_radius;
  88. };
  89. struct Primitive
  90. {
  91. uint32_t m_startIndex;
  92. uint32_t m_numIndices;
  93. uint32_t m_startVertex;
  94. uint32_t m_numVertices;
  95. Sphere m_sphere;
  96. Aabb m_aabb;
  97. Obb m_obb;
  98. };
  99. typedef std::vector<Primitive> PrimitiveArray;
  100. struct Group
  101. {
  102. Group()
  103. {
  104. reset();
  105. }
  106. void reset()
  107. {
  108. m_vbh.idx = bgfx::invalidHandle;
  109. m_ibh.idx = bgfx::invalidHandle;
  110. m_prims.clear();
  111. }
  112. bgfx::VertexBufferHandle m_vbh;
  113. bgfx::IndexBufferHandle m_ibh;
  114. Sphere m_sphere;
  115. Aabb m_aabb;
  116. Obb m_obb;
  117. PrimitiveArray m_prims;
  118. };
  119. struct Mesh
  120. {
  121. void load(const char* _filePath)
  122. {
  123. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
  124. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  125. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  126. bx::CrtFileReader reader;
  127. reader.open(_filePath);
  128. Group group;
  129. uint32_t chunk;
  130. while (4 == bx::read(&reader, chunk) )
  131. {
  132. switch (chunk)
  133. {
  134. case BGFX_CHUNK_MAGIC_VB:
  135. {
  136. bx::read(&reader, group.m_sphere);
  137. bx::read(&reader, group.m_aabb);
  138. bx::read(&reader, group.m_obb);
  139. bx::read(&reader, m_decl);
  140. uint16_t stride = m_decl.getStride();
  141. uint16_t numVertices;
  142. bx::read(&reader, numVertices);
  143. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  144. bx::read(&reader, mem->data, mem->size);
  145. group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
  146. }
  147. break;
  148. case BGFX_CHUNK_MAGIC_IB:
  149. {
  150. uint32_t numIndices;
  151. bx::read(&reader, numIndices);
  152. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  153. bx::read(&reader, mem->data, mem->size);
  154. group.m_ibh = bgfx::createIndexBuffer(mem);
  155. }
  156. break;
  157. case BGFX_CHUNK_MAGIC_PRI:
  158. {
  159. uint16_t len;
  160. bx::read(&reader, len);
  161. std::string material;
  162. material.resize(len);
  163. bx::read(&reader, const_cast<char*>(material.c_str() ), len);
  164. uint16_t num;
  165. bx::read(&reader, num);
  166. for (uint32_t ii = 0; ii < num; ++ii)
  167. {
  168. bx::read(&reader, len);
  169. std::string name;
  170. name.resize(len);
  171. bx::read(&reader, const_cast<char*>(name.c_str() ), len);
  172. Primitive prim;
  173. bx::read(&reader, prim.m_startIndex);
  174. bx::read(&reader, prim.m_numIndices);
  175. bx::read(&reader, prim.m_startVertex);
  176. bx::read(&reader, prim.m_numVertices);
  177. bx::read(&reader, prim.m_sphere);
  178. bx::read(&reader, prim.m_aabb);
  179. bx::read(&reader, prim.m_obb);
  180. group.m_prims.push_back(prim);
  181. }
  182. m_groups.push_back(group);
  183. group.reset();
  184. }
  185. break;
  186. default:
  187. DBG("%08x at %d", chunk, reader.seek() );
  188. break;
  189. }
  190. }
  191. reader.close();
  192. }
  193. void unload()
  194. {
  195. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  196. {
  197. const Group& group = *it;
  198. bgfx::destroyVertexBuffer(group.m_vbh);
  199. if (bgfx::invalidHandle != group.m_ibh.idx)
  200. {
  201. bgfx::destroyIndexBuffer(group.m_ibh);
  202. }
  203. }
  204. m_groups.clear();
  205. }
  206. void submit(bgfx::ProgramHandle _program, float* _mtx)
  207. {
  208. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  209. {
  210. const Group& group = *it;
  211. // Set model matrix for rendering.
  212. bgfx::setTransform(_mtx);
  213. bgfx::setProgram(_program);
  214. bgfx::setIndexBuffer(group.m_ibh);
  215. bgfx::setVertexBuffer(group.m_vbh);
  216. // Set render states.
  217. bgfx::setState(BGFX_STATE_RGB_WRITE
  218. |BGFX_STATE_DEPTH_WRITE
  219. |BGFX_STATE_DEPTH_TEST_LESS
  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. bgfx::init(fatalCb);
  232. bgfx::reset(1280, 720);
  233. // Enable debug text.
  234. bgfx::setDebug(BGFX_DEBUG_TEXT);
  235. // Set view 0 default viewport.
  236. bgfx::setViewRect(0, 0, 0, 1280, 720);
  237. // Set view 1 default viewport.
  238. bgfx::setViewRect(1, 0, 0, 1280, 720);
  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. while (true)
  272. {
  273. // This dummy draw call is here to make sure that view 0 is cleared
  274. // if no other draw calls are submitted to view 0.
  275. bgfx::submit(0);
  276. int64_t now = bx::getHPCounter();
  277. static int64_t last = now;
  278. const int64_t frameTime = now - last;
  279. last = now;
  280. const double freq = double(bx::getHPFrequency() );
  281. const double toMs = 1000.0/freq;
  282. float time = (float)(bx::getHPCounter()/double(bx::getHPFrequency() ) );
  283. bgfx::setUniform(u_time, &time);
  284. // Use debug font to print information about this example.
  285. bgfx::dbgTextClear();
  286. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/04-mesh");
  287. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes.");
  288. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  289. float at[3] = { 0.0f, 1.0f, 0.0f };
  290. float eye[3] = { 0.0f, 1.0f, -2.5f };
  291. float view[16];
  292. float proj[16];
  293. mtxLookAt(view, eye, at);
  294. mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
  295. // Set view and projection matrix for view 0.
  296. bgfx::setViewTransform(0, view, proj);
  297. float mtx[16];
  298. mtxRotateXY(mtx
  299. , 0.0f
  300. , time*0.37f
  301. );
  302. mesh.submit(program, mtx);
  303. // Advance to next frame. Rendering thread will be kicked to
  304. // process submitted rendering primitives.
  305. bgfx::frame();
  306. }
  307. mesh.unload();
  308. // Cleanup.
  309. bgfx::destroyProgram(program);
  310. bgfx::destroyUniform(u_time);
  311. // Shutdown bgfx.
  312. bgfx::shutdown();
  313. return 0;
  314. }